Posts for DarkKobold


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I assume you are going to do separate Orc/Human movies, right? That would probably be best. I'll be curious to see how this looks. Good luck!
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bahamete wrote:
jimsfriend is indeed correct. I did find this way to save time in any% maybe yesterday or so, which caused us to restart the any%. We wished to keep the project secret but now this has been found, there's not much point :p Here is my (very bad) testrun: smv, although most of yi1 is Masterjun. IIRC it saves about 800 frames over the current attempt. It's just a shame this was found right after we finished our work. -_-
So, I played around with naked-koopa - it appears to be an instant level end. Out of curiosity, #1: Does it require blue yoshi? #2: Is YI-1 the only place it can be obtained? #3: What happens if it is used at bowsers castle?
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bahamete wrote:
Great job on the testrun! I think the flower collection from the flying question block can be optimized much more. But dying on the cement block is a much better idea. I look forward to seeing what Mister will come up with. We will begin our run soon.
I'm wondering how long this will take you - should I set the current movie to delayed? Or if it will take some time now, it can just run its normal course of obsoletion.
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I'm pretty sure this thread will cause the death of many innocent people. His puns are that bad.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
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[22:57] <rawrmage> who leaves their computer [22:57] <exileUT> its just not very fun. everything is scripted. and there is minigames for shooting in a jet
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Lex wrote:
I don't get the appeal. This game is littered with effects that hide the actual moves, causing the moves not to look cool at all. The characters are also not well-animated, unlike SNES Killer Instinct characters (for example). Seeing that it doesn't look very cool, seeing no super-broken glitching, and knowing there's no actual speed goal, I'm voting no on this. It seems to me like any decent TASer could do this just by dicking around with both characters until the opponent dies.
Well put.
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DarkKobold wrote:
Lets not bother with this game.
funnyhair wrote:
Just out of Curiosity and not for arguments sake, what would be collected/ done/ whatever to make it 100%?
/me facepalms.
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Slowking wrote:
Yeah nowadays you'll find new zelda stuff on ZSR. http://www.youtube.com/watch?v=UlBVVwDm_ks#t=6m30s With the clip you don't have to wait for navi to speak up. Way too inconsistent for a normal run, but perfect for a TAS.
This looks like it requires the sword.
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ais523 wrote:
Most RTSes (and many TBSes, for that matter) have an internal massively sync-stable recording format for the purpose of making multiplayer work (they send each other the "movie files", as sending the entire gamestate would be too slow). I'm not really sure that such "game-specific" TASes would be accepted here, though, as they'd be rather awkward to verify possible.
Even if this were possible, you'd still have to create the TAS tools, slow down, frame advance, savestates, etc, in addition to the fancy things, like lua and memory watch. Everyone who isn't nitsuja probably isn't capable of creating a bunch of tools to TAS a single game.
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Daniel, Lord Bahamut wrote:
Would a 100% game preclude the use of the gold chocobo glitch then?
A 100% run of this game will NEVER be done - it is too arbitrary, since there is no actual measure of percent completion, and it would be insanely long to watch and TAS. No one would bother. There are numerous examples of this, but every time 100% is brought up in a game that doesn't actually track completion, people argue for 10 pages, and then no one ends up doing it. Lets not bother with this game.
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finalfighter wrote:
Although I and Mr.aglasscage tried DelayMagnetBeamAdapater on using BOT 20,000,000 rerecord, we were not able to get success case. We may not be unable to get a magnet beam in BombManStage.
I thought you demonstrated already this is possible, what happened?
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This TAS is borderline publishable - I'll wait a bit more for some more input to come in.
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Warp wrote:
Not every country celebrates halloween (even though in the last couple of years they have tried to forcibly introduce it to Finland for a reason that still escapes me; well other than trying to cash in, of course).
Halloween is a ton of fun - as a kid, you get candy, as a young adult, you get girls in slutty outfits, as a middle aged adult, you get a fun activity with your kids, and as an elderly person, you get visitors (asking for free shit, but whatevs.) Fun all around!
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Thank you for your contributions here, MisterEpic.
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Awesome. That is all. Yes vote.
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Patashu wrote:
I am already liking these. I'll remember to keep coming back every day :D
Remind me in 38 days....
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Dada wrote:
Do we even know on which versions this glitch can be used? Maybe it can only be used on the earliest Japanese version, SLPS-02000~3.
exileut wrote:
I have a non GH sitting right next to me...
We're using SLUS-01251, which is before Greatest Hits. It's the earliest US release. I don't actually know if the glitch works or not on this version.
SLUS may not be enough to tell - I think you'd need an MD5 of the disc. There was some website that was archiving the MD5s of every PSX, PS2, Saturn, etc, disc, but I can't seem to find it again.
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I thought it was well done, but I can't help feeling like you rushed the first 2/3rds, and worked harder on entertainment for the latter half - no dress switching, or playing around with the 2nd "Knight boss" I'm voting yes, but I bet the first 2/3rds could be improved visually.
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lapogne, are you submitting a version at the deadline?
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Right before you return Choco's Key, you hit the wall, and are forced to jump again. Did you avoid a text box or something? It looked awkward, but I do remember him saying something...
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lapogne36 wrote:
In fact, there is 4 more possible ball-paddle interactions : 7/8/9. Bounce Left/Right extreme diagonal while moving same direction that the ball at slow speed - If the ball is moving left, you will get 2 new angles with the Left extreme diagonal and 1 with the Right extreme diagonal. 10. Bounce Left/Right extreme diagonal while moving opposite direction that the ball at slow speed - If the ball is moving left, you will get the new angle with the Left extreme diagonal.
The paddle is moving slow or the ball is moving slow? Also, this makes a random+tracking bot hellishly more difficult.
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I created an auto-bot to play the game - it currently works well for well for the big-ball levels and for multi-ball levels. However, I think for botting this game in single ball levels, I'd need to create a ball-tracking paddle, that simply randomly selects one of the 6 possible ball-paddle interactions. As far as I can tell, these are the 6 different interactions that can occur: 1. Bounce Normal- Anywhere from sides to the middle, ball will bounce away from the direction it came. 2. Bounce back - Occurs 1/4 from the edge of the paddle which the ball is coming, ball will return the same direction it came from. 3/4. Bounce Left/Right extreme diagonal - ball will hit the edge, and will have an angle that is more X than Y, and go the direction of the paddle side it hit. 5/6. Moving Left/Right - ball will accelerate, and go an angle that is more X than Y. Ball will go direction the paddle is moving. Also, I realized, if this game is totally hexable, level by level, then world order won't matter initially - It can easily be adjusted later to ensure that the proper amount of MP is available. I think I'll work on a script that allows for auto-hexing levels.
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Sonikkustar wrote:
This thread needs to be locked now.
I haven't been following this thread especially close, but I looked in the last 3 pages, and failed to see anything requiring moderation. People can personally message me if they see any particular post in here that requires moderation. However, we have many fans of this show on this board, and I'm quite happy the fandom has been isolated to this thread. Therefore, I have no intention of locking it. If you aren't a fan of this show, ignore this thread; I've been ignoring it for quite some time.
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haslomaslo1 wrote:
The DOS/Genesis thing is more or less arbitrary. 1. I like the DOS graphics better. 2. Mouse use. I like the sidebar! 3. No one tried it yet.
c-square managed to do mouse stuff his SQ4 TAS, but no one else has given mouse-use in DOS the ol' college try. Be wary, it would be a very difficult first TAS. If you get discouraged easily, I'd start with a more stable and well known emulator. I'm working on Warcraft II, on PSX, and could use help!
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pirate_sephiroth wrote:
Everything was said in the first replies... loading times don't belong to gameplay and consoles don't use always a single brand or model of optical drive and EVEN if they did, it would be pretty impossible to emulate perfectly all action (and faults) performed by the hardware.
If we can't do something 100% perfectly, don't do it at all?
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.