Posts for CoolKirby

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This seems to be doing well in the ratings: 7.0 overall and 6.9 for entertainment. Should it be moved to Moons?
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You could test different things, like not doing the King Skip glitch, or delaying the glitch by some frames, or doing the glitch in the original way for a different level, and seeing which ones save and which don't.
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This sounds great! I'll be sure to use this when it comes out if I ever want to make a GBA TAS. Good luck on the highly accurate GBA emulator!
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Since the "desync" run is the one up for judging now, I'll vote Yes! Well done.
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I haven't watched a S3&K run in years, and I didn't realize how little I remembered of it. I thought this was really entertaining though, and I was delighted by all the clipping OoB, crazy graphical glitches, and clever use of the hammer. It's nice to see another run using Amy too, she's cute and could stand to be in more of our runs.
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Good call adding the "Genre: Action" tag to the publication, fsvgm777. I didn't even think about how often the ghosts try to kill Pac-Man (in one hit, no less) when I was deciding on relevant tags.
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This is a port of an arcade game where you can only move in one direction at a time. Changing direction freezes the character for several frames and leaves it vulnerable to enemy attack. This presents an interesting optimization challenge as you must route the most direct path possible, while either steering around enemies or manipulating luck to get them out of the way. I made a WIP of the first room before noticing that Lollorcaust wanted to TAS this. It might not be fully optimized, but I remember having trouble improving it: User movie #19347860626276044 YouTube encode The userfile should still sync on recent BizHawks. Also in recent BizHawks, the Coleco BIOS intro is required for accuracy; luckily, this WIP already included it. In this room, I face a total of 7 different directions. 6 are to progress to the treasure, reach the exit door and avoid obstacles, while the last one is just to shoot an enemy. This makes a total of 6 direction changes. It's possible there may be a more direct route though, perhaps by wasting frames to manipulate enemy positions. We'll see if Lollorcaust ever picks this up, otherwise I might when I'm done with my other projects.
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Yeah, something like that! That would be pretty interesting and helpful, I'd think.
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I agree with Samsara's suggestion of more advanced techniques. I think it's good to be able to teach how to TAS in more ways than one. We already have text tutorials on how to use advanced tools and such, but some newcomers are more visual learners and might learn better by seeing them demonstrated by a skilled TASer.
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Very cool hack. I was surprised to see characters like Yoshi and Chucksters added in; that must have taken a while to code. And the final stage and boss caught me by surprise. Count Bleck! The run is a little suboptimal, but it wasn't exactly obvious except in a few small places. I think this is good enough to should be published for now. Yes vote.
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In case you still want to see the level-skip glitch demonstrated, I've made some DTMs for Dolphin 4.0.2 and Dolphin 4.0-4575 (the most recent revision) showing how to do it. It's an easy glitch to perform (with frame advance, of course).
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The new ones look like a big improvement to me. Good work. You might want the opinion of someone experienced with PNG file sizes before the current ones are replaced, though.
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Glad you're taking this back up. Will you be able to use the Nunchuk TAS input in recent 4.0 revisions? If not, maybe someone could backport it to 4.0.2 for you.
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Wow, that was fast. Looking forward to the encode in about a month!
Malleoz wrote:
Get hype!
I'm hyped!
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Nice to see you've finished this. The movement looks smooth and you did a really good job luck manipulating better spawns and positions. Yes vote! Thanks for thanking me, too!
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I thought this was a pretty well done run, and I actually liked the jumping (he jumps like a monkey!). I did get bored in the middle of watching it, but I don't think you could've done much to help that; it was the game's fault. Voting Meh.
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Aqfaq wrote:
you're gonna need a bigger vault
Haha, wow. Well, I hope someone finds this entertaining.
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That was crazy...I can't believe a desync did that! I want to vote Yes, but I think I'll hold out for the actual run.
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That was entertaining! It might be the first Lynx Moon movie once you finish it.
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That was well done, Spikestuff! Just as entertaining as the PAL one. Voting Yes.
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Ohh, emulation differences, of course. BizHawk emulates the BIOS, while VBA doesn't, so it probably is better emulation reducing all that lag.
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natt wrote:
From the best information I can find, 59.898fps is the nominal refresh rate of all lynxes.
Thanks for your responses, guys. Interesting, I wonder where that other number came from. I'll update the framerates page, then.
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Many RPGs are long, which is good if you like games with a lot of content. You can always play for an hour at a time and then find a save point and continue later, in which case the length of the game won't matter anyway.
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Looks good, solarplex! Just curious, but where did most of the time savings over the old run come from? Better firebender fights? I also created an entry for this game in the Game Select in case you want to post WIPs for this game.
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Kadmony needs to be credited as a co-author in the publication.