Posts for Comicalflop


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Don't bamp either.
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Don't bump.
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RT-55J wrote:
themidnightbum wrote:
and can we speed run pc games (like portal)
Not really, but IIRC Source Engine games (like Portal) do support frame advance. (Link)
Due to the way Portal handles loading the game when you load a save# file, the game does not start at the exact frame that the save was made; a random number of frames is inserted before play resumes. Also, singlestep (frame advance) and timescale (slowdown) affect the loading time before Portal loads, which causes the game to be frozen in a loop before the game loads, causing it to crash. It's ironic that the game was given all of the tools in order to make TASes, even incredibly in depth memory watching; however, a TAS can only be made either in real time with savestate abuse, or in one setting with frame advance, but not both, thus making it impractical. Perhaps there is some external way to solve the problems; myself and others haven't found a solution yet.
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Use JXQ's QuickHex, it handles .m64's. I don't know how to solve your frigate issues, since plugins aren't all synch compatible (unlike my mischief makers run, where all plugins synch the same, and I could use a different plugin to aid in my TASing.)
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petrie911 wrote:
Hey guys, remember that 100% route I was working on? It's done http://files.filefront.com/MM100pRouteCompletertf/;13513038;/fileinfo.html So, what do you think? Pointing out errors would be helpful.
I remember you saying that the main time wasting element of the 100% was the Kafei quest. I can't quite take an in-depth look at the route at the moment, but did you solve this dilemma?
Mukki wrote:
I'm going to go out on a limb here and say "open source TAS". This is a perfect candidate. Anyone?
Hells yeah! (As in, I agree, not nominating myself.)
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Those are some amazing glitches with the key in Vanilla Dome 2 (in part 2 video). Actually, I'm seeing new glitches everywhere. Are those doable in the SNES version?
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I am very impressed Kyman. I particularly like how Mario performs many actions within microseconds of each other, while still maintaining maximum speed. It makes the movement very entertaining to watch. If you keep this playing quality up, I think there won't be a shred of doubt about it getting published. I'm definitely looking forward to this one now.
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Post subject: a lot of links to prove the point
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According to this, this, this, this, this, and this, it seems TASing SSBM is possible with current Dolphin builds.
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I got an idea that will satisfy that. If/when a TAS ever gets finished, I'll do a commentary like I did for OoT. I'm sure I can once again put my voice acting skills to good use.
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Your behavior baffles me.
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Actually, that wasn't where I was going with that picture. You took it in a direction that makes me look bad. I'm not an angry man, I just see the big picture and need to explain it those who don't. Now get off my lawn. You're treading on my Lemming-Sprouting flowers.
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MezzoDragon wrote:
Sorry for being rude
I thought everyone was doing it, so I hopped on the bandwagon. I'm obedient like that. See if you can pick me from the crowd.
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Emulators don't just come with TASing features. They need to be programmed in. Mupen was the one chosen to have TASing added. PJ can't have TASing features because no one has added them, and because the most recent version of PJ is closed source. PJ64 has a different core than mupen, which is why it's different. Wishful thinking actually doesn't do shit. People who actually go about doing stuff make stuff happen; holding hands and singing Koombaya doesn't magically make your wishes come true. But, perhaps MupenPlus (something which, to my understanding, is being worked on) will fix the emulation or something. Until then, we'll just have to sit and wait (patiently). I really don't think the world is going to end if being able to TAS DK64 does not come soon.
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A better question is why is this topic still going? It's pointless, and everybody's perception of what's hard is going to be different and biased. And how hard something is doesn't mean anything. It's even stated in the rules that a run shalt not be accepted based on how hard it was to make. This topic is to important as a bicycle-riding fish is to a lesbian.
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Thanks. I added it into the movie entry.
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Sticky wrote:
YrRick
I knew him, Horatio. A man of infinite jest.
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I'm sure you visit the pub that says "Liquor in the front, Poker in the rear" a lot then.
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No crap, it's been working in PJ64 but not mupen since the dawn of dinosaurs. Since Mupen is the TASing emulator and PJ isn't, you can see why the problem.
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I was hoping, in the ironical sense, to not have to post a huge essay in a topic started by a huge essay. -Only 3 submissions; 2 of them are the super short warped runs, but the any% is super long, and has yet to be obsoleted. -The 100% run everyone wants to see, yet still remains incomplete. -Every frame of ever second of every minute you must watch tons of memory addresses. -This. -Speed increments, but you can;t freeze it above normal like in SMW. -Acceleration is a bitch. -The shooting system of eggs is immensely complex. Aiming is tricky, managing eggs is tricky, making them ricochet perfectly is tricky. -staying at maximum speed is tricky. -The game is immensely complex. new routes are being found constantly. -massive rerecording behavior needed; even then, constant redoes are necessary. Lemme know if you need more. there's still plenty of reasons; I could go on and on. Starfox 64 doesn't deserve it because a run would have easily been done already if meepers and I weren't so lazy. I would like to mention that I think this topic sucks ass. The term 'hardest' is about as subjective as entertaining; there is not going to be a universal decision on what game is hardest. Also, I do believe that the site should not be about whining or bragging about how tough a game is to TAS.
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Yoshi Island Wins. Topic done.
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You could always watch Pirate's own encode, but given the unorthodox choice of music, maybe waiting for an encode with the game's music will suit you better.
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petrie911 wrote:
Well, as long as we're discovering things, I found the speed addresses in MM.
Now are those for normal mupen or for the antiDS mupen? I've found that when it comes to MHS, the two different mupen versions have different memory addresses (since they are different programs.)
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System Error wrote:
Question: couldn't you go back and hex edit the small things like the door trick and cart trick into earlier levels where they weren't done, or is this one of those games that doesn't like to cooperate when that is done? If possible, I think it'd be best to get it done now rather than wait another potential 2.5 years and throw them in along with the new improvements. :P Also, I do like it when frames are sacrificed in the name of entertainment, but on the subject of Haunted Hall; did you really think 3 frames practically invisible to the human eye was worth sacrificing a major, amusing glitch (that could possibly save time in itself from not having to worry about dodging the minus barrels)? That was one of the best parts of the old movie - now I have to settle for the still "holy shit" inducing but not as amusing Jungle Jinx glitch.
This is one of those games that doesn't like to corporate. We had already restarted a few times, and we didn't want to redo 3 whole worlds just to save a few frames. To be honest, I still don't know what causes the haunted hall glitch, so it wasn't a question of 'I omitted it on purpose'. My guess is that other unknown factors caused it, not on whether or not I jumped before the gate. So, jump or no jump, it probably wouldn't be present anyways. Also, since it was used in Arne's run, it's not exactly a new thing (this is also why I didn't use the fake death glitch in the Kreepy Krow fight). Those 2 glitches were cool because they had never been seen before; that novelty is not there anymore. But we tried to show different glitches; see if you can spot them. (Hint: there's more tiny glitches than just palette mess ups.)
Derakon wrote:
I think we can safely assume that if hexing were possible, he'd've done it. :)
Correct. Hexing in DKC2 isn't as bad as DKC, but it's still near impossible. -Many of the bosses require luck manipulation for what frame you enter -There is random inserted/removed frames of lag during the fadeouts for bonuses -Hexing causes slight changes in sub pixel positioning, which can throw off tons of jumps and maneuvers.
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And yet, given the attitude, I get the feeling he wasn't. Like honestly, is Sami going to complete a finished segment of CCW, and utterly forget to post about it here? There's a very easy way to gauge progress. It goes like this: 'Progress posted = Progress made' So all the "when is this done?" "I demand to see a WIP!" "what's ur statuz?" posts are, utterly useless. Progress cannot be posted before it is made. Thus, sitting back, and waiting for progress to be posted prevents unneeded flooding of demands in the thread. Patience prevails all.
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Satyrium wrote:
I demand an update on CCW!1!1!!
Demand denied. Picture yourself in his shoes, do you want nubs yelling at you to constantly keep them updated on progress? I'm sure he is hard at work at it, or is busy. We TASers have real lives. Request > Demand = expected etiquette on this site.
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