Posts for CoolKirby

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I don't have a fix, but from what I've observed, it seems that the screen updates at 30 frames per second. However, the game renders every frame (60 FPS), meaning that every frame should be displayed twice. When the flickering occurs, it's always on the second of the two frames, and it happens because everything (black screen), or everything except the background, turns invisible on the second frame. Though it might sound hackish, what might be a simple solution is forcing the game to output every frame twice like it should, perhaps by not changing what's on the screen until it's updated with new information, like this (line 166) old apparent fix for the glide64 plugin used in mupen64plus/BizHawk:
Fixed flickering problems in games such as Snowboard Kids and Paper Mario. The problem was that some games use more than one DList per frame, and I was flipping on every DList. Now it flips on UpdateScreen instead of on the DList.
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Good run, scrimpeh. Nice use of damage boosts. Yes vote!
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Are you sure the regular 64-bit Dolphin crashes on 2GB file splitting? For me, only A/V-sync Dolphin does that. I work around it by dumping the audio and timecodes in the worst video quality possible from A/V sync Dolphin (to make sure the resulting file is under 2GB) and dumping the normal quality video from the regular Dolphin (in your case a 32-bit build). Then I add or remove lines from timecodes.txt to make the videos the same length (since apparently different codecs have different timing), and then sync the audio and good quality video. This worked for all of the encodes I made last year.
Ilari wrote:
There are also graphics plugin independent problems with 4148S, causing the emulator to possibly crash or lock up at ~1h point.
There are? This is the first I've heard of this.
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Okay, it's been fixed. Thanks for letting me know about that!
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thatguy wrote:
If you want to complain, blame them.
Now, now, he's not complaining. He just wants to see the run correctly named, as we do.
thatguy wrote:
the longer runs ... ended up being called " no memory corruption", which is a more official-sounding way of saying "no incredibly weird shit".
Actually, movies only gained that title if they really did avoid glitches that "changed a memory address to arbitrary or impossible values" as Masterjun said. It was not a label that was thoughtlessly slapped onto every run that abused game-breaking glitches. Runs that avoided other heavy glitches were labeled accordingly, i.e. "no DSS glitch", "no L+R glitch", etc. Currently, there are only three "no memory corruption" runs (these two and Pokémon Blue) that need to be changed because someone knowledgeable about the game has told us that the label was slightly incorrect for these cases. So Masterjun, what do you think would be a more fitting label for the longer SMW and Yoshi's Island runs? I'd love to hear your input.
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Would something like "no zipping, no OoB" cover all the glitches it avoids?
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Way to go! Glad to see you're still making progress.
got4n wrote:
80k rerecords is very much!
It's a tough game to TAS. I'm sure all of them were necessary.
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Fixed all of those as well as all the "warp glitch" runs and an "item glitch" run. Now all the any% runs are correctly labeled.
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Wow, way to go, Kage!
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jlun2 wrote:
Edit: http://tasvideos.org/userfiles/info/12059802461447455 I've redone the entire 1st stage to make it jump to the music. I wasn't able to save any frames on the first stage, only 1 from the 2nd. Any opinions on it?
I like it. I think it's a nice touch, as long as it doesn't waste any time. Did you mean to make that movie on FCEUX 2.1.4 though? I thought you were making this run on 2.2.2.
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I know, right? It's too bad most of The Carnival's music is skipped in the run. It's great too.
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I think they were. Aqfaq was nominated for Sega TASer of 2013 even though all of his runs published this year were submitted in 2007-2009.
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Thanks for all the nice comments, everyone! :) jlun2: I don't know why those lines are there in BizHawk. They aren't there on my Game Boy Color or in VBA. My guess is it's a problem with the gambatte core. And yes, that's the only spot in Dutch Under where the platform boost works (and that was right where I needed it the most too, for the horizontal push it gives). The only other place I know about is the place I originally discovered it in Goo Lagoon, on a seemingly normal bubble platform: If it's too hard to see that GIF, it's also the first trick in this minor tricks video.
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I very much enjoyed the submission text. Very technically well done run. I have to give it a No vote for entertainment, but I think it should be published (with a nice explanation of what's going on added to the movie description as mklip2001 said).
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I agree that the right choice was made here. Out of all the contenders, this one made me laugh the most by far, and was also probably the most geared toward being funny instead of just generally entertaining.
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I agree, and I'll go ahead and fix those movies (and the obsoleted runs that forgo the glitches used here) unless anyone has a reason they shouldn't be changed.
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It was actually never submitted, and after searching the site, it appears that no work on this game has been done here (WIPs, submissions, threads, anything), so he/she might not have even known about our site. And I don't think you could have been expected to search the title of the game in Japanese. Interestingly though, the site that video is hosted on, Nicovideo, has a large Japanese TAS-watching community and runs of popular games (including some of ours) usually gain hundreds of thousands of views after only a few hours or days of being uploaded there. So it's actually pretty likely that someone makes a TAS on that site for other people to enjoy, but again, you can't be blamed for not knowing.
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I also agree that a TAS should go for Very Hard.
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I think it's supposed to be "in" like programming some games into/inside another game.
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Ah, okay. That makes a lot more sense. Thanks!
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Wait, what? He kicked them all off? How did he do that?
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After watching the whole run, I agree that this run subjectively chooses some glitches while forgoing others, which makes it too arbitrary a category to be published. No vote.
adelikat wrote:
I changed it to "low glitch" which is the convention for movies that avoid game breaking glitches while still doing minor time saving ones.
"Low glitch" is way too arbitrary a category though. That's why all published runs that avoid a certain glitch (like the ones feos linked to) have the glitches they avoid clearly spelled out in the branch name.
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It seems the publication has two movie files available for download, a BKM for BizHawk and an LSMV for lsnes. Was this a mistake? Or is this how runs will be published now that sync on multiple emulators?
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What's the difference between a trick and a glitch? Those two things seem to fit our site's definition of a glitch. Also, the encode is complete and has been added to the submission text.
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Duderson wrote:
People were saying there is going to be a war between tasvideos and SDA. I thought it was a troll.
Then you're right, it was a troll. As DeHackEd said, we're friends with the speedrunners at SDA.