Posts for Spikestuff


Spikestuff
They/Them
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EgxHB wrote:
This is actually an SNES game, so you can't use FCEUX anyway.
Okay that explains a lot. (I didn't actually look at the rom filename either) heh So I'll change the question around. Why didn't you use lsnes in the case of checking if that emulator also had desyncs like BizHawk. Unless lsnes also get some desyncs while TASing this game.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Cooljay wrote:
This game seemed to desync a lot, so there was quite a bit of strategies I had to do to avoid it.
So it didn't scream out "use FCEUX lsnes"? Sorry, I know how higher up you are compared to me Cooljay but I'm just being very skeptical right now on your decision not to use FCEUX lsnes if you were having issues with Bizhawk. Unless FCEUX lsnes also had the same issues then it's understandable but right now questionable. Edit: Well apparently the Console part was wrong so I was mentioning the other NES emulator instead of the other SNES one.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Good ol' Metroid, being a great example at showing what it would look like. [1443] NES Metroid "low%" by Lord Tom in 11:08.78 [1144] NES Metroid by Lord Tom in 08:19.32 [1320] NES Metroid "100%" by Lord Tom in 33:25.70 That pretty much sums it up.
WebNations/Sabih wrote:
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Post subject: Re: Fixing submission length for dolphin
Spikestuff
They/Them
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Spikestuff
They/Them
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Dimon12321 wrote:
If I go left after the final hit, the survived guy hits me and I fall down (the final input is at ~16630). I went 1 frame up and 1 frame down, but the final input is the same - 16538! I don't know what I have to do! I think it's OK!
Corrected the input for Dimon. User movie #15411887588090295 4:35.9, 16533 Frames and 4037 rerecords. Uh, don't add my name to it I hardly changed that much. I fixed his starting input which was off by a frame and then I got the ending a lot earlier then Dimon. Oh, and I voted yes.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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erokky wrote:
4-0 get #rekt. What is the German equivalent to Viva la France?
3 - 0 First Half 1 - 0 Second 4 - 0 Final Score I was actually pissed that Germany didn't actually decide to make Portugal non-existent in this game.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Dimon12321 wrote:
But why people should not see the phrase "May you live happily forever."?? It's so romantic! Here is a link: http://tasvideos.org/userfiles/info/15383256641359640
Oh crap, I didn't notice that when I was watching. Okay, at frame 16534 is where the final input (A) should be. To whoever is going to switch the files. DO NOT SWITCH THE FILES! I notice you cannot get to 16534 with your input so when you hit the final boss the last time just continue moving left don't add an up or down to it, your position is fine to begin with and the enemy won't attack. Then you should be able to hit your button to get the "May you live happily forever", you can insert your initials before the "AAA" shows up.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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mklip2001 wrote:
Spikestuff, I don't think it's fair to avoid judgement on this run in favor of a category that somebody might not make. You can certainly suggest a 2-player run, and you can say that a 2-player run might obsolete this, but in the meantime we don't have a 2-player run. Judge this run just on its own merits.
That's your assumption on how I'm viewing it, let me tell you it's not the way I'm viewing at it. My POV is to have both a 2-player and a single player TAS. Because we have had two separate runs about the amount of players for some games on TASVideos. For example River City Ransom has three different runs (Players and Playround). I was not trying to judge the category to begin with. I was also trying to not make Dimon stress over the fact that he was looking over a 2-player TAS that someone else made.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Dimon12321 wrote:
Aqfaq wrote:
For reference, here are some old files I recorded: Old full game test run. Seems faster? Old unoptimized WIP of the first fight. Significantly faster
DAMN!!! MY MOVIE WILL BE REJECTED AGAIN!?
Have a closer look. 2-Player. Read my comment at the start, regarding single and two/more players.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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I'm not going to go far with this but it looks okay* for a single player TAS. I am not checking your starting input this time. Maybe later but... You have 467 maybe more unnecessary frames at the end (~00:07.78 seconds lost). Correct your ending input and post it to the WIP section then post it here to be replaced. I will write this, a 2 player TAS can go along side with this. We have a few arcade style (or arcade to begin with) which uses all players or just the single. Refraining from voting until a replacement is made. *If it isn't okay, I apologize because I'm still up for some reason so at the current time of watching it looks fine.... Night.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Ah, so it's a 100% + Max Score TAS. I LOVE IT!
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Something N?K and I did a while back. It was a bit unoptimal but it was fun to do. Link to video Time: 2:16 Rerecords: 7909 Tekken 2: 24"61 (Solo: 26"50) Tekken 3: 19"86 (Solo: 19"20) Yes that means something we already knew. Tekken 2 needs an update but that will be done in some other time. The "bit unoptimal" is where we need to complete Tekken 3 a little bit faster.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Cyber_Kun wrote:
My issue is I don't find this run entertaining, and I feel like not putting these into the Vault is getting silly.
Then why don't you go ahead and vote No. Also do not make the reason "It's another "game end glitch" TAS no vote" because that would be the laziest reason on a no vote I have ever seen.
Cyber_Kun wrote:
[2604] SNES Super Mario World "game end glitch" by Masterjun in 00:41.98 [2406] NES Kirby's Adventure "game end glitch" by MESHUGGAH, CoolKirby, Masterjun, MUGG, TASeditor & illayaya in 00:35.91
I see that you have Kirby there, oh and Super Mario World. What do those two have in common? They both obsolete the previous one. Also the original branch name for Kirby's Adventure was "glitched". Let me point out what the old branching system called these "game end glitch" TASes. They were all called "glitched". So including especially this it was given the branch "glitched" before we actually ended up replacing the branch entirely and well we had to change the branch's name to compensate with the game. [1457] PSX Crash Bandicoot 2: Cortex Strikes Back by Mukki in 47:37.62 [1506] PSX Crash Bandicoot 2: Cortex Strikes Back "item glitch" by pirohiko in 11:34.85 Sometimes the branching needs to be explained because of the new branch it was given, "box glitch" needed to be explained but the explanation was there to begin with when it was called "glitched". So the problem occurred when a few games carrying the same branch were under the game's branch was not a properly clear one, where each game carrying that "game end glitch" allows us to place the game which contains skipping majority of the game and the final boss. So calling it "game end glitch" for well what used to be known as "glitched" branch clears up the name of the TASes and also saves time explaining these things in the Movie's description. No seriously take everything with the word "glitch" in the branch and remove the entire branch name and switch it with "glitched" How does it make you feel knowing all these TASes all fall along one single branch only that it was expanded and well made it easier for viewers to understand.
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Spikestuff
They/Them
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Just letting you know that the TAS that person created actually was finished. The last part doesn't exist because it was removed.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Masterjun wrote:
>People getting angry about games being completed too fast.
Nah, it's just Cyber_Kun complaining again.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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WebNations/Sabih wrote:
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Spikestuff
They/Them
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Mexico vs Cameroon And I wasn't shocked that Australia lost 3, 1 to Chile. Well, I hope Greece does better.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Guga wrote:
Kurabupengin wrote:
NES and not N64... Someone should fix that.
Its just the title of the temp encode.
Uh, no. The temp encode has said "N64" since it has been uploaded. The "NES" is incorrect Guga.
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Spikestuff
They/Them
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jlun2 wrote:
That was a fun watch. According to wikipedia, there's more modes. Would you tackle those as well?
Magical Tetris: Story mode in Magic Mode (Combos/Doubles/Triples/Tetris/Pentris gives the player different pieces) Updown Tetris: Story mode normal Tetris (Combos/Doubles/Triples/Tetris increase height of the opposing player's field) Marathon Mode: You choose Magical or Updown Tetris and see how long you can last. So long story short, most likely not?... Well excluding Marathon Mode: Updown Tetris since they're different.
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Spikestuff
They/Them
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jlun2 wrote:
What was the reason to use easiest difficulty? In fact, what are the differences between difficulties in this game?
The meter to the left bottom next to the field actually changes in height. This helps with creating a cascade and clearing the field upwards (Only in Magic mode, normal Tetris (titled "Updown Tetris") is different.) Easy - > Normal -> Hard Also AI acts differently too with each difficulty. shudders Hard is annoying.
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Spikestuff
They/Them
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Very Nice. Providing an encode in a bit. Added to Submission text.
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Spikestuff
They/Them
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Oh goodie, oh yeah. Easy Yes. Easily Painful to the ears when all at once (w/ headphones). EASY DEATH TO HUMANS! Previous TAS: [1778] NES Super Mario Bros., 2, The Lost Levels & 3 by agwawaf in 10:39.75
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Spikestuff
They/Them
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Zeupar wrote:
feos wrote:
What happened to this submission?
Nach is busy in his laboratory devising ways to reject this movie.
With Magic. Looking towards Master Nach DON'T TOUCH MY MAGIC POTIONS MASTER! Okay my muffins with magic traces are fine... but not those potions, still trying to figure out what they do, retrieves a potion like this one. Like what does this one do? drinks it oh legs give way then falls asleep
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Spikestuff
They/Them
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Nice, loved that little extra on slowing SMB down a bit because of how soon it can end. "Mario! JUST GET IN THE DAMN PIPE ALREADY!"
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Spikestuff
They/Them
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First Question (and only one): Which build of PCSX2-rr are you using? (100% Rhetorical) There are 2 versions. Please make sure it's this one (You need to add the files to it). The current issue you're having occurred on the first build of PCSX2-rr not the newer (2010 build) version. For me (when I experimented with PCSX2-rr and Crash Twinsanity a while back) you cannot go mashing past the loading screens as it will cause desync. So if you're going to complain about desync next, there is your answer you have to watch all cutscenes do not skip any less chance of desync. To note with graphics: Anything is fine but there is that rendering bug which I think is still in the latest GPU plugins for the current version.
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