Posts for Dada


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Star removed from Mega Man? I'm sure there was good reasoning for it, but I can't possibly agree with it. Mega Man by Bisqwit is the ultimate example of a tool-assisted speedrun, more pure to the original concept than any other movie on the site. I can only hope that he'll improve it soon, then, I guess!
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You mean version 13 by nitsuja? I successfully made an AVI of my 19 minutes long Final Fantasy III work in progress run with it. It seems to work fine to me. Note that I'm using the Windows version.
Post subject: AVI available
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I have made an AVI of the latest work in progress to those who are interested in watching it. Like all other recent movies, it's encoded in x264 with MP3 audio. Get it from the Archive.org Details page, or download one of the different quality versions directly:
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Amazing discovery, finalfighter.
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Their FAQ now says: Q. Open Source A. No plans for open source to the public yet. If your an actual emulation author, feel free to email pSX Emulator as the author is willing to share source code within reason. "Within reason"? I bet that this doesn't mean you can get all of the code.
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Yep. This run has not seen much activity since the last post.
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On a sidenote, I plan on uploading a lot of videos to the Internet Archive. I tried to upload low and high quality versions of Xaphan's Mega Man Zero 3 run, but the program kept crashing, however. Until I can get it to work, it's just not going to happen, I guess. :)
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I'd better complete my Jazz Jackrabbit speedrun before the rerecord-capable DOSBox is released, or I'll have zero credibility.
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I just realized that I still have a Guts Man in 1:42 on my hard disk which I never submitted. There's still improvement possible during the boss fight.
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This is a useless topic, but it's also no use to fill it with provocative nonsense. Please don't do it again. Locked.
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Shinryuu wrote:
im halfway of cloud area now.. only thing what i hate the most is lag.. becouse lag can make game to restart if im almost so high as possbile on the screen..
That's strange. Lag makes the game restart if you're too high up? Does that have any other side-effects?
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Like Ventuz said, please continue this discussion in this topic. Locked.
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I totally lost track of this topic. :) Just make sure that you guys who still know what's going on figure it all out.
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Shinryuu wrote:
Omega.. im talking about weaponchange thing.. in longteleportblock room
Oh, sorry, I didn't notice. Pretty nice!
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Shinryuu wrote:
heh + i discovered "new tactic in heatmanstage"
Actually, that Item-3 tactic was discovered by Kopernical shortly after the release of the latest video by Morimoto and Finalfighter.
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Here's an alternative link.
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Unfortunately, the link you gave seems to be down. If you could e-mail me (omega@avalanchestudios.net) that ZIP file, I'll upload it for you.
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I agree, this has taken a very long time. EDIT: I'm encoding it. Pos:1185.7s 71141f (31%) 769fps Trem: 3min 17mb A-V:0.000 [1:37]]
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It makes absolutely no difference in filesize whatsoever to encode videos in 30 FPS rather than 60 FPS. I made a 20 FPS encode of a speedrun I made one time at a low quality setting. It was to be an ultra-low bandwidth version. However, the 20 FPS version was almost the exact same size as the 60 FPS version, both at the same quality! x264 is smart and has excellent motion compensation.
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I think that in order to accurately determine what should be allowed, you need to take a look at why you're doing this. Why do a tool-assisted run that avoids glitches? I think it's because you want to show what the perfect gameplay is like using the thematic context of an unassisted run; as such, you'd have to look at what a speedrunner would or would not do.
  1. Jumping when the ground trembles (Gutsman fight) without losing balance
    • Something a speedrunner would not do. It's too unreliable to use, and add to that the fact it's at the end of a segment rather than at the beginning. It's much more convenient and consistently rewarding to simply jump high when Guts Man is about to reach the ground.
  2. Lifting a brick without the brick disappearing (brick duplication)
    • This is a viable tactic, and I want to do it the next time I record a serious single-segment Rockman speedrun.
  3. Switching weapons during jump/falling and thus teleporting through an enemy
    • Yes, it's allowed, in my opinion. You're only required to stay away from the Select button.
  4. Grabbing the bottom of ladder and suddenly elevating by 24 pixels
    • I see no reason why this should be disallowed. Very easy tactic.
  5. Releasing ladder quickly and regrabbing it when shooting, to avoid delay
    • Again, easy tactic that's very doable.
  6. Switching weapons immediately after an enemy hits you and thus regaining control with less movement
    • Again, that's just taking advantage of a good situation, and when has speedrunning ever been about anything else? I'd say it's allowed.
  7. Entering Cutman's room in the "ouch" pose, and thus falling into the inside of a guts brick, which you can zip through
    • This is a more difficult question. If I were to say that this should be allowed, it would be inconsistent with my legalisation for the Rockman 2 segmented speedrun, in which it's not allowed to do such things in Bubble Man and Heat Man, where they're present and easily doable. For that reason, I would reluctantly say no. However, the reason why I disallow these tactics in Rockman 2 is because Ureta did not use them for his version of the run, and I feel it would take the run to a different tier if we were to use them. So if you take that into account, the answer would be yes.
This is what I hate about avoiding glitches. You can't avoid the need to dictate someone else's route, and that's never a good thing.[/list]
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Locked. :)
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Location: Rotterdam, The Netherlands
"Rockman.nes" is not very descriptive. I assume you mean the Japanese version of the game. "Rockman (J).nes" is more descriptive.
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Mine too. Final Fantasy V is incredible to play and has a lot of speedrunning potential. I'm still very willing to help out with the running, although I wouldn't be good at route planning. I'll test out route theories you may have, though, if you'd like me to!
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Things are quiet around here. :( I recorded Wily stage 1 in 2:05 today. This marks the beginning of the Wily stages which will be ran according to slightly altered route planning. Changes in this run:
  • Item-2 is used from the start rather than later on in the first room.
  • Item-3 is not used at all.
Interestingly, I had to remap my keys to be able to make this run. Instead of using my left hand to shoot and jump, and using my right hand for directions, I swapped the layout so that I could button-mash with my right hand. It allowed me to finish the Dragon battle much faster. EDIT: Wily 2 in 1:48 and Wily 3 in 1:06 have been recorded. The only thing that slightly bothers me is Wily 2. The boss could be finished maybe half a second faster, although I don't think that a full second of improvement is likely to happen. Wily 3 is very easy so it was completed pretty quickly. Wily 4, however, will require more time. It's probably the most difficult stage of the game (with the exception of Crash Man?) Thankfully, Bablo is going to do it. :)