Posts for DarkKobold


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sparky wrote:
Some PS2 TASes have already been published. http://www.youtube.com/results?search_query=ps2+tas&aq=f Probably, PCSX2 is used.
http://code.google.com/p/pcsx2-rr/ This is Acmlm's breakout of PCSX2 for rerecording. Last I heard, it wasn't even remotely sync stable. This may be what some of those videos used.
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This has now been sitting on the bench for nearly two months, without any luck getting sync'd. It is unfortunate, because it is a well done run... I'd like to see this either resolved, or sent to the grue.
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moozooh wrote:
DarkKobold wrote:
A policy was needed, otherwise, every thread would turn into Bionic Commando or Hitler no Fukkatsu.
This is a wrong example to illustrate that point (probably as far from the point as you can get). In case with BC, it wasn't obvious at all as to which of the two releases was superior, as both had different advantages going for them. That debacle could have happened now as well since we do allow non-U releases if the author (or the public) makes a successful case for their superiority. In general the difference is quite clear, though.
Uh, I can't think of another thread. I was just using it as an example of the arguing that can occur, not that it is the quintessential (U) vs. (J) discussion.
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Kirkq wrote:
54.9% of all NES systems were sold in the Americas 31.3% of all NES systems were sold in Japan 13.8% of all NES systems were sold outside of the Americas and Japan (not necessarily even PAL to my understanding.) 46.2% of all NES games sold were sold in the Americas 45.2% of all NES games sold were sold in Japan 8.6% of all NES games were sold outside of the Americas and Japan (not necessarily even PAL to my understanding.)
A policy was needed, otherwise, every thread would turn into Bionic Commando or Hitler no Fukkatsu. PAL is often a port of the NTSC game. If done poorly, it means no timing changes were made to account for running slower. Both (J) and (U) run at 60Hz, meaning 9/10th of all games sold run that way. That removes PAL from the running. That leaves (U) or (J). The web is predominately English-speaking. The language of science is English. Of Japanese and English, English is far more predominant. http://en.wikipedia.org/wiki/List_of_countries_where_English_is_an_official_language That map ignores the numerous countries where English is a prevalent second language. I'd hardly consider the (U) rule to be US centric, it simply is the ROM type that would appeal to the largest audience. http://prospect.org/cs/articles?article=will_the_internet_always_speak_english
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ALAKTORN wrote:
sgrunt wrote:
60 fps or not isn't relevant. We generally ask that the version of the game most familiar to the audience (largely North American viewers) be used unless there are significant glitches present in another version which significantly aid gameplay.
once, I asked if it was bad my Mario vs DK2 TAS was using the EU ROM, and encoders on IRC told me that it was fine because it was a handheld, and it didn't have the PAL/NTSC issue (IIRC) what was that about?
The encoders were wrong. You should have used the (U) ROM. Also, this is an interesting topic, but that poor submission already has enough crap being piled in it. Split.
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nfq wrote:
ah, i see... when I TASed this, i felt like after i got the tripples junctioned, everyone died with pretty much just one hit (except some bosses with one renzo), so it feels like it would be unnecessary. it would be useful on the last boss though, because that one (ultimecia) has a lot of health, that i don't think it even died with two renzokukens. i think renzo is faster than irvine's limit break.
The problem I see with renzo is that it has a forced 4 hit minimum, and can only target one creature - which makes it take forever against some bosses (Irvine's can be canceled with triangle). That is why I use demo ammo against the oilboyles, NORG, and Edea. I haven't done a test run of disc 3, so I don't know how this strategy will hold.
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nfq wrote:
DarkKobold wrote:
The canister ammo is used for Irvine's limit break. It has a much higher power rating than the normal ammo.
it seems a bit slower than normal shot though, and i'm not sure there are so many boss fights where it would be needed, so i'm not sure if it would be a good idea if you have to get into an unnecessary fight to get it, but you probably know better.
It is slower, but you can make shots critical.
.----------------.-------------.------.----------.-------.---------------------.
|Type of Ammo:   |Attack Name: |Power:|# Targets:|Time:  |Notes:	       |
|================|=============|======|==========|=======|=====================|
|Normal Ammo:    |Normal Shot  |  17  |     1    |0.7 sec|		       |
|----------------|-------------|------|----------|-------|---------------------|
|Shotgun Ammo:   |Scatter Shot |  14  |    All   |0.7 sec|		       |
|----------------|-------------|------|----------|-------|---------------------|
|Dark Ammo:      |Dark Shot    |  14  |     1    |0.7 sec|May inflict:         |
|                |             |      |          |       |Poison, Darkness,    |
|                |             |      |          |       |Silence, Sleep, Slow |
|----------------|-------------|------|----------|-------|---------------------|
|Fire Ammo:      |Flame Shot   |  40  |    All   |1.2 sec|Fire Elemental       |
|----------------|-------------|------|----------|-------|---------------------|
|Demolition Ammo:|Canister Shot|  60  |     1    |1.9 sec|		       |
|----------------|-------------|------|----------|-------|---------------------|
|Fast Ammo:      |Quick Shot   |   7  |     1    |0.2 sec|		       |
|----------------|-------------|------|----------|-------|---------------------|
|AP Ammo:        |Armor Shot   |  80  |     1    |1.8 sec|Ignores defense      |
|----------------|-------------|------|----------|-------|---------------------|
|Pulse Ammo:     |Hyper Shot   | 120  |     1    |1.9 sec|		       |
'----------------'-------------'------'----------'-------'---------------------'

So, yeah, unless you are making it critical, it is probably faster to use Normal Ammo. However, Dark Ammo may be the best, or shotgun ammo...
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Sonikkustar wrote:
This is starting to remind me of the racism that was in the Majora's Mask thread.
Actually, the only two offending posts have been removed. Everyone else has been rather polite.
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Sirstarmagic, have you read the guidelines? Even a better movie of Super Mario Bros has next to no chance of being accepted.
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Dada wrote:
DarkKobold wrote:
However, that involves getting into a non-mandatory fight, and there will be a mandatory fight with a Catepillar later in the game (maybe?).
When exactly is the mandatory Caterchipillar fight? I don't remember it. You might be forced to fight one during the Cid/NORG panic in Balamb Garden if you go to a certain room, but you can avoid that.
The way the encounter system works in 'dungeons' is very non-random. It is all based on the step counter. Additionally, the encounter RNG only increments per fight - so as long as a run/TAS get the same number of encounters, the encounters will always have the same enemies.
nfq wrote:
what's the canister ammo used for?
The canister ammo is used for Irvine's limit break. It has a much higher power rating than the normal ammo.
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Alright, so, to get Card Mod prior to the Iguanon battle, you need to have Card before the Elvorett battle. The optimal path leaves you with 36 AP, up to that point. Now, here are the options I'm considering, and why. 1. Stick with the current TAS route. 1 extra battle with the G-Soldiers, kill 2 of them, (kinda crappy), plus kill the 2 fire bats. 2. Kill 1 fire bat, and get an extra fasticolon-F battle in, only kill 1 and run away. That would allow for 9 fins, or 180 waters. 80 fins on Mag-J would prevent having Elvorett attack. It would also enable my next Quistis strategy. 3. Kill 2 Firebats and 1 Bomb, and then the G-Soldier in the mandatory battle on the bridge. Probably the fastest, as it has no extra battles, and only 1 celebration. 4. Skip all this crap. Who needs Card Mod before Sorceress/Seifer battle anyway? So, the Quistis strategy I'm considering is to card a Caterpillar (or whatever it's called) and get both a Spider Web and a Forbidden Card. Spider Web gives Quistis Ultra Waves, which would be faster than Shiva. Forbidden provides 30 Canister Ammo. However, that involves getting into a non-mandatory fight, and there will be a mandatory fight with a Catepillar later in the game (maybe?). So, this is why planning the first hour is the hardest.
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nfq wrote:
Didn't seem much faster. The magic animations take some time. When you have 138 HP, wouldn't it be faster to do a critical hit with Quistis? It might be good to have the HP as 1 for future fights to get the rough divide every time, but when it would waste time, I wonder if it can be prevented when the HP is so low.
It is only 50 frames faster... The slowest part being squall hitting himself with magic. I wasted way more than that giving both Quistis and Squall GFs/draw. Additionally, more than that will get wasted having to switch those GFs around, so that Zell has one. Also, yeah, that is probably a better idea. I was really just showing off with the 1 HP thing. Anyway, I should probably discuss my planning a bit, at some point in the future. It is driving me insane, at the moment.
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nfq wrote:
Awesome, it works now :) You fixed that one very fast. What do you judges think about starting recording from a memory card btw? Is it acceptable? It's the only way to access the hardest difficulty in this game (except save state or beating the game like 5 times).
You can do memory cards - just remember, you have to create the verification movie first (in non-TAS shape, it just has to create the memory card.) What would be better about starting at hardest difficulty, to make it worth your time? EDIT: Err, you should probably create or find a Parasite Eve 2 topic on the PSX board.
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nfq wrote:
I mentioned drawing the fire earlier in this thread (page 3). Since you missed that you probably missed what I said about renting the car too. That could also be useful if money doesn't become an issue. Demi is very useful in Diablos, yeah... though I think it was still the longest fight in my TAS. I noticed you had a video about NORG on your channel. Have you started doing Disc 2 yet? Would be interesting to know how much faster your run is. I had 3:22 ingame time when I accessed the menu with Zell in the prison.
I had seen the car thing, but forgot about it... Also, I've got a time of 3:11 at the first Zell menu.
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nfq wrote:
DarkKobold wrote:
Enable CPU fix, then load? load, then enable CPU fix? either or?
Works both ways.
Try this ---See last post--- Load the game - set CPU fix - start recording.
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X2poet wrote:
In metal slug 3,cutscene is not serious. My goal is for the main coherent route. So I will continue working on it. different routes can show different battle style. Mission 1 the boss battle Main has an "R Metal Slug" Branch has a robot Mission 2 in the ice hole,some special performance. Mission 3 go down and get 2 submarines. And different boss battle method. Mission 4 it has 5 different routes. 2 of them looks good to take a show. Mission 5 it is long and have no branch.
See the (numerous) rejected Super Metroid runs for an example. Just selecting a slower route isn't worth a different branch... It looks more like poor route planning than 'a different branch.'
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nfq wrote:
DarkKobold wrote:
Can you play the game at all in PSXjin? If so, let me know how (steps) to get it to work.
The game works just fine, if you enable the CPU fix, but the playback of movies doesn't work.
Enable CPU fix, then load? load, then enable CPU fix? either or?
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nfq wrote:
DarkKobold wrote:
Have you tried enabling it via the hotkey? It was set up to trigger inside the playback of a movie via a hotkey, and that is actually recorded. Let me know if that works for you, otherwise, I will look into it further.
Tried it. Still crashes.
Can you play the game at all in PSXjin? If so, let me know how (steps) to get it to work.
ventuz wrote:
Any way to make frame counter and font display stuff not resize or disappear along with game reso and game loading phase? Resize not big deal to me, but them disappearing is.
Fixed.
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NitroGenesis wrote:
If anyone wants a little taste of what's to come, FiXato made a 5: 15 tas here: http://www.youtube.com/watch?v=nwEuXRoOtGw&feature=related His level 1 time: 69 mine: 71 Booyah! (Incase anyone cares, the timer starts at 99 and ticks down)
Looks like an old school dos game. Kool.
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ventuz wrote:
DarkKobold wrote:
Also, last call for bugs/annoyances anyone would like fixed before v2.0.2.
Any way to make frame counter and font display stuff not resize or disappear along with game reso and game loading phase? Resize not big deal to me, but them disappearing is.
I'm trying...
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nfq wrote:
adelikat wrote:
How can you change something that doesn't exist? It doesn't have video plugins!
Would be nice to have the option though, like in mupen64, because other plugins like Pete's DX6 D3D (or one of the OpenGL plugins) looks much better for 3D games, because you can have high resolution and anti-aliasing for polygons. Example: http://www.youtube.com/watch?v=y8nUGfQSpjw&hd=1
Lots of the improvements to PSXjin were due to the integration of the GPU directly into the core. Yes, we lost some things - but we, the devs, say the good far outweighs the loss of OpenGL plugins.
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nfq wrote:
Is it possible to a Parasite Eve 2 TAS with this emulator? The game doesn't seem to work without the CPU fix in the Configuration > Options, but that automatically gets unchecked when you start recording a movie, and if I enable it while recording, the emulator crashes then if I try to play the movie later.
Have you tried enabling it via the hotkey? It was set up to trigger inside the playback of a movie via a hotkey, and that is actually recorded. Let me know if that works for you, otherwise, I will look into it further.
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Zombies? Zombies! This site needs moar Zombies.
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nfq wrote:
DarkKobold wrote:
1) No Analog (No Rinoa skip) 2) Faulty Analog (inability to skip text boxes at the exact frame) 3) Working Analog (Slower load times)
I think the one which loses less time would be best option. Probably #2... I don't know how much slower the loading times in #3 is.
The issue with #2 is it makes TASing more of a pain in the ass. I think after a rest I will try and fix PSXjin more.
nfq wrote:
Watched your video. You could try a combination of both laser eye and renzokuken. Squall would almost become critical if you just laser eye him once. I think getting critical hits was hard in this game. Is it just a matter of right timing?
Critical hits are easy - I have a script that tells me exactly when to get them. Essentially, luck manipulation is performed by 'switching characters'. Hitting circle causes the character to 'switch', even if only one character has full ATB. However, even if a Limit Break is impossible, the game computes crisis level (and therefore consumes an RNG)
nfq wrote:
Have you tried if it's faster to take down the HP by drawing fire, because with luck you can do 150 HP damage? I did that in my TAS.
!!!!!!!!! I hadn't even remotely thought of that !!!!!!! Awesome!!!! According to the battle mechanics FAQ, which has become my bible, you can do up to ~1.75 times the normal power of the spell using draw/cast as opposed to cast. I abused this in my diablos fight, to deal nearly 50% damage with Demi. Thanks!
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Guernsey wrote:
Just PSXjin, the audio and video are separate and I don't know how to fuse them to together. Apparently it doesn't like the xvid codec either.
This is a known issue with v2.0.1 - I posted an interim version that fixes it... somewhere.
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