Posts for CoolKirby

Editor, Experienced Forum User, Published Author, Experienced player (562)
Joined: 11/8/2010
Posts: 4017
Incredibly entertaining run! There wasn't one dull moment; I was completely immersed in it from beginning to end. It was full of crazy tricks, glitches, fast-moving characters, movesets that utilized the entire screen, and even a sort of story in most of the battles. I definitely think that deserves a perfect entertainment rating.
Editor, Experienced Forum User, Published Author, Experienced player (562)
Joined: 11/8/2010
Posts: 4017
Nice run, jlun2. The platforming stages and boss fights were fast-paced and kept the entertainment level fairly high throughout the run.
Editor, Experienced Forum User, Published Author, Experienced player (562)
Joined: 11/8/2010
Posts: 4017
Brian_pso wrote:
Great news! I think it's better to do just Hero side for now, since we don't have anything completed at all to begin with, later on you can do just as you said, that's my vote.
I agree.
Editor, Experienced Forum User, Published Author, Experienced player (562)
Joined: 11/8/2010
Posts: 4017
natt wrote:
It would be nice to see that sort of stuff in the author's comments on the submission
I agree. This is almost as entertaining as the Super Mario World "glitched" run. Yes vote!
Editor, Experienced Forum User, Published Author, Experienced player (562)
Joined: 11/8/2010
Posts: 4017
Patashu wrote:
There isn't a well-defined goal for the run*, though, so I think it should be optimized in whatever way is the most entertaining way to watch. *When do you end the run?
If three to four minutes of scrolling through menus could be saved, I think that would greatly increase the run's entertainment value. Also, I believe the run ends when he finishes programming his own graphic and song into the game and lets it play.
Editor, Experienced Forum User, Published Author, Experienced player (562)
Joined: 11/8/2010
Posts: 4017
NitroGenesis wrote:
gamerfreak5665 wrote:
When i get the chance Ill watch more than the first 10 minutes. Yes vote from me.
Ok wut
He means he's too busy now to watch the whole run, and he'll watch the rest when he has time.
Editor, Experienced Forum User, Published Author, Experienced player (562)
Joined: 11/8/2010
Posts: 4017
I think you should incorporate the improvements and make the run as optimized as possible before submitting it. A lot of members here are hard to impress with the same innovative glitch twice in a row (and more people watch the Workbench than the forum). Plus, it's better if this run isn't obsoleted in a little less than a few weeks because of a few improvements despite the majority of the run being the same.
Editor, Experienced Forum User, Published Author, Experienced player (562)
Joined: 11/8/2010
Posts: 4017
This is brilliant! Groundbreaking, too; this must be the first time a game has been reprogrammed from within using nothing but controller input. All of your work really paid off! I'm glad you're submitting this to the site. When you do, I would really appreciate it if you explained in your submission text how the various actions in the run (like buying a lot of lemonade) help get you closer to reprogramming the game.
Editor, Experienced Forum User, Published Author, Experienced player (562)
Joined: 11/8/2010
Posts: 4017
MUGG wrote:
In Mario Party 5, I'm trying to improve Will Flower and got 5'33 (old = 5'41). But I don't understand how I saved the frames... When looking at the input sequence, some input frames are duplicate because the emulator does that. What mystery is that?
When there is a lag frame, Dolphin duplicates the input from the last frame to the lag frame, like rog said. You probably saved those frames from starting the minigame on a different frame, which affects lag throughout the minigame. I experienced this with Mario Party 7. If you find that specific frame that manipulates away all of the lag, your minigame TAS can go from this (0.66 second of lag) to this (no lag, just autofiring A).
Editor, Experienced Forum User, Published Author, Experienced player (562)
Joined: 11/8/2010
Posts: 4017
mkdasher wrote:
The new 120 star WIP is currently at 19 stars.
Great! Thanks for letting us know.
Editor, Experienced Forum User, Published Author, Experienced player (562)
Joined: 11/8/2010
Posts: 4017
Great WIP. 4-4 and 5-2 were the most entertaining levels, with so much happening on the screen and in the sound channels. 5-1 was a close second with all the enemy kills. And skidding/shooting to the music never gets old. One question though, why FCEU? It's outdated.
Editor, Experienced Forum User, Published Author, Experienced player (562)
Joined: 11/8/2010
Posts: 4017
Weren't the currently published Wii runs made with a GameCube controller? Why doesn't your Dolphin want to play back runs made with a GameCube controller?
Editor, Experienced Forum User, Published Author, Experienced player (562)
Joined: 11/8/2010
Posts: 4017
Malleoz wrote:
And how would I record it? .dtm?
You would have to record your TAS as a .dtm for it to be accepted by the site. Like ALAKTORN said, you can use whatever you need to use to make the run, as long as the .dtm (which contains the recorded input only) can be played back and sync on an unmodified Dolphin and game ISO.
Editor, Experienced Forum User, Published Author, Experienced player (562)
Joined: 11/8/2010
Posts: 4017
Very nice run, Cooljay. This one is definitely publication-worthy. You kill lots of enemies and move quickly, the movements look optimized and the run has great pacing. This is the kind of TAS that belongs on this site. Yes vote.
Editor, Experienced Forum User, Published Author, Experienced player (562)
Joined: 11/8/2010
Posts: 4017
There are these very old testruns to help you get an idea of the routes for three-fourths of the courses: Weatherton's Flower Cup test run Weatherton's Star Cup test run Weatherton's Special Cup test run (which was also submitted as an any%) The rest of the information is scattered throughout this thread.
Editor, Experienced Forum User, Published Author, Experienced player (562)
Joined: 11/8/2010
Posts: 4017
No problem. Good luck with the rest of your run! Be sure to post WIPs as you progress. Also, having this bug fixed will make TASing Mass Attack 10x easier.
Editor, Experienced Forum User, Published Author, Experienced player (562)
Joined: 11/8/2010
Posts: 4017
hegyak wrote:
And Mario is jelly now. Sure he can break boundaries, but Sonic, breaks whole level designs.
*cough* Mario's BLJ does break level designs and faster than this *cough* Great IL runs though. Looking forward to the final TAS (which looks good enough to be the first GameCube game publication).
Editor, Experienced Forum User, Published Author, Experienced player (562)
Joined: 11/8/2010
Posts: 4017
Nice improvement, and nice run! Yes vote.
Editor, Experienced Forum User, Published Author, Experienced player (562)
Joined: 11/8/2010
Posts: 4017
Fabian wrote:
I also never understood what makes freeruns the least bit interesting to anyone ever.
You don't even find the ones that show off a cool new glitch, like the Koopa shell "suit" freerun, interesting?
Editor, Experienced Forum User, Published Author, Experienced player (562)
Joined: 11/8/2010
Posts: 4017
The DeSmuME devs didn't care enough to fix the bug, but gocha was nice enough to fix the bug and release fixed revisions of both DeSmuME 0.9.7 and 0.9.8. So I improved my first level WIP by 48 frames which were saved due to emulation differences and probably delays caused by false lag frames. I also improved the technical quality and added entertainment, since I noticed the cursor can fly around the screen while the game is drawing lines (kind of like playing with the cursor in the runs of Space Quest IV and World of Goo). I don't think this level can be improved. The two double lines are the fastest way to clear this level. I don't know where Oel-Boy has gone to, but I can't work on this now anyway, so this run is on hold for now.
Editor, Experienced Forum User, Published Author, Experienced player (562)
Joined: 11/8/2010
Posts: 4017
Gocha was kind enough to fix the false lag frames bug and release fixed revisions of DeSmuME! VanillaCoke, you can start using this for the rest of your Sonic Rush TAS! You just can't use your old savestates, so you might want to finish the level you're on before switching.
Editor, Experienced Forum User, Published Author, Experienced player (562)
Joined: 11/8/2010
Posts: 4017
Oh, I think that fixed it! I used the 0.9.8 fix, created a savestate on frame 139 and the earliest I could press Start to skip the intro logo was frame 168. Then I made savestates on frames 160 and 164, and both were able to press Start to clear the intro on frame 168! Thank you very much, gocha. I really appreciate you spending your time and effort on fixing this!
Editor, Experienced Forum User, Published Author, Experienced player (562)
Joined: 11/8/2010
Posts: 4017
But that wasn't memorable either...
Editor, Experienced Forum User, Published Author, Experienced player (562)
Joined: 11/8/2010
Posts: 4017
Thanks, FractalFusion. But what do they fix if not user-reported issues? VBA developers fix bugs and release a new svn quickly. Why isn't the DeSmuME team the same way?
Editor, Experienced Forum User, Published Author, Experienced player (562)
Joined: 11/8/2010
Posts: 4017
I thought it looked really good. It's obvious that you put effort into entertainment, and it makes the run look better. The whole run looks optimized to me (though it can be hard to tell) and is very entertaining. Yes vote!