Posts for CoolKirby

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If we can't figure out how to beat the level through normal testing, here are the tools Puresabe used to make this hack. They're in Japanese, but maybe by studying the editor the hack creator made the hack with, we can figure out how to unlock the next level.
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I didn't know there was a hack of Kirby's Adventure out there! That's really cool! It looks like it's of good quality too, with plenty of differences from the original game. As for your run, there are parts that can be improved. The easiest thing to fix would be delaying a frame or two before you reach Waddle Doos and Sparkies so they don't use their attacks (which both cause a lot of lag). Did you use FCEUX? If you did, you may not have noticed the game lagging because FCEUX's lag counter doesn't work well with this game. You can fix it with this Lua script, which also gives you speed and position values in the corner to help you optimize the run. Also, I love how the damage boost at around 0:53 in your encode gives you a speed increase for a few seconds. Is there a way to keep that momentum going longer? Maybe boost off of more enemies so you're moving that fast for most of the run?
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You could get a debit card, as Warepire suggested. Those shouldn't cost anything, and you can get one from your bank.
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Thanks for informing me about this fundraiser, henke37. I'm happy to be a backer/becker for a project like this! One of the rewards for $500 is to create a challenge/achievement in the game. It would be cool if someone from TASVideos who was going to donate that much anyway could make an achievement for completing the game in an almost-impossible amount of time and name it "TASer". Also, I like Call's proposed design. She looks really cute.
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Way to go, Warepire! Looking forward to your work with integrating the mouse culminating in a new "mouse support" version of Hourglass. For another game that we know runs in Hourglass, you could try testing out the mouse with Braid's jigsaw puzzle sections.
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SmashManiac wrote:
What's that about a framerate change? I don't remember seeing any news about this. What is the reason behind this change, and why weren't the old publication times updated as well? Seeing a longer movie obsolete a shorter one doesn't make sense to me. If that's not a site bug, somebody should clarify this in the publication description at the very least.
I edited the publication description to attribute the longer time to differing frame rates between the two runs. If that is not the real reason for the time difference, anyone is free to correct the description.
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Thanks for both of your input. If Widescreen Hack still looks good with this game, we could use it for our Chapter 1 encode.
Post subject: New, even better, 4:3 encode
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Okay, here. The same encode, but in the original format. Hope everyone likes this one: Link to video
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All right, I'll fix it then. Thanks for the quick comments. TheKDX7, we'll be using the tricks and glitches Cronikeys found starting in mid-Chapter 1. She's not contributing directly to the input, so she won't be listed as a co-author, but she will definitely be mentioned in the submission text.
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I see what you're saying. It's bad because the screen is artifically stretched. Aren't most of the published GC and Wii runs dumped in widescreen though? The official YouTube encodes for these runs look like they Force 16:9 as well.
Post subject: Encode and widescreen controversy
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Here's a better encode of the Prologue (widescreen, no dropped/duplicated frames, no graphical glitches): (removed, see fixed encode below) EDIT: So I messed up the 720p, and as a result, the run can only be viewed at a maximum of 480p, but before I reupload it, I was wondering if anyone besides MilesSMB on YouTube has a problem with the widescreen format. I just remembered how good it looked on the Twilight Princess WIP and decided to use it here, and it was also on the Dolphin Encoding Guide to enable Force 16:9.
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That's what he wants you to test. It can be found here.
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Thanks for the new temporary encode, Spikestuff. I really like this improvement. I didn't have a problem with the last run, but it really is nice not knowing what to expect at the end of a run of Pokémon Blue. New, faster glitches like this are always welcome. Voting Yes.
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Thanks Rayas! I was wondering about the missed shots too. It doesn't hurt the entertainment value too much for me either, though I hope it doesn't waste any time (too many objects on screen seem to slow down the game).
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To cancel this run, you'll want to click the button right above the "Preview comments" and "Save" buttons, labeled "decision: cancelled". Then when your new run is done, you can just submit the new one. Good luck with the improvement!
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In case you missed it, the author submitted it earlier today.
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Spikestuff wrote:
I looked for a US version but that doesn't exist for this game (same with J)
It's probably because Lucky Luke is popular in Europe but little-known in other parts of the world.
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I've added a quick encode to the submission text. By the way, the author is French-speaking, which I assume is why he/she didn't write out a submission text. Nico30620, you could have ended this run on this frame and saved 1671 frames, or about 28 seconds. Would you like me to replace the movie file for you? (I don't expect him/her to understand me. If he/she doesn't, would a French-speaking member mind translating my previous paragraph? Or should I just replace the movie file anyway?)
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Thanks for the encode, Spikestuff! Nice improvement, andypanther. I didn't find it very entertaining, though, so I'm voting Meh.
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Whoa, that's cool! I hope that can be useful somewhere too. How did you get Dolphin to display position values like that though? That would be a lot more handy than having to look down at Cheat Engine all the time.
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I thought it was a solid run. I liked seeing the slightly different route and the trick to fall back to 5-3 so you could warp to World 7 which I thought was pretty clever. Good job on this, GoddessMaria. Voting Yes. EDIT: Seeing Warp's post above, I want to add that I did find this entertaining enough to be published on its own. If this does get published, I think a run that aims for fastest time using the fastest characters should be able to be published alongside it.
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It desyncs at the Triforce intro in BizHawk 1.5.0 (due to differently emulated lag). Probably does the same in lsnes. Nice improvement though, Tompa. Yes vote!
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I'm excited for the future of N64 TASing! So I tested out the N64 core with Kirby 64 and Super Mario 64. A problem I'm noticing, though, is that some or most of the textures are pixellated: It looks like the tree and Power graphics, and wall and grass textures look okay, but everything else is blurred like a scaled raster image. Is that an inherent problem from mupen64plus? And can it be fixed?
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BizHawk 1.5.0 doesn't recognize my disksys.rom even though it's in the Firmware folder. When I right click the FDS Bios in the Firmware dialog, click Set Customization, and double-click my disksys.rom, an error message appears: Closing this dialog box causes the NES section to vanish from the Firmware dialog. After that, clicking any of the three buttons at the top of the dialog or closing and reopening the Firmware dialog brings up the same error, every time I bring up the Firmware dialog, until the BizHawk config file is deleted and replaced. EDIT: Also, this error message appears whenever I try to open a Game Boy color game: GB games work fine for some reason though. And you can play back a movie, but it refuses to start the movie over from the beginning or even reboot the core.