Posts for Comicalflop


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The true irony of the Source engine games is that they come equipped with every tool that you need to make TASes; the only problem is that you cannot use loads (savestates) in combination with timescale/next step (slow down/frame advance). This is because if the game is set to timescale or next step, loading a save will cause the game to crash, and the number of frames needed to input making the game pause after a load (to prevent crashing) is random. If you can find a way around this, then you're set, otherwise you'll be looking at either a segmented speedrun, or a run using only slowdown/frame advance. Edit: I don't have on me right now, but later I can insert a link which IIRC is all the specs and information about everything Source related, such as all info about .dem's, and commands and etc.
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Baxter wrote:
(What is the multiplayer option btw? Would it have been possible to make this TAS with 2 players?)
Probably bluetooth networking- aka between two DS's, not one player controlling 2 characters. When watching the original WIPs from the forums, I was not impressed at all beyond stage 1's neat music, mostly because I absolutely hate games where all you do is run to the right very slowly, and do not find the contra series to be entertaining in the slightest. I'll give this a full watch and see if my opinion changes. Edit: Ok, my vote remains at a no. I just did not find it to be all that exciting. The platforming is still a very awkward NES slow style, and all the guns a blazing' didn't help because it never felt exciting, just 'oh, stuff blowing up.' Although, I must wonder what the developers were thinking; entering the final boss by hook-shotting yourself up into his ass?
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MrGrunz wrote:
It seems, that nobody can play it back succesfully apart from me, so I have to know, if that appears with all of you guys, too.
I can play it back fully with no desynchs.
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Post subject: DK Jungle Climber
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I saw this one mentioned in the DS wishlist. I played the first 2 rooms in 1-2, and searched for x/y speed addresses (022366C9 = X speed, 022367E1 = Y speed, both 1 byte signed) However I hit 2 snags. One, I don't find it to be *that* entertaining (and optimizing it would be a pain) and two, the memory addresses change per room, which is not fun ever. Anyone wanting to try this can use the addresses (which applies to only the first room in 1-2, by the way) and write down what all the values are for different jumps, running, etc. Here is my test video
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Just letting everyone know that I finally beat operation 14. On to operation 15, or as they say, someone set us up the bomb!
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Arukado, just because you find something boring doesn't mean everyone else will. This is going to come as a shockerooni to your ego, but your sole opinion isn't the only one that matters (aka Zurreco syndrome). I myself am looking forward to this (especially given alden's good taste in finding suitable TAS material) and because it'll further support my idea of the untapped DS's potential of heavily abusable stylus input.
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Post subject: Re: Brain Age / Brain Training
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DDRKhat wrote:
Note: I will be using Brain Age (E)
Why?
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Warp wrote:
Why is the bot a he and not a she?-)
You'll probably notice that in science fiction, most femme-bots are either sexbots or cause their masters grief due to fuzzy logic involving trying to understand love. And Bisqbot, as we all know, has refused mine and others' offers of love. Why couldn't the poll have lasted more than 3 days? And why wasn't "The Sex-matronAgent" an option? (In order to fulfill all of Sticky's needs.) Or "Johnny Five?" Or "Crow T. Robot and Tom ServoBot"?
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ElectroSpecter wrote:
How about a new option, one that makes a bit more sense (to me at least): - Don't use 1/1 at all, UNLESS it happens to save time that ISN'T related to frame shaving simply by having Yoshi run a tiny bit faster. To clarify, 1/1 can be used to save a few frames per level, maybe, purely from a tiny bit of increased speed. In this new option I have created, this will not be used. However, if 1/1 can be used to save time some other way (like getting to a floating platform earlier or spawning things in a more favorable way) and the frames saved come from better manipulation, then the trick SHOULD be used. Of course, this may never be the case the entire run, but I think it's something to consider. Anyone agree?
This could work. I believe that 1/1 can be used with Baby Mario to run at the speed that you jump off slopes, which is very significant; it can probably also be used to preserve faster than normal speed, like when jumping off of platforms that zip to the left/right very fast.
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Kitsune wrote:
Strangely enough, I just upgraded my computer about a month back, and now Desmume runs at near peak speed. All I did was upgrade to 2 gigs of ram and a dual core 1.7ghz processor with new Mother Board.
This makes no sense. I have 4 gigs of ram and dual core 2.xish ghz processor for my laptop, and it still runs at 40% most of the time.
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Wasn't impressed. Meh.
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Well, tech wise, I think the route is solid; I abused as many zip paths as possible (which is only two), I made every click as soon as possible, and I remember that alternate paths exist, but they use the same number of clicks. I also tested both of the cutscene skips that the SDA run uses, and those skips are exclusive to that PC version. Now whether anyone beyond you and me likes it, well. I dunno. Youtube Encode Movie File Interesting fact: The percentage of lag frames in the run is 88.78%.
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Ok, finished. 465 frames faster than your test. Should I post it here or submit?
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I found it to be as interesting as the SDA run. What specifically about it isn't optimal? (I might try doing a run) zip mode saves time only when you go to an area you have already visited. So, route wise, do you visit any previous areas? Hm.... if my calculations are correct, zip mode should save a little bit of time. Lemme test both. Currently 178 frames faster, and that's even with selecting zip mode.
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Kirkq wrote:
I often try to sync to the music during autoscrolling/waiting portions, so you kids are missing out.
I try to do this too, but it's so much easier with snes9x (one of the coolest examples I have ever seen was one of MUGG's mini boss fights in Kirby Super Star).... VBA and mupen don't agree as well. Also, I guess I'm the exact opposite of you guys. I never mute the music when watching TAses. ever.
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Post subject: this is what happens when people argue for 2.5 pages
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mmbossman, I just read up the best soccer jokes, and I'm still dateless for the time being. Do you have that girl with the injuries' number?
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Somehow, suffering more levels of the GBA's inferior graphics and annoying sounds makes it an incredibly obvious choice to use SNES version.
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The N64 version is almost identical to the PC one. But you're probably going to encounter desynchs in that one, given that it uses the expansion pak.
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In the first fortress stage, could you have done a dash along the platforms in the air that are moving to the right? (starting at time 16:05) Besides that, I agree with everyone else that it has it's good bits (fast paced, combines X1 and X2) and bad bits (GB's limitations) but so far I'm leaning towards yes.
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It's legal according to Stephanie Meyer.
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mmbossman wrote:
Dear sixofour, what does your logic and intuition tell you is the best way to rehabilitate a 19 year old female soccer player who is 6 weeks status post anterior cruciate ligament reconstruction on her left knee using a hamstring graft? By "best", I mean fastest return to pre-surgical condition with minimization of risk of graft failure?
Using my "medical skills" picked up from TASing Trauma Center, can I fix her up and then go on a date with her?
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I've been keeping an eye on two guys, and it looks like they've completed fastest time (suboptimal though) runs of every character except samus (DK has an SDA speedrun, and Yoshi+Fox have been done before.) Jigglypuff Ness Kirby Mario Luigi Captain Falcon Pikachu Link This Ness one is even better than the one linked before: http://www.youtube.com/watch?v=Ybee6IbGWik&NR=1
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Post subject: Re: Star Fox Command
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applepieman wrote:
-Peppy Hare once said "Use bombs wisely"
I hope the future missions don't do this, it completely killed all the entertainment.
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karterfreak wrote:
From what I'm able to tell from the X-position memory value and the speed value, it only slows you down on steep slopes, not the shallow ones.
When I tried to find the X speed, it seemed to be deceptive. So the address you have may not be correct (I also used the first 1 byte signed address that I found that matched yoshi's speed, and that address isn't accurate.)
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