Posts for Spikestuff


Spikestuff
They/Them
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CamHack encode: Link to video HardCut encode: Link to video Not a proper representation of final input, but cleans up visibility. Alternative lua for the CamHack. It checks for the frame count in the TAS and throws the camera to position compared to looking for values. The -240 is used to show more of the level, but less of Zipp for a few frames, recommended to screw around with whatever you see fit.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Hello pedro and welcome to TASVideos. The Sonic series is a fairly technical one, something that I question here by you as there is some things still possible to shave. But... what is the purpose of this ROMHack? There's no information that's been provided about this ROMHack and to me it's a mix mash of Sonic 1 elements from Sonic 2 plus a few extras. The only other thing is that this ROMHack is now a apparently 3 year old demo, but because of how hard it's to find information about this ROMHack let alone the devs themselves about any progress. Also in regards to the title the only two videos I found online referred to the hack as "Extended" whilst another "Extension". I'm lost. Abstained.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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WebNations/Sabih wrote:
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Post subject: Wonder-Yoshi.
Spikestuff
They/Them
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WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Spikestuff
They/Them
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eien86 wrote:
Hola Miolakesanto, bienvenido/a a Tasvideos. Es importante que sepas que acá no publicamos todas los TASes que nos mandan; sólo las mejores. Como dijo DJ_Incineration arriba, es posible mejorar bastante la película que nos mandaste así que vas a tener que seguir trabajando en ella antes de que la podamos aceptar. Por suerte hay un montón de material para aprender a optimizar tu TAS al máximo, empezando por esta serie de artículos que te recomiendo leer. Por otro lado, hay mucha gente que te puede guiar cuando tengas alguna duda. Recomiendo el foro en Español o bien que entres al Discord de Tasvideos donde podés presentarte y hacer preguntas (sólo en ingles).
miolakesanto wrote:
How to sumbit a movie in the OFFICIAL CHANNEL?
By actually TASing the game without the use of codes. Link to video
WebNations/Sabih wrote:
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Spikestuff
They/Them
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DrD2k9 wrote:
With the old site, it was arguably harder to get an April Fools submission published due to rules of acceptance at the time.
Maybe I am the fool... [3372] NES Short Order by Spikestuff in 1:23:48.27
htwh wrote:
I mean a week or two early, to allow for judging, encoding, etc.
Nah, usually that kind of thing is reserved for the best trolling a Publisher can ever do to anyone: [3358] GBC Pokémon: Yellow Version "arbitrary code execution" by MrWint in 05:48.28 If there's nothing major that we can use as "ammo" then we just treat the day normally as a Publisher.
htwh wrote:
But more importantly: what is the goal of an AFD run?
To screw around, to let loose, you don't have to put any effort into it, who cares what you're submitting... unless it's controversial. But other than that you take a game, you do what you want with it, you can either have something legitimate about it, or you do a goal like "game crash" and submit both, or one, or a blue screen and just mellow out about it.
htwh wrote:
But whom is the joke for?
Mainly the active community that are apart of the forums, if YouTube doesn't see it then to us it's a "who cares". If they do then well I referred to it at the start of my post, it might actually get published, even if you didn't have that intention.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Now I rarely do this-- but due to recent developments.
Alyosha wrote:
Do you think you will re-submit stop and swap now that it works in 2.9.1?
Please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please--
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Holy shit, they're cooking.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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feos wrote:
Which part of my explanations fails to work in fighting games and why, exactly?
._. feos I'm literally pointing out the issue to your proposal with "They can't be separate branches". What are you on about? There's more bits to what I wrote than even the ones I even cherry-picked cause I just didn't want to quote myself going "feos, you're misinterpreting the side that's concerned about this sort of deal" and that'll be showcased directly below.
As for the other bit where you refer to this post I just have to refer to this:
Spikestuff wrote:
I can refer to Guilty Gear X: Advance Edition where Ky is obsoleted by Zato as they're both characters available form the start for an instance of a character that wasn't unlocked.
This is a partial agreement to what you say here:
feos wrote:
Interestingly, suboptimal chars make labeling kinda tricky. Not necessarily harder to do, but it may look inconsistent across all movies on the site.
But also is heavily argued to my point of:
Spikestuff wrote:
In my opinion the character should obsolete the other regardless if they're an unlocked character or not and if they're an unlock then they should have the tag of well in this case `Second quest/Post game-completion`. We have tags, we should make the tags work at the very least, we still make new ones to this day. This allows it to be simplified, and any other run from an unlocked roster or a standard one can instead go to Playground whilst the actual fastest can obsolete one another. This also allows another type of branch for fighting games, where you have the fastest character, a playaround and then "all endings", at least for the fighting games that show off different endings. SRAM should obsolete, but only for Fighting Games, and the information has to be very clear about it in the Publication. It will also cause the least amount of headaches.

But apparently we just love causing headaches on this.
Spikestuff at the start of this post wrote:
._.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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feos wrote:
- They can't be separate branches, because then they'd have to be labeled by character name, which would mean we have to allow different chars to co-exist in Standard (or look like we already do). Not true. As I mentioned in the previous post, we only put the char name in the branch label if showcasing that specific char was the sole purpose of the movie and it didn't end up in Standard. Since Standard wants optimality within certain allowed goals, only the most optimal char is allowed, so whichever is currently known to be optimal for a particular goal will be used. If a different char is discovered to be more optimal, its movie will obsolete, and neither needs a char name.
Misinterpreting my concerns:
Spikestuff wrote:
A character name as a branch implies we would accept and publish every character. Which isn't good on the site side, as Judges and Publishers will have to deal with a "mess" of fighting game TASes. But I already experimented with that idea with 5 separate characters in Tekken 3 and they're ineligible to be accepted due to Yoshimitsu (and that puddle can get muddier, but let's avoid that puddle) and of course Guilty Gear X as I referred to earlier.
I would like to point out you haven't given a proper argument to what I have written.
Spikestuff wrote:
tl;dr what I wrote. Is unlock character faster? > Yes Obsolete.
Spikestuff wrote:
Understand what we, the side that's against this arbitrary branch is trying to tell you. Don't gloss over it. I'm not responding back if you don't get our point of concern, cause everything doesn't always work. And definitely doesn't work here for fighting games.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Floogal wrote:
Hm, I don't see why this couldn't be published, since the "normal" ending run is published?
It'll end up in Playground similar to the Myst "bad ending" runs that exists.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Even in the midst of flowing time, I feel languid.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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I don't know if you'll look at this or not. I'm at a loss on your attitude and the needless attack towards Staff. All I wanted you to know whilst using my 2015 submission was "to not do what I did". You quickly made something that had issues, and it was a pattern to something I once did. I am not hurt by your statements here or on Discord, and I personally don't care about your bigotry towards me, whilst others decided to protect me there. But. I hope you don't go down a path where you take it out on others-- or bystanders. I hope you instead take the time to assess what was being said, and actually move on to a point of understanding... where someone is coming from. People care. People break down. But people shouldn't take it out on others. I personally hope in the future you resolve your issues and return, but take the break for however long you need it.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Induviel wrote:
I managed to save 3 frames.
Yeah. That's my issue with this version (and if you know my history it's going to sound hilarious coming from me). This was basically made as a complete shutdown on eladogGames' TAS in which we'd rather have the person learn how to make their TASes and what you made was also done in relatively no time and submitted outright on a whim. This is the exact issue I have with the input you made on Castle Cat. I informed you in DMs whilst providing my section, that I assumed you secretly had the values to the Dragon's Health to which the only reason I gave you the input is because you were going to push something out quickly and you still did without checking with me first. You could've gone and said "Hey I completed this section you were struggling with. Mind taking a look at it?" but instead you said "so the dragon has 11 hitpoints in this port. TAS is pretty much finished, will be submitting shortly and adding you as co-author since you did the work before the boss fight." The reason I fixed your input is because I did the thing I assumed you had done. Which was having the value to the Dragon's Health. All that section was, was jumping under a dragon's head and keeping an eye on its health to which you didn't have, which was something you could've gotten when you completed that section to validate, but I had to find that value after you submitted. This is the exact same issue that Pepper-Color has, and Pepper-Color actually informed me of a flub I made. And I do acknowledge that I also make flubs, no one's perfect. But when you're spending no time on a project? You need to watch what you're making, cause you also have slip ups and you do things too quickly that sometimes they do need another pass. And I know this as fact. Your input isn't clean in some of your TASes that are published, they're only good on a visible level. This submission is good, on a visible level if you ignore what I wrote at the start. You also need to take some time just polishing it and not spending 4 hours on a game, and that's including a single level one.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Spikestuff
They/Them
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Yeah, archive did a bit of an oopsie, that'll be fixed soon.
MikhailP wrote:
The youtube link works fine, FYI.
Same can't be said about the encode as that has an error in it.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Stage 1 has visible questionable vehicle management where opting for Player 1 to be in the car may have been the better option. There's also questionable gunplay on the boss of this stage, and you can spawn the boss sooner than you did. Stage 2 has questionable gunplay on the boss of this stage, and you can spawn the boss sooner than you did. Stage 3 has a visible questionable shot on the boss of this stage, you flick right on player 1 to shoot the far right satellite dish that theoretically should've been defeated. There's also questionable ammunition management here. Stage 4 likes to desync when played back in TAStudio at random spots, but it looks fine. Stage 5 and Final. I didn't look at closer due to above, but from a visible perspective it looks fine. The TAS looks like you were still learning how the game operates and once you were reached the end you have an understanding how the game works. Abstained vote.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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I have limited knowledge of Mortal Kombat. But there is a few things that I do know, and part of it is due to the SNES Publication. Bicycle Kick is the most effective move in Mortal Kombat II. However it's not the fastest in quickly ending a round, a mid kick, two quick jabs, anything to get the character to celebrate quickly is more effective. In your input you are holding your input down for Bicycle Kick which is fine. However, this leads to problems such as with the Jax fight where you don't attack for a few visible frames. So you can't say that you're being optimal there, when visibly you're not. This is something that can be avoided if you used TAStudio effectively to clean up your input. Look at the input to the SNES Publication if you want a better understanding about how to clean up your input. Taking any form of chip damage with a block is faster than having a "Flawless Victory" (Perfect Round) as there is less information the game gives you bringing down the time. There is a way to lightly manipulate the AI to give you an attack you want from them that you can effectively block (preferably a projectile), since the TAS is on Medium it's a bit harder. Obviously for the final round with Shao Kahn go for "Flawless Victory" because you're ending input as quickly as you can here. Another thing that can be done is change the Sync Settings on the Arcade dip-switches settings. Change Coinage Source to "Dipswitch" then Coinage from USA-1 to USA-Free Play this will give you some free frames. It's a good start but there's more that can be done. Please take your time and use the tools available to you in BizHawk and use the userfiles.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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MikeTheMerc wrote:
Major new driving tech!
ZumoDePapaya wrote:
not actually valid because pcsx2 and 50 fps patch
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Requesting a file replacement with this one. Cleans up the final boss by 18 frames thanks to better jumping at the final boss. Link to video
WebNations/Sabih wrote:
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Spikestuff
They/Them
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811 frames removed. Another 59 frames (Total of 870 frames). Requesting co-auth. Mid boss and Final boss were heavily improved on-- and for some reason Pepper decided to take a trip into the shop (Gas Station). Link to video
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Kinda disagree a harder to get version which isn't "official" was preferred over an easier to get version, but that's just my two cents that I forgot to mention when I made the previous post. >.>
WebNations/Sabih wrote:
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Spikestuff
They/Them
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DigitalDuck wrote:
But then that leaves the question of whether a run that prioritises IGT over TAS time should obsolete, or exist in a separate branch from, one that prioritises TAS time over IGT.
Thankfully we have an 8"80 precedent that exists. [2943] PSX Tekken 3 by Spikestuff in 02:21.17 [4164] PSX Tekken 3 by Spikestuff in 02:14.48 Actually we can use all of Tekken as an example. Tekken/Advance - TAStime focused, input's killed at final boss. Nina/Paul are used, slightly slower characters. 2/3 - IGT focused, input's killed on final input. Mainly due to the speed of Yoshi carrying it.
DigitalDuck wrote:
In any case, it's effectively just NG vs. NG+, and it seems wrong to me that a NG+ run would obsolete a NG run. Just my two cents.
Only that it isn't. The only difference in terms of "new content" for a fighting game is that some titles has a rival character that shows up halfway as a mini """boss""". A new character is technically not new content, for a fighting game. Therefore it should just obsolete.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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I'm only quoting this bit, cause it's the only relevant bit to anything you said back to me. Everything you argued, doesn't argue anything I actually argued about and I don't want to repeat my exact same points to everything you wrote, because your arguments are wrong. For the fighting genre. Especially when all my points aren't argued against. Including the part where I used Samsara's second idea in my post (which came from that conversation).
feos wrote:
Why should it outright obsolete?
feos wrote:
There's been a disagreement among staff regarding labeling of save-anchored branches that don't involve unlockable modes.
Cause we argued about this for like 20 hours in staff. And you very much know my position, and if you don't then why did I keep repeating my points to you every time you interpret it wrong? Why did thankfully someone else in Staff actually know what the hell I was on about and agreeing with my comments and trying to also point out to you the exact same thing? And we told you even when you said that we should discuss how it should be dealt with, you ignored it. I'm using my exact same arguments but out here for complete clarity for something you aren't getting. Again. Understand what we, the side that's against this arbitrary branch is trying to tell you. Don't gloss over it. I'm not responding back if you don't get our point of concern, cause everything doesn't always work. And definitely doesn't work here for fighting games.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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The difference with how we're looking at it with the Fighting game genre is the new element being an unlocked character. I can refer to Guilty Gear X: Advance Edition where Ky is obsoleted by Zato as they're both characters available form the start for an instance of a character that wasn't unlocked. I can also refer to Digimon Rumble Arena where an unlocked character wasn't allowed, and instead a character that's available from the start would have been preferred instead. But we're in the new site era now where we have a new submission that's using an unlocked character in Mortal Kombat: Deadly Alliance which should outright obsolete the Kenshi run and be the preferred run. But isn't for some reason. A character name as a branch implies we would accept and publish every character. Which isn't good on the site side, as Judges and Publishers will have to deal with a "mess" of fighting game TASes. But I already experimented with that idea with 5 separate characters in Tekken 3 and they're ineligible to be accepted due to Yoshimitsu (and that puddle can get muddier, but let's avoid that puddle) and of course Guilty Gear X as I referred to earlier. In my opinion the character should obsolete the other regardless if they're an unlocked character or not and if they're an unlock then they should have the tag of well in this case `Second quest/Post game-completion`. We have tags, we should make the tags work at the very least, we still make new ones to this day. This allows it to be simplified, and any other run from an unlocked roster or a standard one can instead go to Playground whilst the actual fastest can obsolete one another. This also allows another type of branch for fighting games, where you have the fastest character, a playaround and then "all endings", at least for the fighting games that show off different endings. SRAM should obsolete, but only for Fighting Games, and the information has to be very clear about it in the Publication. It will also cause the least amount of headaches. tl;dr what I wrote. Is unlock character faster? > Yes Obsolete.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.