Posts for NrgSpoon


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Experienced Forum User
Joined: 6/14/2004
Posts: 646
Just make sure that a big "movie input stopped" message is displayed on the avi.
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I wouldn't mind seeing a run without the Goron mask, if only because I expect a 100% mask run sometime in the future.
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That may be, but personally I think it would be a bit like watching a music video.
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Post subject: Rhythm Tengoku (Rhythm Heaven)
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Joined: 6/14/2004
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This game was brought to my attention a few days ago, and I think it could make an entertaining TAS. An example for a single level: http://www.youtube.com/watch?v=pWl1UOlQh9c After a group of 5 levels you get a "remix" stage at the end, combining all the games into one with new music: http://youtube.com/watch?v=6wYmV_JdTUc It seems easy enough to make a TAS for, since getting perfect timing is pretty straightforward, no need for route planning or anything like in other games. At the end, it would basically be more of a demonstration video, but there enough variety in the games and music (8 sets of 5, plus the mixes) to stay entertaining. There are also some drumming minigames that might be worth adding to the run too, but not necessary.
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Maybe you could include an angle indicator as an alternate view, so instead of an x,y coordinate, you could have degrees and intensity.
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This run desynched for me in the bonus room with the token in the chests. In any case, please take the small amount of time in the opening menu to pick stereo sound.
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Joined: 6/14/2004
Posts: 646
bkDJ wrote:
For those of you wanting to make avis but the white screen bothers you a lot, there is a solution that doesn't change the framecount or the audio sync. I don't know if you plan on using avisynth for the final encode after a lossless capture or whatever, but if you do, the internal filter FreezeFrame() lets you repeat the last good frame until the pause menu loads. ...
This seems like an acceptable fix. I used avisynth before to put the disclaimer imformation on the Ristar video, so having a solution this way is quite handy.
bkDJ wrote:
... Also N64 movie framerates in the faq aren't mentioned. Since OoT uses only one third of the available frames except for the n64 logo spin and name input screen, would it be acceptable to use "Decimate(3).Decimate(2)" Which would get rid of one duplicate frame every 3rd (60->40) and then one every 2nd (40->20). This would avoid having each frame shown 3 times and give better compression no matter what codec. Downside (negligeable given the overall superior compressibility) is choppy N64 logo the first second and choppy file screen when he creates the game and then restarting after a gameover. total: 4 seconds of choppiness
This I won't be doing though, because OoT uses 60fps for more than just the parts you mentioned. For example, I believe all the fadeouts to white and other full screen effects still run at 60. Since I'm going to be out for a while, I'm going to set up a capture of all the progress so far, from the very beginning, this time with the initial size at 640x480. Hopefully that should put any shearing effects from the aliasing to rest. edit: wasn't out as long as i expected, and the capture was going pretty slow, so i'll probably do it over a series of nights, and splice together each section.
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Thread resurrection! Really, you guys should give this a second chance. Once you get used to it, it's an amazing game. Nothing quite like ripping an opponents arm off and beating them with their own severed limb.
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I'm not going to make a new avi until Twinrova is beaten. Since this desynched for me too, you'll have to wait a bit. It failed after quick spinning a switch, after which Link stunningly rolled into a wall.
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Well if you improve it, look for the (U) version instead. 60 fps is much more eye pleasing than 50 fps.
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Um... you'd skip the Minuet cutscene, but you'd get the Saria cutscene instead. That IS where you learn Saria's song, isn't it?
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I too was wondering about the lack of ground jumps to the blocks there. I figured it was just a bomb rationing thing though. Anyway, here a torrent of the newest section: http://nrg.gotdns.com/etc/forest.avi.torrent (edit: this starts from the appearance in the graveyard, like the provided savestate. the chatter from the chamber of sages after beating the shadow temple is not included, but that's boring anyway. contrary to the previous video, the heart container wasn't taken.)
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I prefer TMNT3 over TMNT2, but this run was still entertaining enough. Voting yes.
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Yeah, that's the video I made, running off my personal tracker. Sorry if the speed's a bit slow, since SOME people aren't staying connected once they're done.
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Joined: 6/14/2004
Posts: 646
moozooh wrote:
I think it's the best there is.
Perhaps even the very best that no one ever was?
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Yep, that's how far I managed, though jumping off the goomba to cross the pit in 8-1 was pretty tough too. Now, Mario 3, you're in for a lot of trouble there if you don't use B. No items, no warps, no fireballs or flying or anything fun. Most importantly, you can't grab shells or tailwhip, so there'd be no way past the pyramid in world 2.
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Posts: 646
Yeah, I basically realized during play that sometimes I was doing extra damage... it just took a while to narrow down what actually caused it.
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Experienced Forum User
Joined: 6/14/2004
Posts: 646
Why not just add the extra lines after the video capture?
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Posts: 646
If you get the sword powerup, you can do 3 damage per hit on bosses with jump attacks when you're at 1 health. Probably worth considering for those bosses with larger health bars, if the time saved counters the hitstun and the sword collection.
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Posts: 646
mwl wrote:
... beginning with the second bomb you should be able to take the next one out while still sliding.
Seeing this made me wonder if it's possible to increase the sliding speed by dropping a second bomb with frame accuracy during a slide. I can understand a lot of reasons why it wouldn't, like the roll being a requirement every time instead of just the first, but worth messing with anyway.
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Posts: 646
Why not just watch daigo's amazing tournament match instead then?
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Posts: 646
The way I would do it, I'd capture uncompressed AVI of the part I want, and that way Jasc Animation Shop can load the avi file directly. I've had issue using some with different codecs but uncompressed always works.
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Joined: 6/14/2004
Posts: 646
Apart from speed stuff, I liked all the aesthetic choices you made; the things that don't affect the overall gametime. The rainbow dashes in King 2 stood out to me, since you showed restraint to only do it in that one stage. I'm glad you did, because though it looks cool, it would probably get old if you did it in every level. It's definitely better looking than some 30fps wobbling, at least. I noticed you didn't purchase a spike protector to use for CD collection in the stage with a spike floor near the roof; the part where you need two lightning jumps to get past. I don't remember if you still take damage with a protector or not, but it would have helped you save some time if you had bought one. I'll understand if you opted not to get it because of your no-damage rule though, even if you wouldn't actually lose health from it.
I like my "thank you"s in monetary form.
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Joined: 6/14/2004
Posts: 646
They won't help for making movies though since cd load times still vary, right?
I like my "thank you"s in monetary form.
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Joined: 6/14/2004
Posts: 646
Maybe you don't like the text change, but the added border does a lot to make it look better. I think you should considering adding it.
I like my "thank you"s in monetary form.
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