Posts for CoolKirby

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DaNaRkI wrote:
I made sure the image is smaller than 100 by 100, tho that seems to be a soft rule, and not a limitation of the platform. and also smaller than 9kB.
Adelikat recently increased the max image size to 125x125 and 20KB. Huzzah!
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That was really funny throughout! It looked like you pushed wall building to the limit, covering as much as possible and having plenty of time to play around. The foreknowledge of where ships and especially the Kraken would be led to surprising moments and combos. And yes, I could tell what you drew in level 12; I think every NES fan will appreciate it. Great playaround, on par with Genisto's SMB3! Yes vote! I suggest a screenshot in level 13, around 21:41 in the encode, where a large amount of cannon fire is heading toward one little ship. And your main castle and cannons are in view, unlike similar moments in other levels.
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First Wii, then Windows, Linux, and now 3DS! I'm happy I've been here long enough to see the birth of the TASing scene for all these modern consoles. Ben, that was a really informative and well-thought-out submission text. But it looks like Citra has already been approved for submission on this site! Also, great run. I was only familiar with the N64 routes so this one kept me guessing, and the ending was satisfying. It's amazing how much Text Skip adds to the run, not having to sit through all those cutscenes. Yes vote!
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I saved 199 frames (3.317 seconds) from Stage 6 - Pooh Sticks. (Encode here.) It's always possible more frames could be saved by better manipulation and invisible lag reduction, but it's a trial-and-error affair. You not only have to get Pooh to throw earlier, but get both sticks to hit enough floating boosts to make it to the end as soon as possible, in each round. And each round affects the next. Sometimes if you throw a frame or a pixel off, it doesn't move as fast. Maybe invisible lag costs it a frame of movement. Round 1: I used similar input as EZGames, though it's a little cleaner. 2 frames saved between when Tigger starts cheering and the start of the next round. Not sure why. Round 2: Slightly different positioning of both sticks allows me to hold onto the frames I've saved. Still 2fr ahead. Round 3: Very different strat. Pooh still takes a while to throw but this is the fastest I could get him to. 52fr ahead. Round 4: Somehow those previous rounds led up to a very fast Round 4. I throw on the first frame without aiming, then Pooh takes only 9 additional frames to throw. The majority of the improvement is here, along with a pause and unpause that shuffles lag frames enough to save 2 more frames. I tried this on Rounds 1-3 too but it always changed Pooh's AI for the worse. I also had a 5 frames faster Round 2 (with a pause/unpause) and a completely separate 7 frames faster Round 3, but I couldn't find throws in later rounds to hold on to those frame savings. I also changed the core from Interpreter to Pure Interpreter in case it improved accuracy. It didn't appear to affect sync. But speaking of which...
EZGames69 wrote:
If anyone finds a faster RNG seed for this stage, I'll be willing to redo the run from here.
I'm going to take you up on this, because I was unable to resync any of Stage 7 due to lack of knowledge about how the rest of the game works. I mentioned before how much I like this run, so I hope it goes well for you and you're able to carry those frames to the end. I also added myself as a coauthor, if you don't mind. If you do, you can remove it when you resync the rest of the stages.
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feos wrote:
It's meant to be a part of game based navigation. Why would it become unusable? We'd just link hacks of a game as separate game pages.
I thought we only created new Games on first publication of a game, at least since c. 2012 when every submission was given a Game (which is most of why we still have Games like this with no published runs). Do we want to elevate Playground area Games to the same status as published Games? Like you said, it would facilitate game-based navigation. But should we worry about a large number of ROMhacks for e.g. SMB clogging up the Game list (or at least the NES list)? Actually, what is the current consensus on what to do with Game pages with only submissions, userfiles, or a Game Resources page but no publications?
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I watched the run (and the previous one, to compare). It's a good improvement, but I don't find the gameplay of this game very interesting. Meh vote.
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Looks like the video embed module doesn't support Vimeo, but clicking the (Link to video) will allow you to watch the temp encode.
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EDIT: I got it to sync on FCEUX 2.2.1. I originally thought ROM choice was the issue, but as Noxxa points out below, it requires one of a narrow range of FCEUX versions. Thanks Noxxa. Now that I'm testing other ROMs in 2.2.1 instead of 2.0.3, the run syncs on every ROM I've thrown at it. However, there is only one good ROM, the one despoa added to the publication: Rocman X (Asia) (Unl).nes. It's from the No-Intro set, and is the only valid version as the game was never released outside Asia. I've updated the game's ROM list, which now has four known ROMs. I found a fifth, but it didn't follow any standard naming convention; possibly it was an original dump.
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Congrats on your first solo completed TAS, Garbi! What made you decide to skip OoB glitches? And how different would the run look if you'd used them?
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This run is everything I hoped it would be since I first saw the speedrun route. I am very happy that great recent games like this can be TASed, and glitched so heavily. I also thought your entertainment (honking) was perfectly timed. HONK! YES vote!
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That's just fine then, and the run's no less impressive for staying within RTA viability in this regard. Also, congrats on the sub 10 in RTA timing! (9:59.77)
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That was pretty awesome. The beat 'em up sections were the highlight, they looked well planned out. I voted Yes. I thought your explanations for version choice were clear, and the fastest version should generally be used for the first publication of a game. Someone can always make another TAS that avoids the major skip glitch on the DS version if they want.
No impossible inputs (no left+right and no up+down)
It's been debated before, but currently these are acceptable here because a real GBA accepts them as input, and you can get one to do so by breaking your D-Pad. I'm not sure if avoiding these inputs counts as a speed/entertainment tradeoff or forgoing time-saving glitches; could you have saved time by pressing left+right, up+down, or L+R+U+D?
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I was hoping when you added that mood avatar of a guy holding a honey pot that you'd TAS a Pooh game eventually. I hadn't seen this one before, but it's a beautiful game with nice scenery and 3D models for these beloved characters. I enjoyed all the movement, landing precisely on that log at 20:40, and the cutscene skips. Voted Yes! Is it possible you could've entertained more in Level 3 by changing up the timing, like waiting as late as possible to do the movements or otherwise playing around? Just a small thing, I wouldn't redo it unless you find other improvements you need to implement. By the way, the text glitches in the encode seem to be fixed by running GLideN64 at 640x480 (or bigger should work too).
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Since this publication has video commentary, should we add the "Has commentary" flag and link the video in the description? This was previously done for Paper Mario, and I think some other publications.
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Awosomeandy wrote:
Not going to happen for a while because the only place this TAS syncs is where I made it, not anywhere else. so I am planning on reTASing it someday.
Could you share your Config and Graphics settings for Dolphin, and maybe your PC specs? Maybe someone could sync it if they set their settings the same as yours, or as a last resort, if they have the same graphics card.
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Poor choice of words on my part. What I'm referring to is moving all of 2004G's data into 1473G, and 2254G's data into 16G. This leaves the old, duplicate entries, 2004G and 2254G, bare. In this special case, it would be better to use these useless duplicates for submissions now than to leave them as orphans that could confuse users looking for the real Pokemon Blue and Red entries.
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I didn't expect so much support! Thank you adelikat, feos and Memory! The new Games/List and editing features look really good! I'll let a staff member know if any pages need added or combined. Actually, it looks like there are duplicate entries for Pokémon Blue and Red that were left over from an old GB parsing bug. Could someone in staff please merge those publications, submissions, and userfiles into the standard Blue and Red, respectively? You can repurpose the duplicate entries for the recently accepted Gamera submission and anything from the Wiki: NoGamename list. Thanks in advance!
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Now that I'm just an editor, I can't access Wiki: Games/List; if I try, I get an Access Denied error. I used to be fairly active in maintaining the Games database, filling out metadata and grouping games like this one that still have not been updated by anyone else (after over 3 months). Ideally the publisher should fill this out on creating a game entry, but it almost never happens, so it falls to the Vested Editors to clean it up. It has been this way for seven years, and I don't see it changing now. Can we add a role for editing Games and adding Games to groups? This would not have to include adding or deleting game entries, if that's too much power like Memory said. Or could regular editors also be able to edit game metadata and groups like we can edit the descriptions for them now?
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I mostly only used torrents years ago on my slow DSL connection, for N64 encodes so I didn't have to deal with Mupen. Nowadays I have no reason not to watch in emulator or on YouTube. I cringe when I see the torrent link on every movie because of what they're normally associated with. I won't miss them.
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Yes, they are all fixed. Thanks again!
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Thanks for implementing this, Alyosha! Definitely easier to TAS with than openMSX, and being able to remap keyboard keys is a great feature. I found some minor bugs while testing (Penguin Adventure, Galaga, Back to the Future and Rally-X) and they seem to affect all games on the core:
  • Sound only comes from the left stereo speaker. My computer can play the audio from NESHawk games and mono MP3s from both speakers, so this seems to be an MSXHawk issue.
  • Loading a savestate doesn't display the screen at that state right away. You have to advance a frame for the screen to update. Works normally in NESHawk and other cores.
  • Changing either of the MSX Sync Settings does not cause the "Core reboot needed for this setting" message to appear, even though they should both require a reboot so that they can't be changed mid-TAS.
I hope it's not too much trouble to fix these. Thanks in advance.
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How about adding this one to the Technical Foul section? #7009: itsPersonnal's GC SpongeBob SquarePants: Battle for Bikini Bottom in 39:53.67 Like Metroid Prime, which is already on the page, 7009S was a highly anticipated run that ran into sync issues. It's a good TAS of a good speedgame, and people may come to the site looking specifically for it. Gruefood Delight would be a good place to do so, especially since Metroid Prime is already there.
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Dual core should always be off when TASing. See this thread for other sync-related settings that should be set. Which Dolphin version are you using? In general, you should use 5.0 or newer. Sometimes issues crop up on an older version or when using a specific renderer, like Direct3D11 or OpenGL. I made an input file on Dolphin 5.0-15421, dual-core off, Direct3D11 renderer. It goes to the beginning of Chapter 1. Try it on the Dolphin version I mentioned and see if it crashes for you.
Post subject: Missing encodes and added runs
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I added some of the requested runs along with some other fun AFD submissions. Apparently dozens of DailyMotion's thumbnails expired(?) so I also replaced those with their archive.org equivalents. There are a few runs that have no encodes at the moment. Some may have been auto-set to Private by YouTube, so we might first want to contact each of the uploaders and see if they can fix it on their end. If not, we might need helpers to re-encode these videos on their own channel(s). Gruefood Delight entries with no encode: #5656: Soig's Genesis Contra: Hard Corps "100%" in 1:17:21.79 #5066: dekutony's NES Pocket Monster "game end glitch" in 00:51.91 #5073: Samsara's Windows Minecraft "game end glitch" in 05:11.35 (Actually, Samsara mentioned that the joke died with the removal of the encode; do we still want to keep this run on Gruefood Delight?) EDIT: Despoa is making new encodes for these and other Gruefood runs, which are already being added to the GD page.
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Thanks despoa! That does make it more watchable. This was one of my favorite AFD submissions, and a very memorable one.