Posts for CoolHandMike


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CoolHandMike
Posted: 6/18/2020 10:53:27 PM Off topicGeneral politics
Editor,Experienced Forum User,Published Author,Player   (209.5)

Joined: 3/9/2019
Posts: 409
[politics is too hot right now, removing]
Editor,Experienced Forum User,Published Author,Player   (209.5)

Joined: 3/9/2019
Posts: 409
Sounds well done then. Yes vote.
Editor,Experienced Forum User,Published Author,Player   (209.5)

Joined: 3/9/2019
Posts: 409
Lobsterzelda wrote:
CoolHandMike wrote:
So I have a couple concerns. Like at 5:40 was there really no better play then to go straight left and wall jump to throw? At times like 13:24, 15:30 I notice that your unit is already far inside the touchdown zone when he receives the ball. I would think the ideal setup would be to get tackled or land as soon as he touches the touchdown zone. Instead of waiting until they are inside.
With regards to the wall-jump plays, the reason why I had to do that play there is that I was doing a challenge which required getting 2 wall-passes and 2 wall-diving touchdowns to win. As such, running to the wall, passing, and then diving into the endzone is the fastest kind of play I could have done there. As far as the 2-point conversion plays go, the delay was probably there to manipulate the next play to be more favorable for me. A lot of times, a delay of a frame or two can make a big difference in how far into the endzone you throw the ball. However, this doesn't make very much of a difference in how soon the player can catch the ball. How favorable of a play the computer calls on defense there is also based on the results of the last play, which in turn has to also be manipulated a lot to prevent a cutscene from playing after scoring a touchdown.
Ok I was not realizing the wall jumps were necessery. Also I do realize also that some of these sports games really cheat too. Seems to be rampant in the football games I have tried over the years. Guess you have to wait until those passes would work out. What about diving into the touchdown zone though? Is that faster than just running in?
Editor,Experienced Forum User,Published Author,Player   (209.5)

Joined: 3/9/2019
Posts: 409
So I have a couple concerns. Like at 5:40 was there really no better play then to go straight left and wall jump to throw? At times like 13:24, 15:30 I notice that your unit is already far inside the touchdown zone when he receives the ball. I would think the ideal setup would be to get tackled or land as soon as he touches the touchdown zone. Instead of waiting until they are inside.
Editor,Experienced Forum User,Published Author,Player   (209.5)

Joined: 3/9/2019
Posts: 409
Yea, this is pretty boring. The only actions are changing sliders and clicking some buttons besides the couple second long fight scene at the end. Does not help I do not really understand this game either. Also the speedrun.com's times for this game seem really really close to this 32 planets run so not really much tas like stuff here. No.
CoolHandMike
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Joined: 3/9/2019
Posts: 409
Very well done. Impressive time saves too. Had to laugh at completely skipping that boss in the cave.
CoolHandMike
Editor,Experienced Forum User,Published Author,Player   (209.5)

Joined: 3/9/2019
Posts: 409
DJ Incendration wrote:
I really wish the perfect game would be submitted. I really want to know what the TAS would look like in one part. I understand that some parts may not be as entertaining as any%, but it seems like a good TAS.
http://tasvideos.org/4033M.html
CoolHandMike
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Joined: 3/9/2019
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Lots of (o)(o) bouncing (o)(o) and lots of rectangles changing, but not much else. Seems really fast though. Meh.
CoolHandMike
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Ok I am going to vote No, but let me explain why. Basically this needs to go through another round or two of refinement. I have watched 8 minutes and I think I understand where the problems exist, because I recognize them. Please tell me if I am wrong. 1) Resource Management. Health, bombs, and whatever else are all resources. You want to maximize the benefit you can get from them while at the same time reducing unnecessary actions. Ex: getting a health pickup that is not necessary. Bombs also do not seem to be used to the maximum benefit, which leads too... 2) Enemy Grouping. Make sure to hit as many enemies as possible in areas where you are required to kill all of them as fast as possible. Bombs for example are used to hit multiple in this, but it seems like there are missed opportunities. 3) Enemy Manipulation. Going to wager a guess that some of those critters can be nudged in ways that would make things faster overall, such as moving towards you more quickly. This game looks like one of the best on the system, so as others have said, there is definitely an interest for this game. And being an RTA speedrunner AND a taser (since you have made two now, if a little rough) puts you in a unique position as far as this game is concerned to really be able to refine the game using your knowledge. I hope you continue in your effort to refine this tas. Drop in on Discord since nearly everyone there are TAS fanatics, and will happily help you.
CoolHandMike
Editor,Experienced Forum User,Published Author,Player   (209.5)

Joined: 3/9/2019
Posts: 409
I usually don't do this, but this game made me feel physically ill while while watching. The strange scrolling in most stages, and particularly the WAVY annoying scrolling with the floating fish made nauseous. All combined with the horrible music that sounds like some guy near dying from alcohol poisoning thought to do a last hurrah by trying to play various Mario 1 stage themes. NoT eNteRtainEd! nO. Although walking through the bottom of the flag pole i did find amusing. As well as bouncing off all the fish, but not enough to overcome the other issues I felt.
CoolHandMike
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Joined: 3/9/2019
Posts: 409
Short but interesting run. Definitely looks like a high quality hack. Yes.
Editor,Experienced Forum User,Published Author,Player   (209.5)

Joined: 3/9/2019
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Wow that was pretty amazing. Loved that whole big mess of tiles all over the place and skipping levels walking up and down through the mess. All the vertical warps were very interesting too.
CoolHandMike
Editor,Experienced Forum User,Published Author,Player   (209.5)

Joined: 3/9/2019
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Man, in a lot of ways this is not what i would think of a Rambo game. In a way it is funny and the engine feels solid. In fact this game looks like and seems to play very similarly to Zelda II. Would be curious to know exactly how the two games were linked. A tentative Yes.
CoolHandMike
Editor,Experienced Forum User,Published Author,Player   (209.5)

Joined: 3/9/2019
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Well to find easily collaborative games, essentially you would have to find games that have low/no amount of randomization and consistent lag. I had also thought of this, but the problem is exactly how would this be done? Ideas of identifying bad candidates 1a) Manually test for low/nonexistent RNG. 1b) Manually test for consistent lag. Lag can sometimes be changed from previous actions. 2) Perhaps there are certain common RNG seed values that would indicate the game uses randomization. Perhaps exclude if found. 3) Search for certain code for RNG if it could be found to be common among games. Perhaps exclude if found. Manually testing for RNG specifically can be done like this as far as I know. 1) Make two states having different inputs with different timings that beat the same level. 2) Then beat the next level the same way. Have this new level appended on both of the ways above. 3) If the appended level is able to be run and to be completed after running the inputs then the game probably has no/low RNG. Also some game types like puzzles where there the "player" is essentially static are far more likely to not use randomness. Games that have some sort of inventory that persists would add additional problems. Collaborators need to use the same emulator and the same core. Differences in emulation would most likely make stitching the work of different people difficult or impossible. It would be cool if there was some sort of collaborative tool in Bizhawk for this kind of effort. However it would probably be a ton of work, and might be more suited for some kind of online tool. Just my two cents on this.
CoolHandMike
Posted: 6/13/2020 2:59:00 AM Off topicMovies
Editor,Experienced Forum User,Published Author,Player   (209.5)

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Posts: 409
Dünyayı Kurtaran Adam aka The Man Who Saved the World aka Turkish Star Wars. A hilariously incoherent and high energy film with poor editing and cheesy effects shown throughout. An obscure gem due to some sections having scenes, effects, and music almost entirely lifted from other movies. If you can find a subtitled version with good translated English I highly recommend this entertaining gem! Grade B! PS. Rest in Peace Artemis Foul
CoolHandMike
Posted: 6/11/2020 1:40:43 PM BizHawkMAME core development
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Posts: 409
feos wrote:
DIP switches will be added soon-ish. Sound fix may not be soon.
OK thanks feos. Other than those things this is looking really good. Ram watch, ram search, tas studio, controller mapping, hot keys, etc all work. Game plays smoothly without slowdown. The turbo functionality is quick when seeking to a far off frame. No issues with save states as far as I see. Settings save and load properly. No graphic issues.
CoolHandMike
Posted: 6/11/2020 4:38:52 AM BizHawkMAME core development
Editor,Experienced Forum User,Published Author,Player   (209.5)

Joined: 3/9/2019
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I have a couple things. EDIT: Blazephlozard gave me a direct link to this on discord. So ignore #1 1) How exactly do I download this thing from Yandex? I click that Download button but nothing happens. Is there anywhere else I could get this? 2) How does the process work with dip switches when tasing a game? I would like to try a game on Very hard, but of course it is a dip switch change. I do see a service input in the controllers, but it just acts like a Coin input. So that does not seem to access a dipswitch menu. 3) For the game gun.smoke there appears to be an issue with the sound. Here is a short uncompressed video that has popping ever second or so. https://www.youtube.com/watch?v=-8kPWb9QLDY Also this is very impressive!
CoolHandMike
Posted: 6/8/2020 3:50:41 PM GeneralTAS Bounties
Editor,Experienced Forum User,Published Author,Player   (209.5)

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Posts: 409
Shinobi III ACE. I will gift some games or something. I have a bunch of older SNES / N64 / XBOX / Playstation games too, so if you want a couple of those that could be arranged. https://puu.sh/FU49x/a7146a027c.png There is a suspicious crash here: http://tasvideos.org/userfiles/info/63485368131720364 If you seriously start to work on it contact me, ideally on discord and we can hammer something out.
Editor,Experienced Forum User,Published Author,Player   (209.5)

Joined: 3/9/2019
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Walls and ceilings appear to be mere suggestions I see. Well done! Only compliant is that some sections are dark and it's hard or impossible to see what is happening.
CoolHandMike
Posted: 6/4/2020 7:34:13 PM Post subject: Ganbare Goemon : Ooedo Daikaten PlayStation GamesGanbare Goemon : Ooedo Daikaten
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Joined: 3/9/2019
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So I was messing with this game and encountered a double jump glitch. I don't intend to tas the game, but maybe someone would use this. Ganbare Goemon : Ooedo Daikaten : Double Jump Glitch https://www.youtube.com/watch?v=Vvqfqcu5X8w&feature=youtu.be You need to attack and jump pretty carefully to get it to work. You need to press jump a couple frames at the jump apex before the attack animation finishes.
CoolHandMike
Posted: 6/4/2020 6:25:43 PM Off topicWhat song are you listening to right now?
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CoolHandMike
Posted: 6/3/2020 11:06:05 PM Windows and Linux GamesWindows and Linux wishlist
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I would like to see Rabi-Ribi tased considering how it is a great metroidvania style game.
CoolHandMike
Posted: 6/3/2020 1:49:21 PM GeneralAsk a Judge
Editor,Experienced Forum User,Published Author,Player   (209.5)

Joined: 3/9/2019
Posts: 409
Maybe use a category like "all items"? or "all equipment"?
CoolHandMike
Editor,Experienced Forum User,Published Author,Player   (209.5)

Joined: 3/9/2019
Posts: 409
It is perplexing that a game that markets itself as a racing game has NO racing and in fact hardly any driving at all. Also not sure but some of that movement when you are walking around seems weird. For example instead of hugging corners when walking a path you will jerk left suddenly then go right sometimes. I saw that a lot on that...haunted(?) path.
Editor,Experienced Forum User,Published Author,Player   (209.5)

Joined: 3/9/2019
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Finding crazy fast ways of completing these lengthy rpgs is quite impressive. Yes vote.
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