Posts for Spikestuff


Spikestuff
They/Them
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Joined: 10/12/2011
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Grabbing the comment from userfiles since it explains why 1 player is being used.
Not 2 Players? Nope, I figured that even if two players where being controlled, one of the players would have to wipe out all the enemies with a musical move anyway, thus leaving either player 1 or player 2 stagnant.
"Figured". Does that mean you didn't bother checking like with Ms. Pac-Man? Cause to me it sounds like you didn't bother checking. Have a comparison with my input from 2019 (which was made around your previous submission) where I have no bloody damn idea what the hell I was doing, or knew what the best character combination was. Yes, you catch me on the boss. Which admittedly isn't shown on this clip. But that's irrelevant to the point when you're saying that 2 players is useless when it reaches the first boss about 500 frames faster than singleplayer. https://streamable.com/w034so Learn your speedgame. --- And yes, this is currently not branched with "1 player" but this game is more interesting with 2 players in my opinion, but it doesn't help the claim he made, that's why I ignored this point. But, I doubt how optimal this run was made in what seems to be done in such a short time.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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The game must be in a bin/cue format (or ccd/cue/img/sub combo). If it's not in the format listed above (aka you're using an iso format) then you don't have the correct version. You also must load the cue. Inferior US version: (If you're going to say I'm using the wrong version) And if it's not that. Check you have the bios files that the upstream emulator mednafen is requesting in the firmware folder.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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As usual, I need to preface that I don't do platformers. So consider where the video stops is where the work on it "dies". Link to video It completes practically all of world one except it doesn't do the Gundam/Mech fight because I have no idea what the hell I'm doing there. Yae has fastest movement from what I understand, and Goemon drops faster making him more important to switch to during vertical segments. This is roughly a minute faster than this submission at where this ends. On the boss I took 2 hits of damage on between the characters on cause I was an idiot and ended up figuring out what I need to do on the second phase. However it didn't affect my shooting so there's that at least.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Joined: 10/12/2011
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An hour length TAS, with no encode. Great. Guess I'll break down the input then. There's mashing, so it's evident that this is RTA play and not TAS play... A lot of mashing, not even like sequenced, just long holds for no reason. So out of the gate I'm just going to assume the menuing at the start is poor. (The rerecord count can back this claim that you weren't using TAStudio to fine tune your input.) The only available video is your WIP from 2 days ago. There's a lot of stalling and what seems to be unnecessary killings as you stop dead in your tracks doing your moves. Please, go back to the drawing board and take your time with the next movie you create for this game. In a TAS world this can be easily improved on. And upload your movies to your user movies area until you're confident that it's optimal. > 2 player game Unless the AI has to take more damage, maybe make the movie 2 players next time. Edit: Provided an encode in the submission text. Replaced with Author's version. Edit 2: And this is why it's important to play in the 2 player mode:
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Joined: 10/12/2011
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Location: The land down under.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
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Spikestuff
They/Them
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Joined: 10/12/2011
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Location: The land down under.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
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Spikestuff
They/Them
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Joined: 10/12/2011
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The timing in Stages 4 to 7 the target can appear at any random time. The influence of the bios + location (and time) of shooting changes the factors of when you can shoot your target. Say for instance at Stage 4. Instead of waiting 523 frames IGT we can spend waiting for the target to show up to 890 frames IGT (20 seconds remaining on clock) And for Stage 6 where waiting for the limo to show up is completely dependent on timing and entering the scene. —I'm looking at very old notes I have on this and I think I submitted the wrong movie... I have a 4699 (scph1001) and I've gone ahead and submitted a 4764 (scph5500) instead. I'm going to can the movie for now and contemplate why I'm an idiot and I'll redo it all from scratch and triple check my notes. Back to doing multiple iterations of this game again... yay.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Joined: 10/12/2011
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Dimon12321 wrote:
I don't know why, but Dolphin can't launch the game beyond the copyright screen.
Doesn't look like it needs any special fixes. There are people that can run it via Dolphin (example in the same link and a quick search on YouTube).
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Joined: 10/12/2011
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Man it's like this game also came out on the Wii and this exact same person would rather not play on that version for whatever reason. There's a reason, and it's blatantly obvious. Anything this user does is treated like a walkthrough. They'll never make an actual TAS on any series that they pick up. If they did actually care about making an actual TAS they'd be using the Wii version, plain as day. But this is a walkthrough and they will choose whatever they want and for whatever reason they want that is their motivation. It's a "Perfected" Walkthrough thanks to Tools to Assist them. It's like it's called a Tool Assisted Playthrough.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
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Spikestuff
They/Them
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Joined: 10/12/2011
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Just as a note, Service Mode is currently non-functional for replays. Test Case: Tekken 3 (shock) Default: - Difficulty: Medium - Rounds: 2 Input changed it to: - Difficulty Very Hard - Rounds: 1 On playback so far, from what I've noticed: - Hard, 1 Round - Ultra Hard, 1 Round - Easy, 1 Round I've spotted a 3 and 4 round as well when testing as a note, but I didn't document those ones. I'm assuming it's due to the nvram. Oh and Time Crisis has the ! thing in TAStudio. (This probably extends to other light-gun games)
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Joined: 10/12/2011
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EZGames69 wrote:
If you don’t have anything meaningful to say, don’t say it.
I did. So you just counterpointed yourself out of the gate. And also, you quoted me. I wrote "We're back on the excuses train" now where was that last mentioned... Oh yeah. Here on the Ms. Pac-Man TAS.
EZGames69 wrote:
This kind of taunting does nothing but make the other party angrier. No one wants to take advice from people who do this.
Well when someone's making excuses for 2 years, on 9 TASes and the fact that on each and every submission has the same consistent rodeo on something. And that the same person who actually takes about the third of the advice that's given to them. Cause guess where the optimize came from and never got drilled in. Yeah, nah. I don't care with this user anymore if they don't care about actually bothering and neither should you. I'm ignoring your second paragraph, cause there's no point about repetition. You need to understand that there's always a light-hearted side to the deep dark void of the tunnel, and humor can work, even if it's not for the audience you don't care about such as yourself, cause it's not directed for you. After all InfamousKnight put it best.
InfamousKnight wrote:
Youre going to lose your privileges to make submissions if you keep this up.
Translation: The train will shortly arrive to "Limited User Station". Edit: I wasn't going to do a response, but I'm doing an edit instead so w/e. Only that instead of completely avoiding the joke I went straight to it instead, straight to grue's stomach. ¯\_(ツ)_/¯ (btw, your forum link linked over to your last paragraph if you want to fix it.)
WebNations/Sabih wrote:
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Spikestuff
They/Them
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We're back on the excuses train. Next stop, Rejection or Cancellation. Choo-Choo!
WebNations/Sabih wrote:
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Spikestuff
They/Them
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You know. For asking someone how to menu almost 2 years ago now. You've proven your worth. With terrible menuing again. Seriously? How is that even remotely possible to be consistently bad at menuing? Also calling out the branch change: "Last System Low Upgrades" to "Final Tracks" Meaning that this is a deliberately suboptimal TAS that's not even submitted in time for April Fools... Also you can't make the argument that this is an April Fools TAS when you've made it seriously and submitted the very serious Ms. Pac-Man TAS on the same day.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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(Also the fact that some of the people that use Gens use a Linux OS, something that Hawk doesn't natively support.)
WebNations/Sabih wrote:
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Spikestuff
They/Them
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And now you're making excuses. - You do know the game is partially manipulable, even if not a whole lot. -- Even though it's not obvious, I showcased that in my Level 2 input. - You spelt "I didn't bother routing to eat the remaining dots" wrong. - Not letting you have that one. There's a thing called rerouting, you should learn it one day. -- There's also a thing that some person goes "Improvise. Adapt. Overcome." you should learn that. -- "It might've been faster" IT IS FASTER. You just proved you didn't bother checking. --- And you just proved my point that you rushed making this TAS. - "Is this run un-optimized ... eh I personally wouldn't think so" You made this movie in 4 days. It's suboptimal. Route. Re-Route. Re-Re-Route and Adjust are the rules of [Ms.] Pac-Man. You're showcasing that you did none of that here today and you're also showcasing that you don't want to bother to learn. Edit: I forgot to mention one thing. You're looking at the comparisons as a whole. Pay attention to the opening half input on both yours and mine where there are no ghosts accounted for. Especially in 3. Quit making excuses.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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- You're sitting on the walls doing nothing for no reason - You ate a ghost (don't think I didn't notice that whilst dumping this) - Routing issues. Again. (per the first point)
Personman wrote:
What new strategies are used to save 7 minutes here?
Not wondering into the void not collecting the dots and absurd routing choices, besides the use of 2 player. Here's something I had prepared earlier. Level 1: I'm perplexed with your ending input here. And yes you did have the edge to my input at the very start however you lost all that advantage when we moved to the top half. Level 2: Level 3: You're not bothering. You're rushing. Encode added to the top again. Edit: To back that "you're rushing" claim. We can easily assume this TAS was made in roughly 3 days, 7 hours, maximum 4 days, and we wouldn't be wrong on that assumption thanks to your announcement.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Joined: 10/12/2011
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Location: The land down under.
CoolHandMike wrote:
I would say the author should delay/ cancel this until the improvements are added in.
Since you did bring up the author. The author is very busy working on a Coop run instead and is completely fine with this run despite all the issues against it. No, I'm not making that up. (Update: There it is.) The same author is also an author who has on their submissions currently sitting at 2/2/2 (Rejects/Canned/Published). (Not to mention the elephant in the room on one of them) The same author who sometimes doesn't respond when things are fishy with their work, the author is also currently having net issues if you look at the Top Gear submission... that's why I made the temp encode to show what I mean on the issues. However, they were logged in after my comment about the issues on this TAS and didn't respond to it or decide on what to do. There's too many issues with this solo TAS as I've already pointed out. Delaying it won't help it. A Cancellation or a Rejection is better suited for it. This has to be redone from scratch- which technically they're already doing with a Coop TAS.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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HECK I'M BLIND!
WebNations/Sabih wrote:
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Spikestuff
They/Them
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And on an actual DS "Language" is not an option. It's: Birthday, Colour, Message. (Reference: DS Lite)
WebNations/Sabih wrote:
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Spikestuff
They/Them
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I mean logically speaking it should be "melonDS", "BizHawk" or "melonHawk" (or "DSHawk").
WebNations/Sabih wrote:
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Spikestuff
They/Them
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> SND > HLP Do we throw you the lifesaver at you or something or... (Yes vote)
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Ok. I'll pretend the game doesn't have 2 player for the fun of it. Did you know that you can go through the Williams Entertainment and Digital Eclipse splash screens actually faster? No you didn't that's why I wrote that. You managed to get past the Ms. Pac-Man screen sooner. Menuing is also shocking. You press Left to change the difficulty to Crazy but you didn't press Left to go to "Always On" instead you took the long way around. You're eating ghosts which is slower than actually avoiding the ghost in this version of [Ms.] Pac-Man. You also shouldn't be backtracking half the map. And if you think I don't know what I'm talking about. I whipped these up they're a bit half-assed since it's Solo and not Coop. Level 1: Level 2: You can have fun comparing Technickle's Level 1 and 2 while I have it compared to mine. And lastly. Your map maze routing should be similar or identical when TASing to the difficulty level. I write that since that's 100% the case in Coop, but a bit more lenient in Solo. --- For anyone at home wanting a comparison with Co-Op thrown in on the SNES version: Edit: Threw up an encode as well on the submission text.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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So why did you choose to not use coop? Old (completed video) "Mini" Example: Link to video For posts about the Normal Map layout on the NES version that also used coop. Also I nuked the branch since "Crazy" is a difficulty and it shouldn't be mentioned. And "All Boards" is incorrect. Since it's a set amount of boards used in the Normal layout. You're not doing Random/Big/Mini in the same input file.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
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Spikestuff
They/Them
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Joined: 10/12/2011
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Location: The land down under.
As a note. Emulation differences are not accounted for when a run is compared to another emulator. Unless it's blatantly obvious your input is suboptimal and you need to use what you can just to show it. So the justification of "cause lag" isn't a justification.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Joined: 10/12/2011
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Location: The land down under.
FractalFusion wrote:
And the last bomb on Hard which is a 50/50 guess
Just to also regurgitate old information as well to those that don't know. A colour will be said, either 青 (ao/blue) or 赤 (aka/red). Usually that means the colour to cut. However, on Hard it's "Blue but in reality you're meant to cut Red, but jokes you're actually meant to cut Blue. Oh you cut Blue? Well you failed." Or the other time it was "You're meant to listen to me and actually cut Blue."
FractalFusion wrote:
Don't question why things like [...] an engine bomb causes the Earth to blow up.
Actually. When you account for the intro sequence to the Engine's bomb it's a stage performance in front of an audience. If you fail that bomb you hear members of the crew/audience reacting to your failure and it could be assumed that it was a prop Earth.
WebNations/Sabih wrote:
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