Posts for CoolKirby

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I'll do The Carnival, and maybe Dutch Under and the post-Flying-Dutchman battle (since I've already improved by 5 frames in jumping to the Golden Spatula).
jlun2 wrote:
Is the game edit-friendly? Because we can then splice in the input after doing our parts. :)
If not, we can always post each finished level for the next author to take care of. Meaning, when NitroGenesis finishes, he can post his movie for jlun2, and when he's done, he can post it for me to continue. How does that sound?
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Well, for the Undersea Desert, we will already have the spring shoes equipped, plus the To Outer Town sign is closer to the cave than the To Sandy's Park sign. Here's my WIP: http://www.mediafire.com/?alish9a1xttpoqs I pressed A to enter Outer Town on frame 4633 and pressed A to enter the Undersea Desert on frame 5009.
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Thanks for making this topic, NitroGenesis. I wondered why there wasn't one yet. This is a run I made that enters a debug password to unlock everything, including Level Select, and then warps into Dutch Under and beats the game in barely over a minute (1:00.88). It uses jlun2's current fastest route, which includes NitroGenesis' glitch. Of course, I won't submit this, but it was something I really wanted to try and I hope someone finds it interesting. Here it is on YouTube.
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Yeah, I just tried improving in every area up to the net launcher in Goo Lagoon, but I couldn't save any frames. One time I thought I was a frame ahead but the bubble SpongeBob blew (to glitch jump) hit a Beach Bully instead, so that killed that attempt. I wish we had the vbm or at least knew where NitroGenesis saved. :( EDIT: Just saved 5 frames from after the Flying Dutchman battle. So the time should be about 6:15.39 now, sans NitroGenesis' improvements.
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Very nice TAS. It's clear this game is fast-paced (on Turbo mode) and has a lot of action. Though Ilari said this game is unfriendly to TASing, the run still looks very fast and entertaining. Yes vote!
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I hope NitroGenesis can send us the vbm soon. I'm going on vacation in two days and I might not have time to work on it while I'm gone.
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Looks great and it's a good improvement to the published movie. Also, the warp glitch in Act 1 is interesting. Voting Yes.
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I actually didn't finish watching Hoandjzj's run, since it was cancelled when I was about a third of the way through it. I've never played this hack before, but it looks very interesting and fun and a lot like Metroid Zero Mission (which it should). I also really enjoyed the movie, especially traveling through the lava and using the speed booster to go really fast up slopes and through large rooms. It didn't have one part which wasn't entertaining, unlike the MockingBird Station run. Therefore, I believe this submission should obsolete that run. And yes vote, of course.
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FODA wrote:
Oh, crazy me, it has never been published, has it?
Nope. I think there have been 6 other submissions of this game (including yours), but all were rejected or cancelled.
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y479021776, when you make another submission of the same game, you should cancel one of the two to make the judges' lives easier. If you think this one has a better chance of being accepted, then you should cancel the first one. Also, the name of the game is still Road Fighter (not "JPN Road Fighter"), since the ROM name is the same as the first submission's and it is obviously the same game.
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Voting No for bad game choice.
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I guess I'll wait for the vbm then. So a vbm would sync on both versions? I thought they had different GB/SGB/GBC cores.
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Which VBA would we be using, VBA24-alpha or VBA24-VBAM? I ask because jlun2 used 24-alpha for his improvement while you used 24-VBAM for your last submission. I need to start practicing this glitch (haven't done that yet). Where did you save anyway, NitroGenesis?
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AngerFist wrote:
I have no idea who that is but that certainly does not look like samus.
It's Samus with a green-colored suit (which I don't think is actually in a Metroid game). I liked the old Samus fight, but I like this new one better. Good job improving the entertainment value.
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NitroGenesis wrote:
I'm just burned out after TASing this game so much.
I know what you mean. ;)
NitroGenesis wrote:
I suppose I could work on it if you guys really want me too :)
Well, how far are you? Maybe if you posted your WIP, jlun2 or someone else could pick up where you left off.
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NitroGenesis wrote:
I don't feel like improving this NOW
Why not? Isn't it done?
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Any word from NitroGenesis as to how the improvement is going?
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That makes sense. I read through the whole Chapter 1 page of the worksheet and it looks like a brilliant route. Though, I have two more questions about the route: First, (Miles), what was the Gate Handle trick that qwerty1605 found in the SDA forum? Second, (anyone), would it be slower to get a Turtley Leaf (like the SDA run and vatipaa's runs do) than to manipulate 3 FP from the Sun Stone Fuzzies (line 78)?
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Miles wrote:
In the (real-time speedrun) route I made I don't go into any unnecessary fights and still end up at level 8 beforehand.
Wow, that's a really helpful worksheet! I can't believe I didn't search for an SDA forum topic on this game before. The "improvement" topic has a lot of useful information (including this worksheet, of course). I'm still reading it, but I noticed that you (Miles) said that to "Waste turns by swapping partners" is faster. Could you explain this?
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diggidoyo wrote:
While recording, idle skipping must be off to make the emulator deterministic. But while playing back the recording, you can check idle skipping, and it will still sync just fine. This should speed up the playback by about 15fps.
This might work fine for Wii TASes, but I TASed the first 5 minutes of a GameCube game and, playing back the recording with Idle Skipping on, it desynced halfway through. I played it back again with Idle Skipping off and it synced perfectly. I was using r7323 (if it matters), since GC games supposedly desync the least on that revision.
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I think I'll TAS this game. I've already started planning the route. Though I have some questions that hopefully someone can answer: First of all, I've never used the Mystery item, although Miles says it's "insanely slow". Would it really be worth it to use that to manipulate a Thunder Rage to use on Red Bones, or should I stick with Miles' idea and use a Fire Flower and Power Smash? Second, the speedrunner on SDA says that he needs to be at Level 8 or higher by Riverside Station to instantly kill the Goombas there. I noticed the speedrunner went into battle with some Crazy Dayzees but ran away. To get the Star Points needed, should I manipulate an Amazy Dayzee so I don't need to battle other enemies on the way to Riverside Station? Finally, I noticed the speedrun on SDA does Frankie's trouble and gets a Gold Card. Why does the speedrunner do this if he never needs to play the Tube Parlor Game? It seems like it just wastes time.
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Well, I hope it really solves the read-only problem, since tall and I won't be able to test it.
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MUGG wrote:
http://dolphin-emulator.com/download.html
It's not up there yet. The latest version on that page is r7671. We need a 32-bit r7674 to test the read-only fix.
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tall wrote:
AngerFist wrote:
Everyone test this revision please: http://code.google.com/p/dolphin-emu/source/detail?r=7674 It's supposed to fix read-only option.
I'm a scrub, can some one post a (Windows 32-bit) build of this?
I second this. And could it be precompiled, if possible?
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Wow, that's a really glitched-out tournament! This would definitely make a great addition to the site's glitched MK TASes. And thanks for the submission text; it helped me understand what was happening in most stages. Yes vote!