Posts for RachelB


RachelB
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Joined: 12/3/2011
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I'm just going to assume you missed all the times this was pointed out in this topic, but a max rings goal will not work. You have to draw some kind of arbitrary line when it comes to renewable ring sources. Do you spam slots for nine minutes and murder the TAS's entertainment value? Do you stop once the ring counter starts displaying gibberish instead of numbers? Do you completely ignore them? (That isn't really "max rings" then, is it?)
Getting all of the floating rings seems like the obvious solution to me. Not sure why anything else would even be considered. There's also a difference between looking almost perfect and actually being almost perfect.
RachelB
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CoolKirby wrote:
So this latest official build is the recommended revision now?
Unless it breaks something in your game, i'd definitely recommend it, yes. The more-save-fixes branch is just getting way too far behind.
Well, with that and the encoding breakthroughs
That should work with any revision. It only takes a few minutes to apply the patch and compile. But again, i'd highly recommend upgrading if you can easily do so. The newer revisions are not only much faster, but also less buggy.
RachelB
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Mothrayas wrote:
rog wrote:
SD card.
Okay, that was a bit too obvious of a question. Still. Why would one store porn on an SD card in a DS?
Obviously for mobile viewing.
RachelB
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Mothrayas wrote:
How do you even store child porn images on a DS? And why?
SD card.
RachelB
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CoolKirby wrote:
rog wrote:
New builds up to http://code.google.com/p/dolphin-emu/source/detail?r=d95e31af3f779bfa3141047e8b6275e1fd2e4bbb
So that build keeps the emulation speed of the pre-PokéPark fix revisions as well as the fix itself? And it still doesn't include the more-save-fixes or TAS-input changes, right?
It is about the same speed as the last build (479) i posted (slightly faster actually), and includes a few more bug fixes. It does include the tas-input branch. All revisions in master up to the one i linked, as well as the more-save-fixes/tas-input branches are included in this build (and all future builds i'll post here).
RachelB
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RachelB
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Spikestuff wrote:
Rog wrote:
You can, and it's faster to jump over it than to jump into it.
how could you I tried and failed always
Check the movie i posted in the other thread.
RachelB
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i doubt this will be at all useful to anyone.
Oh you.
RachelB
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Spikestuff wrote:
rog wrote:
http://dehacked.2y.net/microstorage.php/info/1993427356/Emperor%27s%20New%20Groove.vbm First four levels. I'm currently ahead of your submission by 967 frames. I'm expecting a final time around 8.5-9 minutes or so.
so that explains why you wrote it like you're yelling. It doesn't take long to do the tas max of 8hrs so have fun
I've spent about 8 hours on it so far, and just finished level 6. This is probably why you did so bad :(
RachelB
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Zavalix wrote:
Well, yes, maybe I'm being harsh. For now, why you take damage in the plant at 1:15 of the encode?. It appears you can get to that place with just a jump instead of getting hurt.
You can, and it's faster to jump over it than to jump into it.
RachelB
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Spikestuff wrote:
The damage is actually needed to get up to some point or to get past something faster, also that the game makes it look sloppy so I got pissed when I watched it on playback cause I did everything perfectly as I can
You get hit quite a lot in places where it slows you down a lot, and offers no benefit.
RachelB
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That made no sense at all. edit: ok, i think deciphered what you meant. If so, then what you're looking for already exists, and is called hourglass.
RachelB
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http://dehacked.2y.net/microstorage.php/info/1993427356/Emperor%27s%20New%20Groove.vbm First four levels. I'm currently ahead of your submission by 967 frames. I'm expecting a final time around 8.5-9 minutes or so.
RachelB
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This is terrible, voted no, and working on an improvement.
RachelB
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Uh, yeah, i'm retarded. 10 frames each would add up to 4 seconds. None of these numbers add up though.
RachelB
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Slowking wrote:
MrGrunz wrote:
As adult bushes drop 5 rupees. Slashing each one costs averagely 30 seconds. So getting 40 rupees would take around 4 seconds and it can be done even quicker, because you can slash more than one bush with one slash.
To clearify, he means 0.30 seconds.
Pretty sure he means 30 frames.
RachelB
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CoolKirby wrote:
rog wrote:
If the only difference were shorter text, with identical gameplay, then obviously that would be judged as being the same. If however the actual gameplay is faster, even if only by 10 seconds, i would consider that a mistake made in the original tas, especially now that the language rule has been changed.
The difference he was speaking of is text speed. Gameplay would be unchanged as far as I know.
Ok, ignore me then. Obviously test speed is not enough to obsolete a run.
RachelB
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CoolKirby wrote:
Isn't he talking about the same exact run, just with 10 seconds of text taken out? 10 seconds is too small of a difference to justify switching ROMs.
I don't know. I'm not familiar with the version differences in this game. If the only difference were shorter text, with identical gameplay, then obviously that would be judged as being the same. If however the actual gameplay is faster, even if only by 10 seconds, i would consider that a mistake made in the original tas, especially now that the language rule has been changed.
RachelB
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CoolKirby wrote:
jlun2 wrote:
MUGG wrote:
About the language, I think we should use the English version because 10 seconds difference is too insignificant.
In before an optimized (u) run gets obsoleted by a (j) run because of that 10 seconds saved. ;)
I seriously doubt such a run would be accepted, and many users will probably protest and accuse the poster of plagiarism.
If the 10 seconds is from faster gameplay, i don't see why it would be rejected.
RachelB
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sonicpacker wrote:
rog wrote:
The issue appears to be video dumping. As far as i can tell, it dumps only once per VI, even though there can be frames where no VI occurs. I've been successful in getting a/v to to sync by recording the vi/frame counter and adding extra frames to the encode whereever VIs fall behind relative to the frame counter.
I made the SA2:B encode match Dolphin's frame counter, frame-for-frame (visually) and the audio wasn't even close to matching up with any of my audio dumps. Even when I matched up specific parts (like Iron Gate alone), it would slowly DS over time regardless of lag. However, lag caused even larger desyncs.
The missing frames don't really seem to correspond to anything. The twilight princess wip encode i posted needed 120 frames to be added, and according to the lag counter, there were only 2 frames of lag.
RachelB
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The issue appears to be video dumping. As far as i can tell, it dumps only once per VI, even though there can be frames where no VI occurs. I've been successful in getting a/v to to sync by recording the vi/frame counter and adding extra frames to the encode whereever VIs fall behind relative to the frame counter.
RachelB
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As far as i've seen, audio always dumps perfectly.
RachelB
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CoolKirby wrote:
How does Dolphin start a new recording from a savestate anyway?
Start the game without recording, and then while playing start recording. It will make a save state and start recording. It won't actually work as far as i've been able to find with the original save state, but if you make a new save state manually right after you start recording, you can then start playback from that.
RachelB
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Lex wrote:
He's more pro than other game characters because he can move at full speed backwards.
Please, link moves faster backwards than forwards.
RachelB
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by the way, they're rupees, not rubies.