Posts for DrD2k9


DrD2k9
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Nach wrote:
♩ I don't want to grow up, I'm a Toys R' Us kid. ♪ ♪ There's all these toys at Toys R' Us that I can to play with: ♩ ♩ From [bikes] to trains to video games it's the biggest toy store there is! ♪ ♪ I don't want to grow up, because if I did, I wouldn't be a Toys R' Us kid! ♩
RIP Toys 'R' Us
DrD2k9
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feos wrote:
Ah wait. You need a custom lag indicator, for a game whose lack if controller poll on a frame doesn't relate to actual gameplay lag?
That would make TASing some systems much easier. (c64 for example).
DrD2k9
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creaothceann wrote:
Saw some news about a DOSBox fork today. No idea if it has savestates and/or movies, but it seems to be focused on accuracy.
The main site for this fork says it hopes to be able to emulate Win 3.x and Win 95 as well.
DrD2k9
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Disclaimer: I'm not a judge. However difficult they may be, games are theoretically designed to be possible to beat in one credit (even if very few people could accomplish it). IMO regarding TAS playthroughs, using continues (even limited ones) is kinda like admitting "even with TAS tools we couldn't beat the game in one credit." If there is a specific reason that a continue needs to be used to optimize progression it should be explained on a case-by-case basis. NES Battletoads is an example of continues used by necessity, but this is only because a game bug prevents 2 players for completing all the levels together. If there is a similar situation/reason for utilizing a credit or continue (on any system), I think it may be permissible. But again, I think it should be a case-by-case basis. For the Double Dragon game in question. If the primary reasons are to simply reduce lag and/or easier completion of a level because only 1 character is used, I don't feel that's an adequate reason to allow a continue.
DrD2k9
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Thanks for all your work, Mothrayas! You will be missed.
DrD2k9
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ViGadeomes wrote:
I tried to put my movie in Expert mode. I lose 1 second TAS time and In-Game Time, do I cancel it to put it in Expert Skill? I ask to community and judges.
This is one of those games where the added difficulty isn't really going to add any worthwhile new content to the video. I think the easy difficulty is fine. The speed differences aren't going to be that notable for a 1 second (slower) difference in final run times.
DrD2k9
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Hmm... I found the Boxing run more entertaining (and i don't really know how to explain why). Sorry I just can't give this one more than a meh vote.
DrD2k9
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It's 12 seconds...At that length the repetition is humorous enough to not be tedious. Yes vote.
DrD2k9
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Awesome work! Any idea if this will change the games' behaviors at all?
Post subject: Re: #5959: DungeonFacts's DOS Crystal Caves 1: Troubles with Twibbles in 20:33.15
DrD2k9
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Probably not a perfect run, but very well TASed for a first time DOS TASer. What few aspects of sub-optimal play exist (such as the gravity/jump thing mentioned by c-square) shouldn't be grounds for rejection. YES Vote.
Radiant wrote:
Given how unusual it is for any game to have a 'reverse gravity' cheat code, I wonder if it would be interesting to have an alternative run that reverses gravity at-need and uses that to be even faster?
I strongly considered running this series using the gravity cheat as it should significantly shorten the run and present much more optimal routing. My only concern is that you have to initiate God mode to utilize the gravity cheat work. This unfortunately means that Mylo is also invincible eliminating any 'danger' of failing the run. I suppose that it could still be publishable if it qualified for Moons, but I don't think a 'Gravity Cheat' run could be vaulted. I do think a run that uses the glitch to skip two levels would be vault worthy. I'm still considering running this series of games using this glitch (it works in all 3 episodes).
DrD2k9
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Nach wrote:
slamo wrote:
Descent Wacky Wheels Terminal Velocity Quarantine One Must Fall 2097
IIRC, all these games use DOS/4G(W).
Warcraft uses DOS/4G(W) and also gets the int 15h error but still works on jpc-rr. It seems to me that these errors/details are common with games that don't work, but not universal. If someone is interested in TASing a particular DOS game, just try it.
DrD2k9
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Awesome run with some nice tricks! Definite yes vote.
DrD2k9
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Seems ok. Vault material in my opinion. Where is the hitbox on the balloon, the bottom end of the string or the balloon itself? There are times where it looks like you clip the bottom edge through some walls (perhaps these are the hits you're accepting). In these cases it looks like it clips through a couple wall blocks, on an angle usually. Some levels the goal region is only a couple wall blocks separate from another part of the path....could the clips happen there and shorten the levels?
DrD2k9
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feos, I understand. I didn't mean to suggest any malintent on anyone's part. I humbly apologize if it came across as skepticism/paranoia toward ThunderAxe31. I was simply trying to share my opinion regarding a couple general concepts that this thread made me ponder. If that was unnecessary or inappropriate, I apologize. Regarding this run: It's a better game than some other food/movie licensed games, but I didn't find it very entertaining. Meh vote. I think the blurred animation of Chester's sprinting legs makes it look like he should be moving at much higher speeds than he actually does. To me, this slows the perception of the run's real speed.
DrD2k9
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ThunderAxe31 wrote:
This movie looks very plain to me.
Memory wrote:
I honestly really liked this TAS.
Why?
ThunderAxe31, please don't read the following as being spoken in a rude/disrespectful tone; it's not intended to be. I recognize that you have claimed this run for judgement. Why one particular individual likes or finds a run entertaining shouldn't matter in determining if the run is perceived as entertaining to the audience as a whole. Though I can see how the 'why' may make a difference between moon/star tier. Everyone has their own tastes. If multiple people disagree on entertainment value, that's fine. There's nothing wrong with varying perspectives because opinions are opinions. In this particular case, Memory was able to describe the 'why'; but sometimes people enjoy things for reasons they cannot appropriately articulate in words. I am assuming (hopefully correctly) that you are simply looking for more information with which to determine your judgement of this run, but calling specific individual(s) out to elaborate their opinion(s) shouldn't be necessary. I'd encourage a general request for more discussion/elaboration of opinions instead, and then those who wish to elaborate can do so. Another general thought regarding judges... I'm of the opinion that a judge who has claimed a run should withhold their own personal opinion from the forum until after judgement has been made so as not to potentially skew the forum conversation one way or the other. In an ideal world, it wouldn't. But we unfortunately don't live in an ideal world. DISCLAIMER: I have not yet watched this run, but will be doing so as I am able.
DrD2k9
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You can voluntary cancel it if you want. It's likely going to be rejected if you allow it to be judged.
DrD2k9
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Even with the repetition, it's short enough to remain entertaining. Yes vote.
DrD2k9
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In light of some recent topics regarding rule clarifications and a current submission of the Coleco port, I'm returning to this old thread... Spikestuff (or anyone else), do you know an easy way to determine when the difficulty stops increasing?
DrD2k9
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Does the difficulty not increase beyond this point? The reason I ask: I did a similar run on the C64 port that started on the hardest difficulty that could be selected and was told that the difficulty continued to increase beyond the level I played; and thus my run wasn't 'complete.' I'm curious if that's the same situation with this port.
DrD2k9
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[sarcasm]NOOOOOOOOOOOOOO!!!!!!!!!!!![/sarcasm] Judged as I anticipated. Actually impressed the rejection note went into as much detail as it did. I expected something more simple along the lines of "Board Game + Unentertaining = Rejected" At least we can scratch one more game off the TASmania list.
DrD2k9
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GJTASer2018 and FreezerBurns: The general rule for DOS games on the site is that they are run using the default CPU speed settings of JPC-rr (equivalent of a 50 Mhz processor) unless there's evidence to warrant a faster CPU speed setting (i.e. the game was released at a time when 100 Mhz CPUs were available). The default settings do artificially increase the speed of some (not all) games made for older systems with slower CPUs, but this is accepted.
DrD2k9
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@warmCabin I'm not sure putting effort into a "100%" run is worth your time. Firstly, I doubt there will be an agreeable consensus on what constitutes 100% for this game. Secondly, I strongly doubt that enough entertainment will be added via actually completing the mini-games for a judge to take a different perspective than what Mothrayas already has with your rejected run. Thirdly, as a run that actually completes the mini-games won't be that much different visually to a watcher than the rejected run. It would basically just add piecing together the pictures. It will also be longer, making it that much harder to get the required entertainment value. To put it simply, this game's only hope to be published is if it garners significant entertainment feedback (not just votes) that qualify it for moon tier. It's not vault eligible regardless of voting or completion percent. Neither rejected run qualified for moons based on feedback. For the reasons mentioned above, a run that completes the mini-games probably won't fare much better.
DrD2k9
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EDIT: I forgot to say thank you for the above clarifications. :END EDIT
The game reaches a point where difficulty stops increasing and no new content appears anymore. The game consists of multiple rounds with new content appearing, and difficulty increases until it resets (overflows). For this the game must reach a point where new content no longer appears.
So for a game like Space Invaders or Galaxian where each level is identical aside from a difficulty curve that affects how quickly the enemies move or shoot back, at what point is it considered that no new content appears? Does the run have to go all the way through the difficulty increase/overflow, or is one stage (or group of stages) sufficient? The primary reason I ask is that for some games, the changes in difficulty curve may be barely perceptible visually; making it difficult to determine exactly where the difficulty stops increasing. If it's barely or impossible to visually see when the difficulty stops changing (or whether it even does stop), is the onus on the TASer to decode the game in order to determine where the difficulty stops increasing (assuming it's not stated in the game documentation)?
Post subject: Re: Definition of TASVideos
DrD2k9
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Nach wrote:
DrD2k9 wrote:
interactive fiction style runs
Most of these cannot be published for legal reasons.
That makes sense. Some would argue that a lot of what we do publish is in a legal grey area. Interactive fiction would definitely be more B/W regarding copyright.
DrD2k9
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slamo wrote:
So I tried running Fallout recently, and that too succumbs to the "int 15h" error. One thing I missed every time I saw this error is that it's coming from the BIOS. It makes me wonder if there is any BIOS we can plug into JPC-rr to get these games working. I tried using the newest version of the Bochs BIOS and VGABIOS to no avail. It would be interesting to try extracting the BIOS from DOSBox and plugging it into JPC-rr, but I have no idea where to start or if it would even be compatible. Either way, I think it's worth looking into other BIOS.
I looked into this briefly as well, but couldn't figure out how to extract it from DOSBox. If we could, that'd probably be our best bet. That or the error means the BIOS is calling for something the program isn't designed to do.