Posts for CoolKirby

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OK, thanks. I would suggest uploading the save file to MediaFire. By the way, that's a great glitch you found for the final boss. I'm terrible at glitch finding, but you seem to be good at it (judging by your glitching in your SpongeBob TASes). Do you think you could find any more helpful glitches in this game? I'm not sure why this game doesn't work on your computer. Which version of Dolphin do you have?
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That whole freerun was great, but how is the new lobby BLJ possible? I thought the first part of the lobby (which contains the Bob-omb Battlefield painting) wasn't loaded when the spiral and endless stairs were loaded.
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I haven't gotten there yet. I'm currently at 18% speed (the fastest my computer can run Dolphin). I could test that final boss glitch on console, but otherwise it'll be quite a while before I reach the final boss on Dolphin. Also, I've found that there are a lot of cliffs in this game that are barely high enough that you can't grab the edge and pull yourself up onto them (it's like the developers did that on purpose). I've found that an edge has to be at least the current height of SpongeBob's mouth to be able to grab it.
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DarkKobold wrote:
While the movie file could end ten seconds earlier, the actual end of the game would not come any sooner. Therefore, as opposed to the audience staring at a still screen, feos used that time to entertain. This isn't even a speed vs. entertainment trade-off, as the end will still happen at the exact same time. This is hardly a precedent setting action. Future versions of this game will be compared to when the final screen comes up, and it is left to the author to determine if they want to use the last ten seconds for fun. Once again, this isn't a records site.
I agree with this. The main goal of the site is to provide movies that are entertaining, and watching the characters just stand there for several seconds would not have been as entertaining as what feos did in the movie. Also, watching the two players push/kick each other around was pretty funny. Reminds me of the fighting between the two players in the Kirby Super Star TAS.
Post subject: Re: SpongeBob Squarepants: Battle for Bikini Bottom
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jlun2 wrote:
Btw, Dolphin cant seem to play this game the last time I tried, so yea.
Really? I play this game on the emulator all the time. Of course, I only have a single core computer right now, so it runs at only 18% speed, so I can't TAS it right now. But, I will definitely do an any% (maybe even 100%) of this game once I get a multi-core computer (so it runs at full speed and frame advance finally works).
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Great run! I'm glad we finally have a 100% run for this game. Yes vote.
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It's your movie; you don't have to make me a coauthor for my 6 seconds of input. As long as there are no other improvements to be made, I'm sure the encoders will make an encode soon. Until then, I've made a temporary encode.
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Waiting to vote until an encode is made...
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Well, I just did the end of the battle after the final boss and the jumping to the Golden Spatula to save 57 frames. It's jlun2's choice whether he wants to add me as an author or not.
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The new glitch looks great and really saves a lot of time! Yes vote! Why is there a No vote? Who would vote No to this?
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I think adelikat replaced the movie file with the 57 frame improvement, and sgrunt replaced that movie with another one saving an additional 18 frames.
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Voting Meh. The old one was more entertaining because it was longer and thus had more entertaining segments, but if more people like this, then publish away.
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I saved 57 frames from the end of the Flying Dutchman battle. Please replace the submission movie file with this one. Anyway, amazing run, jlun2! And thank you for giving me credit for my original run. I remember trying to blow a bubble in Goo Lagoon, but I kept falling into the goo and sinking, which wasted time, so I abandoned it. Nice to see it's actually of use. And the sinking glitch and Flying Dutchman battle look awesome! Also, I never thought of turning around to damage boost the other way. Brilliant! Finally, great job with better manipulation of that scallop in Undersea Desert. Again, nice work, and I'll be giving this run high ratings once it's published. YES VOTE!
Sonikkustar wrote:
Wow. Its only been like what...a few weeks. And already its obsoleted?!
Apparently he's been working very hard on this. And it paid off! EDIT: Removed my suggested screenshots. I like the one that was chosen for the published movie more anyway.
Post subject: Gamepad problem in PSXjin
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In PSXjin, the emulator seems to have the analog sticks fixed in the top-left position, while none of the other buttons seem to work. I tried checking Sio Irq Always Enabled, but then it didn't accept any input. I tried the N-Rage and the Segu controller plugins and still nothing. How do I fix this? Also, I'm running Vista on a computer that doesn't emulate the PSX at full speed, if that helps.
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Catastrophe wrote:
The piano part actually played several songs, just really really fast. On my first watch I picked out two. The author was probably going for as-fast-as-possible-and-still-recognizable. (And failed.) Actually, I think I recognized more than two songs, I just don't know what they are. But if I'm the only one who doesn't think it's noise then it should be redone.
I recognized the SSBB Menu music 1, the intro to the Donkey Kong theme (from the NES game, remixed in SSBB), and the SMB Game Over theme (?). And they were all in the very beginning of the Piano Player part. Other than that, I didn't hear any actual music.
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I think this is more entertaining than the currently published run, and shows some more interesting glitches. Yes vote.
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In the thread I mentioned, Nahoc posted a link to this competition where the goal was to open one of the castle's front doors from inside. Could something like this be used to go through the outside wall and open the moat door from inside? I would test it personally but I've never TASed this game and probably wouldn't be good at it.
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Good luck, Nahoc! ;) By the way, I believe Survive's latest posted .m64 was 46 frames faster than your last posted .m64 by the end of the first level (after bonus game, first all-black frame). I would recommend downloading Survive's .m64 as a reference.
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In the thread for mickey & snark & ToT's new 0 star run, some of the comments were saying it hasn't been found yet how to BLJ to the "moat door" and skip BitDW. Is it even possible to BLJ through water? In this single star run, the water seems to pause the BLJ until mickey reaches dry land again, at which point Mario resumes his extremely fast speed.
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MESHUGGAH wrote:
Maybe it's a tricky april fools submission (submission date 2011-04-10 15:48:52 ==> -10+15+48-52 = 1. 2011/04/1)
Interesting argument, but I'm pretty sure this is a real submission.
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djchilxxn wrote:
In any case you could compare it to whatever you wanted! TAS is like a lot of bees! There's a lot of them!
I can't remember who said this but that about sums it up, in my opinion.
That was Inzult's response to others' comparing judging and expectations between TASing and real world sports. By the way, Personman and Kirkq both had some really well written arguments, and I think they should be recognized.
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moozooh wrote:
3) you have to TAS SM64 to be able to vote no (voting yes, however, is perfectly alright), and people doing that are idiots.
I think that was only the opinion of 1 or 2 people, and not everyone who is in favor of this run thinks that (I sure don't think the No voters are idiots).
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Voting Yes. Would this be the shortest run on the site if it was published?
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The new camera angles all make the run look better than the last one, and I'm excited about the three frame improvement. Wholehearted yes vote!
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Great run! Voting Yes and waiting to watch hero of the day's improvement once it is implemented.