Posts for Shentok


Experienced Forum User
Joined: 12/1/2016
Posts: 12
mklip2001 wrote:
My main comment on this movie is that 100km/h is pretty fast for most scooters to drive. That one dodge of the bus that you mention is definitely a highlight. It's annoying how you just barely run out of time with the first player's turn. Meh.
There's options to up the speed to up to 200km/m or maybe higher. It becomes impossibly difficult to control, but I want to try it out sometime when I'm motivated. The 101km/h is the default option and the speed used in the show.
Experienced Forum User
Joined: 12/1/2016
Posts: 12
It only supports analog because it supports the racing wheel. It made the game worse to play for me personally using analog.
Experienced Forum User
Joined: 12/1/2016
Posts: 12
Espyo wrote:
I too would love to see a score attack run one day. But for a speedrun, this accomplishes the goal of being fast while seeming fairly polished, using some tricks and glitches that are sure to entertain most players, and overall being fairly clean for an otherwise more chaotic game. Yes vote, easily.
You'd probably be disappointed in a score attack. Most of it entails just bouncing against ceilings to abuse the ribbon mechanics.
Experienced Forum User
Joined: 12/1/2016
Posts: 12
I speedrun this game and it was a nice surprise when Memory pinged me about it. The TAS looks extremely polished now and I'm happy that it was done. I can't see any faults with the run with the Reala fight updated. Good work indeed.
Experienced Forum User
Joined: 12/1/2016
Posts: 12
Definitely a vote for yes. I look forward to running this game again after talking with Mitjitsu a lot about the TAS.
Experienced Forum User
Joined: 12/1/2016
Posts: 12
I see. Thank you for the information.
Experienced Forum User
Joined: 12/1/2016
Posts: 12
I have it set to OpenGL. The PC shouldn't be an issue. I'm running a 4770k clocked at 4.2GHz and a 780Ti GPU. If it's not enough power, then I guess I'll just have to wait until I can get something new. I don't know what to do about Up/Down movements not registering on the Virtual Pad for analog coordinates though.
Experienced Forum User
Joined: 12/1/2016
Posts: 12
Small bug report. Y coordinates on the Virtual Pad for the 3D Pad in Sega Saturn doesn't register. I've only tested this on NiGHTS into Dreams for the moment. Also is there a way to use the latest Yabause core instead of Mednafen? Mednafen is quite poor at running the game at a stable rate.
Experienced Forum User
Joined: 12/1/2016
Posts: 12
natt wrote:
Shentok wrote:
Will 3D Pad support be available with the update to the Saturn core as well? I'd like to be able to have that for a couple of games I'd like to experiment a TAS with.
Yes
Awesome. Thank you very much. I will look forward to this release. The updated core will really help with Saturn TASing.
Experienced Forum User
Joined: 12/1/2016
Posts: 12
Will 3D Pad support be available with the update to the Saturn core as well? I'd like to be able to have that for a couple of games I'd like to experiment a TAS with.
Post subject: TASing for the Saturn
Experienced Forum User
Joined: 12/1/2016
Posts: 12
Hello, I'm looking into doing a TAS for NiGHTS into Dreams on the Sega Saturn in the future. I can't seem to find any TAS functions for the latest version of Yabause (0.9.15) and Bizhawk (1.11.9.1) is rather poor at running the game at a decent speed and also doesn't support the analog requirements of the 3D pad which makes movement quite difficult. Is there any TAS functions for Yabause that I am not seeing or is there a workaround I can use. Any help would be greatly appreciated! This is my first attempt at doing a TAS and I'm very familiar with this game and felt it would be a perfect candidate to give a shot at.
Post subject: RAM Watch and Search for Sega Saturn
Experienced Forum User
Joined: 12/1/2016
Posts: 12
How do I access these functions in Bizhawk for the Sega Saturn? They are greyed out only when I open a Saturn ROM. I tried using Yabause for this function, but it's really bad and limited.