Posts for CoolKirby

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Guernsey wrote:
So you can switch cores?
Yes. On the top menus where you see File, Emulation, View, Config, etc., go to Config > Cores > SNES and choose BSNES.
Guernsey wrote:
Does this apply to the GBA one as well?
No, because there is only one GBA core in BizHawk now. So if you have BizHawk 2.5 or newer, you are already using mGBA.
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EDIT: Both of these issues have been fixed in BizHawk 2.7. Thanks again! Original message: In Choplifter on BizHawk 2.6.3, the title screen automatically ends too early. It should play music followed by just over 6 seconds of helicopter blade sounds, as heard here on console. But if you open the game in A7800Hawk, you will notice the sound effect is skipped and the game starts right away, even though no button has been pressed. The ending of the game also jumps back to the title screen earlier than it should, after playing the same piece of music. What's more pressing, though, is a determinism bug in Atari7800Hawk, or possibly BizHawk: 1. Play this userfile until frame 4151. 2. Once there, save a state. 3. Optionally, continue playback for another second to see the glitched reset that's supposed to happen. 4. Load the state in Read+Write mode and hold Up+Right for at least five frames. The reset will still occur. 5. Load state again and don't press anything for the same amount of time. (The reset will not occur.) 6. Repeat step 4. Although the same input is pressed, you do not get the same outcome (reset). You can try again and again, it won't work. I don't know whether this creates a "bad" savestate, or if the glitch performs some operation like an automatic soft reset that gets interrupted, but either way this should be looked into.
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I was testing out how a TAS would look and sound with the hopping sound turned off, when I stumbled upon a new glitch that lets you hop on water tiles: User movie #74821290378450750 Link to video I'm calling it Phantom Log, since it acts like an extension of the passing logs and seems to disappear once they pass by. There are also water tiles like the first one I step on that are always safe to land on; maybe the developers forgot to set them as hazardous. Also I attempted to resync my published run of this game but it desynced at about frame 13700. I think it'd be better to just redo the run, with sound effects turned off to make it less painful to watch. It takes 16 frames to turn off the sfx, and I noticed after doing so that some enemy positions changed. So TASeditor was right, and I should've investigated luck manipulation better. Thanks TASeditor!
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Due to my country's proximity to Mexico, Mexican food is popular here. I found a recipe for a large rectangle of quesadillas made in a sheet pan and modified the vegetables to my liking. You can also substitute ground beef with chicken, or for a vegan version, substitute all meat and cheese with Daiya dairy-free "cheese". Vegetables and tortillas ready to be topped with meat and cheese: A finished quesadilla square:
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L-Spiro wrote:
I’ve been wanting to make a TAS and participate in a much more on-topic manner for a long time, but one of the members here makes that largely impossible!
There are lots of games that haven't been TASed yet. Some are in helpful lists like the List of Ideas and SDA Runs, and there's bound to be one you like that this person hasn't already done. If you need an easy and short game to start with, try the Atari 2600, it's full of such games!
Post subject: Merging SGB platform into GB
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Currently we publish GB movies made in GBC or GBA mode under the GB platform. This makes sense as they are still GB/DMG games, despite being run on a newer console with some hardware differences. I think we should publish SGB runs under the GB platform as well. These are also original GB games, only with added HLE functions to appear as they would on a Super Game Boy. Besides this, having SGB separate causes confusion with duplicate Game entries, namely for the following games:
  • Castlevania Legends (GB, SGB)
  • Crayon Shin-Chan 4 (GB, SGB)
  • Daffy Duck: The Marvin Missions (GB, SGB)
  • Donkey Kong (GB, SGB)
  • Donkey Kong Land 2 (GB, SGB)
  • Kirby's Dream Land 2 (GB, SGB)
  • Mega Man V (GB, SGB)
  • Pocket Monsters Green (GB, SGB)
  • Pokémon Blue (GB, SGB)
  • Pokémon Red (GB, SGB)
Each of these is a single game on a single cartridge, but with two distinct game entries. This confuses visitors to the site, bloats the Game Select list, and wastes Game entries that could be repurposed as other Games. It would be more simple and sensible to merge each SGB entry into its GB counterpart. The rest of the SGB games could also be moved over with a simple platform ID change: Donkey Kong Land III, Power Rangers: The Movie, Mole Mania, Tetris Blast, Ultraman Ball, and Wario Land II. This wouldn't change the acceptability or visibility of these runs. Encodes for the seven currently published SGB runs would not need to change, as they do not include "SGB" in the text printed on the video by the publisher. Once the platform ID is updated to i.e. "GB Mole Mania", any TVC YouTube video titles will update as well. Now is a good time to make such a change, as the site redesign is underway, and there's a submission on the Workbench aiming to clarify rules on SGB runs. Thoughts?
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I've been following the new site's progress. Thank you TiKevin83 and Masterjun for fixing the UI, it looks really appealing and beautiful now! I've been testing it on desktop and mobile and have some bugs to report (not including the ones I posted on GitHub already).
SmashManiac wrote:
"Submitted edited" is a bizarre wording to indicate the last update metadata. I'm not sure what the actual intent was.
The word "edited" is extraneous and misleading, and should be removed. That field shows the date and time the movie was originally submitted. Last update time is already at the bottom of each submission page. For Game pages: -We have over 2200 game entries with no description yet. Can we hide the Description field if a game has no description? -Similarly, the Genre field is only filled out after a game has a published movie. We have at least 50 games with no publications, is there a way to hide that field for those too? -For games with "0 Obsolete" publications, clicking that link takes you to the current publications. Can we make "0 Obsolete" just text and not a link when there aren't any obsolete movies to link to? -"Good tools" should be "GoodTools". It refers to the collection of GoodTools ROM names. -"DisplayName" should be "Display name", like on the old site. Otherwise, well done to everyone involved. Looking forward to the live release.
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From a technical standpoint, if BizHawk's PlayStation core can open the game, you can submit it as a PlayStation TAS. But from my understanding, like games for the Uzebox, many Net Yaroze games weren't widely known and few received an official release, so they would fall under our non-official games rule.
Non-official games are allowed for submission. However, they go through more scrutiny than other games. This is because the game itself also becomes subject to judgment, so it must meet a minimum standard of quality or notability to be eligible for publication. We look for games that can be played and completed, have some recognition or popularity, or are notable in some other ways as decided by the judge and the audience.
If the game has a following or has interesting gameplay (like Hover Racing), you could try posting a TAS of it on the forums and see what people think. It really depends on the game. For example, three Uzebox TASes have been submitted and accepted, including one that was deemed not to be entertaining. However, another was rejected for being a bland game choice.
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Confirming sync:
MD5: c4e62724c5fd44a869c71e499015f0df
SHA-256: 7722dc52f5d23d3bfa57d0368c3ac8934adeada2a91fc377928fa7255e9a8f0f
Syncs with a single Wiimote with Nunchuk connected. Whether or not a GC controller is connected doesn't seem to affect sync. Interesting prototype with different gameplay from other Spider-Man TASes. It was an official game (in-progress), so I don't see why it shouldn't be published. We've published prototypes before, like Cooly Skunk. I voted Yes.
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monji wrote:
what is that yellow light in the bottom left corner. It is keep blinking when the sound is cut but it also blinks when I turn off the sound
I think that lights up when the disc is being read. Either way, you're right, it has nothing to do with audio. The audio issues could be caused by your computer, or emulation issues in the game you're running. Until you resolve it, you can use a program like AutoHotkey to hold down the F key for you (in this case by toggling NumLock on, change TAB to F in that code) so it plays more smoothly.
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Always a treat to see a Nate TAS on the workbench. Thanks for all the great GC TASes so far! I missed your previous run but I followed along by reading its submission text while I watched this one. Movement was surprisingly fast, and I liked all the tricks like falling into the water before saving the Statue of Liberty, skipping that whole Cat chase, and clipping into boss fights early, especially Shocker 2 when you followed it up with constantly bicycle kicking him. I voted Yes! Some other funny parts: 29:55 "All right men, get him" as they all get taken out immediately 41:33 Peter is casually talking to himself and then surprise Cat (complete with music)!
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Nice improvements, but I still felt like Round 5 (level 5) was just too long and the same thing over and over. Somehow, I didn't mind the level 3 throwing minigame because it was shorter and more like a break between two more interesting levels. Voting No to entertainment. But of course it should still be published.
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The game's manual agrees with what Ford wrote. Two difficulty choices, the harder one being A = Advanced, and the published input file's SyncSettings.json says both difficulty switches are off (set to A). Adding the "Uses hardest difficulty" flag now.
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That's pretty incredible. Great job, folks!
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I found this pretty dreary and repetitive. I liked the Round 2 bagpipe tune, but the rest of the music was pretty hard to listen to, especially as Jim was just running back and forth repeatedly. My vote is No to entertainment.
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Humorous, though repetitive. I did have to skip through this one. Does jumping slow you down at all in the main stages?
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Can you elaborate on the improvements you made? 2 minutes is a lot of timesave for a 10 minute run. That walk cycle is hilarious. I did make it through the whole run, though I felt like skipping ahead. Voting Meh. Edit: Thanks for the comparison video! I'm surprised how many screens were improvable.
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Cool game, I was entertained and liked the goal choices. Voting Yes!
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"I'll try spinning, that's a good trick!" -Anakin -Mario
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Some of the color choices were funny, and others were just aesthetically pleasing, truly art. The AI plotter had some trouble at the end of Crested Dinosaur, was that related to the 10px issue with the game? Coloring for Ducky is quite accurate, yep, yep, yep! Crested Duckbill reminds me of Baby Bop from Barney. End screen is really nicely done! I could see this being published, although it is long. And I definitely spent way too long reading the submission notes on an April Fool's submission.
Post subject: Re: #7059: Samsara's PCFX Pia♥Carrot e Youkoso!! ~We've Been Waiting for You~ "all endings" in 4:03:30.41
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Samsara wrote:
Blood Type: oh no a bee D: ... Occupation: the childhood friend who is deeply deeply deeply madly deeply in love with the MC ... the lowkey hidden route where the key to her heart is through her mom
Another really funny Samssion text! I enjoyed it more than the video itself, though admittedly I didn't watch the whole thing.
Samsara wrote:
Since I can set the text to automatically advance instantly
This was my only real question, and you answered it. Optimal manual text advancing would have been a ton of work for... a game like this.
Samsara wrote:
since there's naturally an ending for Not Girl, and I'm not about to add that in.
Who is Not Girl?
Samsara wrote:
the endpoint of Rumi's route is that you take her out shopping for her birthday
That's so wholesome!
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Oh, that was a good one! I waited until the end of the run to figure out what game this was. Now I get it.
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From that GIF, it reminds me of NES Lunar Pool with the lack of friction. It looks like it'd be really easy to pocket the cue ball.
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Three GameCube TASes in four days? What did we do to deserve this awesomeness? I really liked the fast movement and clever tricks you used to traverse the indoor levels and boss fights. Wall clips were a nice surprise when they happened, as was the dancing around when you could. How did you avoid those lasers in Chemical Chaos, by the way? Are their hitboxes really small? Every other question I had was answered by your helpful submission text, so thanks for that. Impressive run of a good speedgame, voting Yes!
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Thanks for making this, lapogne36! I never expected a Dino Crisis TAS, and from the first raptor encounter I knew I would enjoy it. Very cool, and slick movement. Voting Yes! Now we just need a remake of this game.