Posts for Dacicus


Post subject: Framerates with Famtasia
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Should the movie durations reported for NTSC games recorded with Famtasia be corrected for the slight difference between 60 fps and 60.1 (rather, 1008307711/16777216) fps, or should we just stick with what the site currently says? I'm mostly asking for the purpose of subtitles, but consistency among framerate values is desirable. Example: http://tasvideos.org/149M.html should be slightly over 2 seconds shorter than reported.
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Didn't even take the shortcut via pipe in 1-1? Voting no...
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Hi, FVDTsuyosa. I would like to point out that there is currently no "warpless" branch for publication of FDS SMB2J. If you want to TAS this game, you should probably work with the "Lost Levels" version in Super Mario All-Stars. The current publication for that is here.
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I've never played this version of the game, but I found the TAS engaging. You kept the flow of action going very well despite the limitations. Yes vote.
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Considering how hard the game is without these restrictions (for me, at least), I enjoyed this TAS a lot, especially the Mummy and Death battles. Like Mukki pointed out, however, you didn't always jump to get the orbs after each boss, so I wonder if there may be other possible optimizations that you overlooked. Meh vote.
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FODA wrote:
Color a dinosaur and turok the dinosaur hunter.
So you'd be shooting the dinosaurs with something like paintball guns? Nintendo World Cup (super kicks, almost no rules) + Street Fighter II (special attacks)
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Very nice. Luck manipulation ftw. Yes vote.
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[off topic]
Ferret Warlord wrote:
some sort of Narnian thing where time held still inside when he left
Actually, time doesn't just freeze in Narnia. Earth time and Narnian time proceed at different rates. Earth time is slower in all of the stories except The Last Battle, in which it is faster. [/off topic]
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scrimpeh wrote:
Because punching people with the pace of a machine gun never gets old, yes vote from me.
Seconded. I also found the credits some of the most creative I've seen, what with beating up some of the staff.
hopper wrote:
It was just rapid fire punching through every fight. Punch-out has some strategy and every fight is different.
I don't mean to belittle the said strategy, but I would find it hilarious if you could pwn the Punch-Out opponents like in this video. They're not nearly as funny.
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scrimpeh wrote:
This may make it all the more interesting. Games with a horribly borken physics engine come to mind.
You're assuming that Hi-Tech the same mistakes as Capcom. I'm not sure about that, but feel free to prove me wrong. Also, let Nach make his version of the TAS if he wants to. We could make a "Nach-approved cheating" category for this game. ;)
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Nice work. I had trouble getting all of the treasures as a child, but I guess you don't need any at all. Yes vote. BTW, are the graphics supposed to glitch out after that walking through walls part?
mklip2001 wrote:
Ah, the game where you can't tell if the thing on the boy's back is a backpack or a ponytail.
Lol, I'd never thought about the ponytail possibility.
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Very nice TAS. I especially like how you played around with the burning tiles and how you finished Druidia 1 with barely any fuel. Yes vote.
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Wikipedia's list of commercial video games released as freeware might be useful. It has a number of DOS games.
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I'm not sure if this is applicable to whatever software you used, but did you do a "quick" format or a "full" format? As I understand it, recovery of the latter may not be possible.
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That was one crazily difficult game, especially level 1-4. I probably lost over 400 lives on just that level. You had some creative power-ups and power-downs, especially since the former were sometimes dangerous and the latter were sometimes helpful. Nice (but annoying) level design, and the bosses were interesting, too.
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Toothache wrote:
I did have to watch it in RAM yes - 00FFF8CE is the address for Swimmer stamina. It appears in the Training but not in any of the Olympic modes, which is how I knew about it in the first place.
Okay, thanks for the explanation. Yes vote.
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Aktan wrote:
All, make sure if you are doing famtasia runs that the audio is sync! Each AVI part has around 200 ms extra in audio which will desync over time (around every 5 mins). You need to trim this extra with VDub!
How do you determine the amount of extra audio, and where in the movie do you trim it?
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One more question: Is there a visible stamina indicator, or did you have to watch it in RAM? I couldn't tell from the movie.
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I found it very entertaining how you wasted all of the other competitors in each event, especially the racing ones. However, I noticed that the times on some of the events varied between rounds (e.g., you got 1:43.4 on the second round of the swimming race). Why is that?
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sgrunt wrote:
http://tasvideos.org/UnmirroredMovies.html
Toothache wrote:
http://tasvideos.org/Sgrunt/DIVXMovies.html
Are there any movies that should have encoding priority on those lists? EDIT: How should the old Famtasia movies be handled? I downloaded the emulator using Bisqwit's patch generation page and found the old encoding instructions for it via archive.org, but it doesn't seem like you can specify any AVI capture options. It just starts recording from the moment you load a ROM. Whatever codec it uses causes VLC to display nothing and MPC-HC (with the lastest ffdshow tryouts) to display incorrect colors. It plays back without any problems in WMP, though.
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So movies like number 2 that say the AVI is currently unavailable need to be re-encoded?
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How much interaction does encoding require? That is, how much time would one need to spend in front of the computer to get the various programs running when they're needed?
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AnS wrote:
The flaw of current TASing lies in our method of storing session information in a keypresses file. If only every game had ingame replay mechanism, we wouldn't need all these imperfect emulators. Well, dreams. Input file is only quick-and-dirty solution that was used in 2003, but didn't evolve too much.
Would it be any better if each press of the "frame advance" button goes to the next input opcode rather than the next... whatever it currently goes to? I remember Nach mentioning something about this a while ago, but I don't remember the context.
Limne wrote:
There's no knowing if any given input file would ever work on the original console
Until someone succeeds in making a device that can play the file on the console, that is. Just how much variance is there in the performance of the console due to temperature and all of these other factors? Can they cause it to execute opcodes out of order, for example? It seems like that would crash games pretty quickly.
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Nach wrote:
While it is a nice pipe dream thinking that perhaps our runs can be considered theoretically possible on a real system, that's hardly what we're about. We're about entertainment.
I must be as confused (or more) as FODA on this point, but are you saying it's absolutely impossible for a TAS to be replicated on an actual console? EDIT: Since the other topic is locked, I'd like to partially withdraw this award nomination. While this was very well planned, I don't believe it lasted nearly long enough.
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All of these (couldn't be bothered with submission numbers, sorry)
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