Posts for Ersatz


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Fabian wrote:
Interesting stuff, thanks catnap. We appreciate you taking the time to translate and post.
me too, sums it up nice
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would the concensus be that this run is real? or do you think foul play? I can't quite decide. But i'm leaning toward real.
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creaothceann wrote:
I'm working on a library (DLL) that should easily allow sharing of memory blocks across application boundaries while taking care of the mutex stuff... If (when?) it's finished you'd be able to write a small application that just hooks into the emulator's shared variables (e.g. RAM) instead of having to modify the emulator's source. Might be useful to somebody, who knows. :/
I would assume that this would be the start of dozens of creative and useful tools... keep up the good work!
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i was sure people would come to the defense that the videos out by humans are near perfect but that's poppycock... robots do it better, meaning.... US!
Post subject: dreamcast emulator
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how far are we from a dreamcast emu with rerecording? IE for Ikaruga? im aware of ikaruga.co.uk but i think with rerecords it could be vastly improved
Post subject: That new Super Metroid speedrun on SDA
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The player (satoru 'hotarubi' suzuki) pulls off 32min SINGLE SEGMENT... they said they took two weeks to varify and makes sure it wasn't a TAS but it sure looks like one... I've never seem a human play that well. too good to be true.
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Chamale wrote:
A screen that tells you the fastest way to beat the game. It would take all the fun out of making one, but it would be pretty amazing to watch. If you didn't tell anyone how you did it, they would all marvel at your skills...
As in watching someones previous TAS on a secondary monitor? I'm not sure I understand.
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AKA wrote:
I would like to be able to strip the graphics down so all you can see is the hit boxes, walls and ledges. It would also make spotting glitches easier if you see an incomplete wall.
I really like this idea!
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hippo wrote:
i actually had a supremely nerdy dream about a month ago about an application that i developed that was basically "TAStudio Pro" which had a layout similar to flash. I took down some notes in my dreamjournal about it, i'll go back and check it out later and write down all the features i had listed in it.
Dream TAS tools Niiiice!
Post subject: Dream TAS tools
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I figure we should make a thread about all the tools you wish you had access to while making a TAS. just to get the ball rolling... These are a few ideas that have been floating around in my mind. Dopesheet: Anyone ever thought of creating a dopesheet plug-in for any emulators? So that you can view all of your save states on a timeline and edit them in the same window? Maybe even slide the savestate ahead or back however many frames needed? SpriteInfo Display: Select a sprite on screen to display the assotiated memory adresses and values? Zoom in and out: Can there be a tool that allows you to zoom in or out of the given frame? so that you can see more of the level? That way anyone who is anyone can controll the character when it has gone outside of the screen? Also it would be sweet to have an emulator that wasn't just an emulator but more a "TASstudio" maybe even name it "TAStudio PRO" as a catchy title. :D
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that's why i suggested an xbox, you could just have the program compile the memory values and store it onto the harddrive... then use that program to boot the game and inject the memory values to continue from that state. like the save game feature only for anypoint in the game.
Post subject: Console savestates?
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How hard would it be to create a program for say (a modded xbox), where durring a game you could hold down a certain combonation of buttons as a macro that would back up the entire memory values of gameplay and save it to a state that could be loaded later?
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but it's done! let's get it published!
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feed me tempest... im hungry for MOOORRREEEEE
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GuanoBowl wrote:
Im regretting you having that picture... BOOYA
as am I. I don't like it one bit
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Some of the first TASs were made using the original Doom. How did they do that? wouldn't that require a dos emulator?
Post subject: Inspired by Rising Tempests' GE run
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Ever since RT has been time attacking Goldeneye I've been playing it on the console. Trying my best to get as close to any world record that I can... Although i'm not even close to many of them. these are some of my closest. EDIT: July 17th 06, I've pushed this game aside for Shadow of the Colossus. I will be playing it for quite some time I can tell... (Time attack mode) 00AGENT DAM: My time 2:53 - WR 2:00 RUNWAY: 1:01 - 0:38 [EDIT my time is now 0:57] FRIGATE: 2:36 - 1:12 DEPOT: 1:27 - 0:50 EGYPT: 1:39 - 0:47 other notable levels that i've been breaking my back at trying to lower my times... TRAIN: 4:18 CAVERNS: 3:51 (oh hells ya!) FACILITY: 1:40 (1:35 FAILED) BUNKER1: 2:35 I'm addicted all over again
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nice, the door in the dam is open in this one. ;P toit!
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WAHT! avi please?!
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What is the "mark deux" time for the dam? below 1:55 I presume?
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yeah can't you just hex in the value that makes the hostage take the fastest path by default? it's not exactly cheating, it's just minipulating the luck right?
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keep up the good work... you'll get my "yes". no doubt everyone elses. :P
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so, how about the silo Rising Tempest? How is that going?
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speaking of making claims i figured out how to talk to xena ontop of the frigate using tiny bond.
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Wouter is not the one at fault in this "don't be an ass, business", I've learned from the Metroid 2002 forums you just don't open your mouth without at least upping a video. It's common courtesy and the ONLY way you get recognition.