Posts for DarkKobold


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Nach is trying to do that thing, albeit poorly, where he brings up some controversial topic, and then gets people to argue with him incesently. Its a wannabe socratic method. The only dos commands allowed should be the one required to start the game. Additionally, skipping the first three bosses in a 3 boss mega man game doesn't make for a very interesting tas.
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Did no one else notice that the jumps acted as a drum? I thought that alone made it great. Awesome job.
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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Patashu wrote:
I guess the implication is that it would be a bit weird to have a whole category on the site with one or two runs in it, compared say to the huge array of nes runs available. But it's silly, because then you'd have to reject this run, and there's nothing wrong with the run.
A little late for that issue... since... This has already been this way for almost an entire year.
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Mitjitsu wrote:
In order to justify accepting a new emu on the site there should at least be several games for the system that get people excited.
Why? .......
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Mitjitsu wrote:
I have (many) issues with the platform itself. Considering there were less than 20 games released . Can you convince me of 3-4 other games that are worth TASing?
So wait, TASing is available on this platform, a TAS is submitted, encoded, etc. But, because there aren't 'sufficient' TASes available for the platform, this shouldn't be accepted? I fail to see the logic there. Anyway, I can't wait to get my hands on some 3D glasses to watch this. Also, if some cool glitches are found, like the baseball/tecmo bowl/soccer runs, Tennis might be a lot of fun.
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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The dungeon 'level' layout is fixed. The only possible available randomness is in your start location. Thus, when possible, I spawn near a 'boss spawn' point. However, all 3-15 levels of the dungeon are fixed from the moment you enter that dungeon - that includes chest and monument locations. In this TAS the otherworld forest has 5 monuments; however, it is possible to go through the dungeon and encounter zero monuments. Additionally, all but two monuments where manipulated to be Power Monuments, which doubles attack power. This is one aspect that sets the TAS apart from a normal run. Also, when you have 3 power monuments, you attack power is actually x8, not x3, which is why I deal large amounts of damage in levels 9 & 10 of the otherworldly forest. The way to get the next level of a dungeon is to kill a (fixed) boss enemy. However, since only 5 enemies can be spawned in a given level, if you just ignore them, the boss enemy will never spawn. There are 2 ways to get a boss to spawn - kill all enemies you encounter before you get to the boss's spawn point, or lure the first 5 spawned enemies to the boss-spawn point, and kill one of them, allowing the boss to spawn. Enemies in this game move really slowly, so, along with massive boosts from Monuments, it is much faster to just manipulate a ton of criticals, and clear the level of all but 4 enemies before you reach the boss-spawn. The 5 enemy limit is also why I seem to walk so far with no enemies after a boss is dead. Other enemies spawn, and I outrun them. Additionally, although it generally goes by too fast to be seen, I pick up lots of stat boosters. These are supposed to be rare drops. As this is a TAS, I've manipulated around 10-12. The two are the Power Wine (+1 Atk) and the Quick Chicken (+1 Dexterity, Dexterity reduces the chance of a miss, which becomes ridiculously frequent if you don't increase this stat) Also, you only get 4 points to increase stats per level, which means that I've gained ~3 extra levels worth of stats from manipulation. In dungeon 2, I assign the stat boosters to slots in my right hand, and leave 1 of each there. This means I don't need to go to the item screen to use them, saving quite a bit of time. The archer is used for his range, his walk speed, and his charge attack. The charged arrow attack (little circle above head) fires a volley of 3,4,5,6 or 7 arrows, based on level, in rapid succession. These volleys can be used to rapidly kill dungeon bosses, as seen. Generally, I try and keep enough monument power so that normal enemy can be killed in 1-2 hits. The distance also benefits, as I can use it to clear out a circle of enemies without having to walk to them.
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To hopefully generate some interest, I posted the first 4 levels on Viddler. http://www.viddler.com/explore/DarkKobold/videos/6/ I really like levels 9 & 10 of the Otherworld Forrest. I have 3 Monuments of Power effects stacked.
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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http://en.wikipedia.org/wiki/Tactical_role-playing_game This is a pretty extensive list. I'm obviously partial to the shining force series.
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Post subject: Shining Soul 1
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WIP Here. Shining Soul 1 is turning out to be a more interesting run than Shining Soul 2. Thanks to the RNG, which is based on both input and frame, (as oppose to the sequel, which is only frame), there is a much wider variety of outcomes easily available. Additionally, the monument system provides a great way to set a TAS apart from a normal run-through. You'll notice in the first level, I pick up two monuments in the first part of the level, and afterwards it becomes a slaughter fest. A note, while you only have to defeat one 'boss' enemy per floor, it is often difficult to get that enemy to spawn, as only 5 enemies can be spawned per floor, and unlike the sequel, you can't simply scroll enemies away. Additionally, the game has a habit of not spawning every other possible enemy instead of the 'boss' enemy. Once again, Lua helps me determine the optimal dungeon layout. Dungeon layouts (monuments, start locations, and chests) are fixed from the moment you enter a dungeon. So, all floors/monuments must be manipulated in advance. (Except for the monument type, that is per-floor).
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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Honestly, had this hack been the first one submitted, this probably would have seen a much better response and possible acceptance. The fall through the void-world part was pretty frigging sweet. However, this is what happens when you overload people with 'subpar' offerings. People got burned out on Mega Man 2 hacks, and this one, with some awesome glitching, was overlooked.
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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Questions answered. Wii is not a loss leader http://tinyurl.com/y5fdfff The original NES was. http://electronics.howstuffworks.com/video-game2.htm
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Derakon wrote:
So what do we do if someone wants to obsolete a run using the translation patch, by using a ROM in the original language? Do translation patches automatically become the "preferred" versions of games as soon as the patches reach the quality level needed to be accepted by the site? Say a stable release of a translation patch for FF5 is created (hell, one might already exist for all I know). Would future runs be required to use that patch? What if we had a published run on the site using a translation patch? Would all future runs of the game be required to use the same patch? Basically what I'm getting at is, does a stable translation patch have the same stature as an official release of the game, as far as what the preferred version of a game to use?
I don't know how much of an issue this will really be, as these patches are 99% for RPGs. If you look at the RPG category (btw, wth are a bunch of DS Castlevania games doing with an RPG tag?), the vast majority of standard RPGs have never had a previous movie, especially a movie by a different author. I figure, for any game that requires a translation patch, the chance of two authors battling over a publication is pretty dang unlikely. Additionally, if the problem does arise, I'm sure that, if game-play is proven to be faster, no one will care translation-patch or not, and will be left to the author's discretion. Finally, part of the reason for this question/request is that it is extremely difficult to TAS an RPG in a foreign language.
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henke37 wrote:
If you have a game that needs the FPU, you must load the FPU module manually. Similarly, the SoundCard module is not loaded by default either. Use this string in the assemble window to load them: org.jpc.modules.BasicFPU,org.jpc.modules.SoundCard
When I put those it, it tells me they aren't found...
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Post subject: Rules on English Translation Patches?
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I've been wondering something since change on Hack Rules (no longer needed to request approval before submission.) How do people feel about allowing English Translation Patched-games? Here, for example, is a run we are losing because of this rule. http://www.youtube.com/watch?v=2u66VD2G4MQ I find his comment quite interesting. I'd like to note, that my vested interest is Shining Force: Final Conflict (GG), as well as Shining Force 3, Scenarios 2 & 3 (Saturn). All 3 have finished English Translations.
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Patashu wrote:
I thought of another way to make a game hard to TAS: Make all actions have ultra-far-reaching consequences that aren't immediately obvious. Think of a game like go, with a huge board and moves that individually do not alter it much - tactics come together over the course of many moves, and strategy lasts the whole game. The depth of the game comes from there never being an obvious next move - you have to grasp the board intuitively, rather than logically, because there's just too much of a tree of possible moves to search through. In such a game, having rerecording control of your next move is not as useful as it is in a game where actions have obvious, instant consequences.
I'm pretty sure that a bunch of RPGs are like this. Do I go to a weapon shop and upgrade? Do I grind for EXP here? For example, in SF2, I pick up an upgrade in the first 1/4 of the game, that I don't use until right before the final battle, but it is of necessity to finish the game.
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I'd agree with sentiment that it needs all 3 (4?) parts of the game for a TAS. I was going to work on Gens, to add the reset feature. I'm guessing Gens needs resets before the full game can be TAS'ed.
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I'm going to write up quick instructions, as I got this working. This worked for me in windows XP, 32 bit.
1. Download and install Java Dev Kit 6. Available here: 
http://java.sun.com/javase/downloads/widget/jdk6.jsp

2. Download the original jpc, available here
http://javapc.sourceforge.net/jpcsource.zip

3. only unzip these files .\resource\bios\bios.bin   .\resource\bios\vgabios.bin  and  .\resource\images\floppy.img, put them in your jpcc\library folder

4. Open a command prompt.
Start > Run > cmd

5. Type: 
path = "C:\Program Files\Java\jdk1.6.0_19\bin"

7. Switch to your jpc directory, i.e. Type:
cd C:\jpcrr

8. Type:
compile

9. Type:
java JPCApplication -library library -autoexec assemble.bat

10. Dismiss the Bios Error

11.  Under Drives > Important Image,  Select your BIOS file in jpc\library, and then name it BIOS. It will auto-select the image-type. 

12. Repeat for vgabios, name it VGABIOS. 

13. Repeat for floppy.img. Name it BOOTFLOPPY. Click the check box for standard geometry.

14. Repeat for your game directory. Make sure you select Hard drive Name it after the game. My example will be BARBARIAN

15. Go to System > Assemble. 
BIOS image will be BIOS,  VGA BIOS will be VGABIOS. Fda image will be BOOTFLOPPY, Hda will be BARBARIAN. Make sure Boot device is set to fda. This is the default. Click Assemble.

16. Go to System > Start

17. Type in JPC, using the virtual keyboard:
C:

18. Type in JPC, using the virtual keyboard, the games executable. 

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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upthorn wrote:
mmbossman wrote:
Quick question: In my goodset for SMS, I only have an (E) ROM version, while in the submission text you mention that you used the NTSC version. However, mine synced just fine, which I find strange. Are you sure you used a (U) version? EDIT: Or, did you mistakenly run the (E) ROM under NTSC settings in Dega?
Trivia: there is no such thing as an (E) version of an SMS game. There is only a (U) version run with PAL settings. SMS games only had (J) and (Not J) regions, so any (U) or (E) rom is really (UE).
I'm sorta confused. (U) is at 60hz, and (E) is at 50Hz. Is the rom just 5/6th slower when played on a European console?
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I personally didn't like the monetary awards being given for prizes. The new little trophies in our posts should be enough incentive. Additionally, a person donating money may be offended that their donation is going to prizes for TASers, when the donation was intended to help keep one of their favorite sites online. Money left over from server costs would be better kept in an account for years when donations may fall short of paying for the site to stay online. If there is a serious influx of cash, perhaps renting more server power? April Fools showed that, even with all the optimizations, the site can be dragged to a halt.
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Has anyone kept archived versions of PCSX? I'd appreciate a very, very old copy, as Jedi Power Battles stopped working after PCSX-record and PCSX-play were merged.
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Swordless Link wrote:
<i>Says who?</i> Me, one of the people who'll be doing the run.
Yeah right. In case you missed it, part of the reason this got published is that no one believed your movie would ever come out. If you hadn't noticed, adelikat and others had been desperately trying to get the other movie off the site. There was the attempted 'grue obsoletion' which was rejected by a majority of the site. Then, they farmed THIS movie from a completely different site. Perhaps if there was any believe your mystical, wonderful perfect movie was going to happen before the year 2020, this movie would have been rejected. Really, if there is anyone you should 'blame' for this movie being on the site, its you. But, you are Mr. Perfect. I'm sure you'll continue your passive-aggressive 'protest' against this site, because YOU didn't get to obsolete a 2.5 hour movie. Boo-friggin-hoo.
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Personally, I had to vote no. I believe you should have written a script in ActiveX to control Lua, therefore creating a Tool-Assisted-Tool-Assisted-Speedrun. I believe that TA-TAS are very nice. Perhaps, those, shaken up with the money-maker ads, would really make this site stand-up, and hard to beat.
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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Easy yes vote, agreed that it should be a separate 'glitched category' Also, an explanation of how/why the glitch works would be appreciated. Perhaps someone who knows it, and speaks english could help the author create some text? Thanks!
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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I chose yes, it is a good movie. However, an improved movie would use at least two players, as many of the mini-games end when 2 out of the 3 finish. 3 players could lead to funny antics, as well.
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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Sorry, as funny as it was, I think it is a prime candidate for gruefood delight, and not the site. Please don't put up a fight, with all of your might, you know I am right. ... uh, kite.
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.