Posts for CoolKirby

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I could never get into this game (it's not for me), but I've been looking forward to a good TAS for a while. This was even better than I expected. Echoing the "Well done" for RingRush, Isotarge and Cronikeys!
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While I missed the sound effects, the run was still plenty entertaining, and now it's much faster too. Voting Yes. Could you have saved time by turning the sound effects off as soon as you got control of Crash (before the gate clip), instead of after the clip? Also, Lapogne36 wrote this about Tiny's boss fight, could you do this after Level 6 too (by turning SFX back on later), or is there no cutscene after that level?:
Submission #5368 wrote:
When exiting the level, a cutscene starts (because SFX is on), and by stopping it at a specific frame, the game will not do the animations it is suppose to do (throwing Crash out of the vortex, the same thing will be done after N.Tropy). As an important side effect, Crash will not do the crystal animation he is supposed to do 25 times, saving more than one minute.
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That was funny! You will need to keep the entertainment level consistently high though - a run of another broken NES Jeopardy! was rejected for failing to entertain (though I liked it).
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It will depend on the console's screen resolution and the game's HUD, as you want them to be out of the way of the gameplay but not too far to where they will divert the viewer's attention or be hard to look at. I've used 0,420 (X,Y) for an N64 testrun and 0,480 for an SMS run. Those subs were only viewable in 2x window size or greater but they were well-positioned for the games they accompanied.
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Well done once again, Malleo. This new Palace Skip looks easier to understand for casual observers since you can more easily tell where Yoshi is (especially when the item is used). Can't think of a good solid way to improve it but I know you guys will think of something! Yes vote!
Post subject: Re: #5368: lapogne36's PSX Crash Bandicoot 3: Warped "Box Glitch" in 18:27.42
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Wow, I was not expecting this! Very nice glitched run, and it managed to not get boring despite some sections that should have been repetitive. That's a lot of lag frames though.
TASVideoAgent wrote:
Unlike Crash Bandicoot 2, you can't get 25 crystals at once in any of the first 5 levels. In fact, there is only one arrow box, in level 4, and only 4 enemies you can jump to, which is just enough to get 5 crystals in this single level.
What happens if you bounce on the box 20 more times before finishing the bonus level? Can you achieve a 225 jump counter that way?
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Echoing Warepire's question. Also, was that a fall through floors glitch or can you normally fall through those?
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Pretty entertaining little run, and you certainly put a lot of work into optimizing the movement (though I don't understand a lot of the submission text). Voting Yes.
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There were a lot of good contenders for this award, all nominees did a great job. But way to go, GloriousLiar, for winning!
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I liked the first half of the run, but it got repetitive after that. Voting Meh. Level 10 was cool though! Will you be running the sequel, Thrilla's Surfari? It has an RTA run you can work off of too.
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I suggest adding Alyosha as a co-author if it's okay with him. Very nice and clean latest movie Alyosha. I couldn't improve it in my tests, I'll try again tomorrow.
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Looks pretty good so far, notably the tight cornering and all the near misses.
DwainiumB wrote:
(I wish I didn't have A/V Desync)
It sounds like it could be fixed by cutting about 2 seconds off of the beginning of the audio track. I recommend Audacity for that, or the program you used to combine the audio and video.
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Nice job! I liked how you moved the stone onto the pressure plate almost without stopping your movement.
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Thanks for the encouraging comments, guys! Maybe I will continue this by myself.
Odongdong wrote:
Do you still have to bring AI partner to level exit in N64 version later on?
Nope, the partners only appear in cutscenes in this version. They're removed from the gameplay entirely, which should make this version faster.
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Good luck on motivation for the edits! It'll be nice to see this on the Workbench soon.
Post subject: BizHawk 2157/35.89 sec
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Using Alyosha's test movie, I managed to redo the glitch section on BizHawk with zero time loss! 2157 is still a reality! User movie #36222432332944819 Link to video The only hurdle for console verification now is the hard reset at the beginning. Otherwise, this file is ready to replace this submission.
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Thanks! I did find a form of movement that might be what you're describing. You turn the camera at an angle and move forward+strafe left or right to move 20% faster. Different from SR40 and such in Doom, less intuitive and it can make shots harder, but it results in a faster speed than running straight forward. That Non-VI option is just what I needed. I didn't even see that before, thank you! I did use the Pure Interpreter Core, which should be the best for sync. Maybe my RSP plugin is at fault (I used HLE).
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Be sure to add Hudson Hawk and Beauty and the Beast (Europe) when you get the chance. EDIT: For anyone participating, feel free to start with some games that already have SDA runs to work off of. They should require less work to get you started!
Post subject: John Romero's Daikatana
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I think it's been long enough that people aren't mad at this game anymore. This version is quite different from the PC version. There is no strafejumping, traditional rocket jumping or damage boosting. You also cannot use or upgrade the Daikatana outside of the Kage Mishima fight in E4M5. However, I found a pretty big glitch with wide application: Weapon Boost! It abuses the recoil from many weapons, compounded with your backwards speed and the game's jump mechanics to allow fast bunny-hopping and super jumps to skip parts of levels. For more on this, see the Game Resources page. Here is a testrun up to E2M2 showing the route so far. Commentary is available in BizHawk (turn on Subtitles) and as CC (captions) in the encode: Testrun input file Link to video For future levels: E2M3: No major skips in this level, as we have to find all five pieces of a tablet for the end trigger to activate. E2M4: Best weapon against Medusa is the Poseidon Trident. We'll need 24 ammo for this fight. E3M1: A Boost Through Walls can be done on the gate to save a minute and a half from not having to talk to Musilde and get the keystone. The glitch usually could be done anywhere but strange unclippable walls block most attempts to clip anywhere else. E3M4: No major skips here either, as we have to find all seven pieces of the Purifier sword in order to fight the king. E4M5: This fight can be done in under 10 seconds by repeatedly forward-stabbing. This cancels all his other phases. This could be a big project, so I am opening it up to the community to help or take over. I can help with glitches and routing, or more if needed. Maybe a full run could be achieved through small efforts from many people, like Mario 64's 120 star run. Note: While most of the game is desync-free, be careful of desyncs around the E1M3 timed door guys. Also use the UDLR keyboard shortcuts instead of the virtual Control Stick, as that may cause desyncs too.
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Tools>External Tool throws an exception when there are no external tools available in BizHawk 1.11.9.1. It should simply display "None" as before. Full exception text
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Very nicely done! The skips in Good Egg 1 were particularly cool. Looking forward to more of your work!
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Nice Phases 4 and 6, very fast and clean. The ending for Phase 10 was also good, that last Sidestepper moves fast! Thanks for the WIPs.
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I like it so far. The pausing trick is a nice optimization not seen in real-time runs. The downward pause is surprising, though it's up to you if you want to keep it as it looks to be a speed/entertainment tradeoff.
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Wow, this was tough! Most of my guesses were wrong, but I did get two: NES 25 and SNES 18, happy about getting the latter especially since I like that song!