Posts for CoolKirby

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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.
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McBobX wrote:
About the encode,I have done it in HD but my connection is very bad so I can't upload it (if want to upload a video,I go to cybercafe to do so)
I understand. I have a stable connection here, but a very slow upload speed, so I usually go to school when I need to upload YouTube videos. Regardless, I will be able to upload an HD encode, whenever it finishes (currently at 4% and slowly rising).
thatguy wrote:
EDIT: I see the name has been changed to "no zipping". What about DelayStageClear?
I presume that was an oversight by the author. I'll fix it for him.
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I'm more concerned about the fact that this run actually does use glitches: pause tricks to prevent damage knockback and to reset boss invulnerability periods. Perhaps the branch name should be changed to something that describes the run properly, like "no DelayStageClear, no zipping". I'm working on an encode.
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I would assume a newer FCEUX would be more accurate. It's probably better to use the latest version than an old one anyway, just because of generally better features and bug fixes.
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Awesome again! Looking forward to Stage 4.
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Oh, that's a shame. I guess the most we can do is encourage those who make these address lists to make sure the list they're creating will contain meaningful content and be able to be loaded into BizHawk.
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It looks like all the addresses for Bobby is Going Home are at Address Set 48, so at least that one's safe. Ohhh, that's right. I think one of those TTYD entries was a mistake by me before realizing that the .wch files were only for BizHawk (and Dolphin can't load them anyway). The other one was either from one of my teammates or another mistake by me. It would be nice if the name and system could be changed so the whole address wouldn't have to be deleted if someone made a mistake.
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It looks like only entries 1, 2, 19, 46, and 47 were deleted. I'm guessing 1 and 2 were test lists (perhaps duplicates of the first entry, Super Mario Bros. 3) and the other three were probably mistakes. I don't think you need to worry about it.
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I think he means that the loading zone isn't there for most open paths beyond closed doors or fences until you unlock the door or raise the gate (like the Twilight Town fence).
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The Puni glitch didn't seem to be fixed for me, at least in Direct3D mode (the new OpenGL won't work on my computer). Try this save right after the Chapter 2 Bowser intermission (where all the Punies are seeing Mario off outside the Great Tree) and see if it's fixed for you.
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I don't see anything wrong with using 3.5. Any 3.5 revision that syncs the latest version of your run should be a good build to TAS on (all have TAS input, supposedly desync-proof savestates, etc). I'm most familiar with 3.5-1729, which has the added benefit of corresponding with an existing A/V sync Dolphin build, but I'm not sure if your run will sync on a 3.5 revision that new.
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You are awesome. Thank you for finding these!
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I don't think the elevator cutscenes will trigger unless the Elevator Key is used. Also, thanks for letting me know about that emulation fix, but unfortunately it only fixes some effects in Super Paper Mario. The Punies' graphics are still messed up:
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Oh my gosh, thank you! :D And you can re-enter that room and open the chest and everything?
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That Mushroom Cup was worth the wait. Way to go, Weatherton! Here's hoping the other cups won't be as hard to make (since the routes are already figured out for those).
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I'm sorry. :/ Is it possible you could switch to a (possibly newer) revision that's compatible with an existing A/V sync build? It doesn't seem like anyone's filling requests to create A/V sync revisions for the members anymore.