Posts for Comicalflop


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It limits who can watch, actually (Kyrsimys being one of the few.) You need to have the game itself, and it's not something you can just download freely onto your computer and be right as rain. It has replays that others can watch on their own computers (something TASes need to do) and .avi's can be encoded, so it should be submittable like Star Control was. My only concern is that can it be made into a full run (one replay), rather than just the individual stages? Also, I loved the videos, and I'd love for more to be encoded. "well said m'lord! hoo hah!"
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Fabian wrote:
Voting yes because I like the authors.
I was under the impression this was against the site rules. Unless of course you're being sarcastic, which is entirely possible (and likely) given your nature. In which case, the orange orange flag and airhorns would be nice for next time. I'm with Bisqwit on this one, I don't know what to make of it. (although I'm not voting.) This is the first time I've watched a RCR submission on fceu, and it was entertaining in some ways, but I just don't think these are the days of "publish a random funny NES movie that doesn't aim for fastest time". I mean it was really, really obvious you were wasting time in many places, while being speedy in others. I don't say I quite agree on the goals this movie tries to acheive, and while clearly entertainment was the main motivator due to previous RCR submissions, I just think that a 2 player fastest time obsoleting the current run aiming for more entertaining ways to complete things would have been better. The little shenanigans were fun to watch, but eh. The graphical glitches were a pain adding to my already laggy FCEU.
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Mupen does not have its own built in memory watcher, so you need to externally watch memory with L-Spiro's MHS Tool. The frame counter should always be there in mupen. It's in the bottom left corner.
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upthorn wrote:
You should be aware that "american cheese" is not actually cheese. In the same way that "head cheese" is not actually cheese. American cheese does not contain, nor ever has contained, any sort of dairy product at all. Instead, it is made from lard. That's right, they take pure, raw, animal fat and put a bunch of chemicals on it and then slice it up and cover it with wax paper, and that is what American cheese is.
That's so totally American it makes me giggle. My vote's in for swiss cheese. It's heavenly to my taste buds, because it's so holy.
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nfq wrote:
it's like in mario 64. mario swims slower if you just hold down A.
Mario swims slower if you spam A actually, I've tested this with memory addresses. mmbossman, you're vectorman runs are done, nfq's run was rejected (becauses yours is faster) despite the game being "accepted" .... are you going to complete this?
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Another interesting thing to consider is what about non rerecording emulators? Some games have a "replay" feature that essentially gives you rerecording abilities (assuming the emulator, regardless of stability, has savestates.) You merely play in frame advance, and use savestates to progress, then at the end for any one particular level or stage or what have you you use replay and it will show what you have done tool assisted. In addition to this, (or more accurately, my initial question) is would this site be expandable to contain "TAS experiments"? I mean this like an entirely devoted section of the site that does not feature published .avi's of console TASes, but more of experimental TASes that work in theory, but don't work like: a rerecording emulator, that has a ROM, that has a input movie file that anyone can replay and encode an avi from. If such a sub section could include EVERY form of tool assisted demonstrations, not to be made as a full published speedrun that fully completes a game, such as: -TASes from experimental new emulators, using any means necessary to achieve "TASing" like savestates, slowdown, even without rerecording (like the method I described above.) -PC TASes, like Doom and Worms Armageddon and the likes (where the source code of the game itself is modified to support TASing features -DOS Box -slowing the console down, like demonstrate said -anything else I may have missed The goal of this sub section would not be competition to have fully completed runs of video games, that are voted on whether they should be published or not, but to have downloadable .avi's that are made from various coders or the authors themselves, and instantly "published" (if they meet certain criteria) in order to promote awareness and existence of such forms of TASing, rather than a competition of perfection and voting on whether it's entertaining/publishable. I'd love to see such a sub section of this site, and i think others would too.
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You know, maybe I should hunt for the speed address Sami, maybe it'd be helpful for you for the rest of the TAS; also because I still look funnily at the Talon Trot and jumping all the time, as it doesn't seem proven as faster than normal running in my mind. Oh, and I eagerly await that WIP. Edit: 00C67F72 short and 00C67F70 long seem to show Banjo's speed, but they're not as variable as I want it to be. I'll keep looking.
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Oh it's very easy actually. When doing certain moves Spiderman has the exact same speed. For example, I can do a web swing and know that at max speed it's 1250 (same works for vertical moves). I (or PJ) just search in new missions for values that are 1250. Easy stuff. Plus, the missions are so simple to play/get through (most of them that is) that PJ had no problem getting them.... he also had the entire game beaten when the ROM came out.
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Mukki wrote:
I remember it being said that windows Mupen64 has an audio bug that means it cannot produce publishable .avis so even if someone does come along who can encode it the .avi would not be usable.
Huh? I can encode AVI's just fine with windows....
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I was working on this over the summer in secret, until I started working solely on something else, leaving it incomplete. It felt silly for me to have it just sit there, since someone else may like it enough to give it a try. (don't kill me P.J.Boy.) Also, I am not 100% confident that what I have is 100% optimal (though it's very close.) Plus, I thought I'd show just how TASably cool this game is. I completed 6 of the 16 missions, and didn't quite make it past mission 7. HERE is the .vbm. This game is fast. Insane fast. It's the fastest action TASable spiderman game to my knowledge. While it may not have the fastest swinging speed of some of the other GBA games, the quick reaction time and the glitches I exploit make Spiderman complete these missions with ease. Here's what's going on in this WIP: A horizontal web pull is the fastest movement in the game, up to speeds of 1800 (1792 occurs most, since 1800 requires you to be right next to the wall.) You can pull yourself towards a doorway and go underneath it. However, I found that the aerial B move preserves your momentum. During your arm swing attack, you will hover above the ground. If you then press A to jump.... you will jump and keep the same speed you had before. Whammo! Spiderman is now Bunnyman as he bunnyhops through levels. This glitch lets you breeze through horizontal sections real fast, and I've even defied gravity and jumped while floating over pits. Real weird/cool stuff. You can cancel the animation that spidey makes when transforming into black suit by being in mid air. swinging on a web and kicking an enemy does the most damage from what I've looked at. You can "ceiling hug"; when you web sling up and right, you'll pull yourself diagonally to the wall, and with perfect timing you can keep doing this when you're touching the ceiling. Not as fast as bunnyhopping, but still pretty fast and handy in some situations. I don't think my vertical ascension up walls is optimal though. I didn't test as much as I should have. There might be other things here and there that I missed. (Edit: thanks PJ for the RAM list.) So yeah, hope you guys like that movie. I may continue with it all the way, or someone else may come along and improve it. Either way is good. Edit: mmbossman's working on this it seems! yay!
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Vid / Youtube Nice job btw edit: link fixed
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I was thinking that as soon as the Final Fight was over, press A or start in order to make the screen continue when it shows me the time, and end it there. But, apparently the "end cutscenes" are actually stages themselves (that need to be manually entered?)... the first one where Aster returns to the kingdom, Teran runs away, etc. etc. (which requires input at one point that would change the credits, whether or not Marina grabs Teran when they fight. And I'm told you can reduce the in-game time of the game file by doing this?). There is another credits stage, known as the surprise ending where the characters are transformed to human. But then as you said since I'll have so few gold gems it will cut out.. but does it go to the credits roll then? (DOES this game have a credits roll?) But, I guess I will figure it out. It's all confusion at the moment, but once I finally complete the run I will look around at the endings, see what happens when I end input at certain places and sort it out. As for a gold gem run, I am considering doing it after completing the S rank run... however, I am a big sucker for needing speedruns to watch for strats (I have no idea where the gold gems are) and I'd want to wait for TheCape to finish his run first. Also, I have a 5+ second time saver for 3 clancer kids, but unfortunately I can't get it to work without getting stuck (literally). Oh, and plenty of other runs I pushed aside for the s rank run that need to be completed.
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Hee yah! Rice 6.1.1 beta 10 emulates world 4 perfectly, compared to any other plugin I had available and tested. It will be considered for the plugin of choice unless that person I contacted can create something better. I'm currently at my [sarcasm]most[/sarcasm] favorite boss, Migen, so pretty soon I'll be back where I was before I restarted (only 3 stages to go, and I've thought of improvements for Clanpot Shake and Clance War. Heck, in my head I already have improvements planned out for all the rest of the 31 stages.) I'm about 1.28 seconds faster than my old WIP. No more need for redoes, no worries (except for possible future stages as I arrive at them).... this run defines optimal. Oh, and I got to see Beast Sector and Marina as humans for the first time... interesting changes I must say... I wonder how the run will end (i.e. when to end input and which end scenes will be shown.)
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TBH, I wasn't that impressed with this game nor this demo WIP, sorry. Count me out for "avid WIP watcher".
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I wrote the actual numbers for this somewhere here in this thread. It's something close to like 18 frames, then 6 frames, then 18 (or something like that.) It shouldn't be any more than 15 pages back, so searching shouldn't be that hard. To do it without the numbers in your head: -press one C (say stick) and hold it out while walking near the owl -start testing what frames to press the other C for slingshot. you'll know it's too early when the owl text appears... it's just right if Link walks further when he switches, but then soon after the owl text appears. -test more frames of when to switch back. if it's the slingshot you're holding out, the amount of frames of wait will be sooner. Basically, keep testing when to press the other C button, you'll know one particular frame works when Link keeps walking slightly farther than normal, then is stopped by the text. It's how I did it before memorizing the number pattern.
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You know you think too much about hit detection when you're about to turn left on a road, with cars passing by the other way, and you think "when can I start turning so that I juuuust barely clip the oncoming car behind it without getting damaged?"
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I'm getting a desynch...
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DK64_MASTER wrote:
Doesn't okaygo's version of mupen already do this?
DeHackEd kinda sorta rejected it, deeming it not necessary. I disagree with this decision, since many N64 runs would benefit from it, it still synchs with older .m64's and doesn't add anything new that screws up with avi encoding.
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Laughing_gas was telling me this earlier this month. I'd wanted to get the memory address for this to test it, since SL saved 2 seconds from sidehopping in the intro for Majora's Mask.
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Very Interesting. Very Interesting. I'm still not 100% on if MQ should be done, but.... up to you. Of course, you can just tell that all the lame-ass whiners who complained about backwalking are now going to complain about all the sidehopping. (All this new OoT stuff- super megaflip, super sidehopping, sidehopping being faster than backwalking, other things- makes me wish I hadn't gotten off the wagon, but can't turn back now...)
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Well, Memory Addresses can't tell you how the damages work in the way you're describing. Addresses give statistical numbers, and you have to make meaning of that number. My guess is that you have to watch the HP values, test different ways of dealing damage, and see what happens. The HP values that zdude gave are probably suitable enough to the task, and at each boss I'll closely watch the HP, try attacking in various ways and monitor what happens. Of course, it also helps that 75+% of those bosses in question already have the optimal strategy. But you never know what I'll stumble upon.
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AngerFist wrote:
Can we use it in a run without wasting time?
Hell yes.
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Not so much revealing as checking. Besides that, yep, you got it about right. And I think at this point we know what happens when you say "oh we tried that, it doesn't work..."
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I think that gba and snes would also greatly benefit from it... My only beef with gocha's tool, as useful as it is: -it has a processing priority problem, it greatly reduces the FPS of VBA and snes9X when running. I have no problems ever with MHS, the emu it's watching neverlags -It can only have a certain number of addresses before they can't appear on the window.
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