> Ha. Ha. Ha. Ha. Ha. Ha. Ha. Ha. Ha. Ha. Ha. Ha. Ha. Ha. Ha. Ha. Ha. Ha. Ha. Ha. Ha. Ha. Ha.
> Doesn't Have Atlas Values
> Each Atlas level has their own timer. However they all reset when falling down.
> I don't have the value for when you get a power-up. So I've done a dirty method of hiding Spin/Slide Time once you get to Crunch onwards. Going to prior shows the values running. (In the end it'll be nice to have both trigger off when the requirements of getting rid of them are gone.
> Doesn't care for hiding/readjusting when entering a boss. Even though it's simple to adjust.
> Doesn't account for pausing in Wakeboard which destroys the timer value as that's going through a checker and not a "which level" (simple fix).
Added/Changed:
> It's running from nothing, in Hawk instead of lovely VirtualBoyAdvance.
Note:
Because I'm using hiding when getting to Crunch you don't have to look for the broken versions for Spin/Slide Times in later levels on Level 6 is using it.
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I'm going to vote Meh.
There's nothing documenting anything about this glitch in the author's comments. Which I hope you actually do go in and edit your comment about it.
I'm mainly voting Meh again as it's not best ending and it's not worst ending so it kinda confuses me.
This is a really mixed bag to me, so best of luck to the outcome that you want.
I'll claim this, if it gets accepted.
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It's related to either the game or the emulator.
You can get a 32.75 or a 32.77 using the author's input as is, with minor tweaks near the end/start.
The reason why I think it's related to emulator is it has a similar case to E.T..
Where the RTA blows out the TAS due to being... well a console.
I can easily be wrong about this, but it's just one theory about it.
The other thought, is one of the tabs were flipped on the console, compared to ours not using the flipped switch.
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You know I'll just claim this for publication again.
I still have my scripts for this game.
I'll vote later.
I skimmed over it earlier.
It'll most likely be yes, since it's the full game being played unlike my vote on the other.
Yes Vote.
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Excuse how terribly I'm about to explain all this.
I think this greatly shows the contrasting difference between TASVideos at AGDQ vs TASVideos at SGDQ/Other.
Within AGDQ not much is explained.
It's pretty much feels like it's just roll with what you see and enjoy it.
SGDQ/Other it's more presented and formal.
In this game. Just do this and that... and now there's a shit ton of bats.
Yeah, this is just 1 controller using 4 consoles out of sync due to some specific reason that Spikestuff can't remember why (don't bother), but it's 100% synced on emulator.
I think the one downside to the SGDQ that I can give as an example was during VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV where the guest commentator (who doesn't run it anymore at that point) was right off with everything and felt as tho he was more up of it, not to discredit him he did run WWW but going over with other runners that did VVWVV at some point knew that he was just not a good co-commentator for the TAS.
During SM64 the co-commentator was as you wrote he was nervous (as hell) and you steered it and made it more of a formal conversation at one point.
His banter at Bowser in the Fire Sea was good. All in all he was very shy, he did look like he knew a good bit of the game just that I won't be able to follow him, cause I didn't hear his name clearly enough ;-;.
The shadow commentator put in a few words... about having their own personal flare in their input.
I think that's the contrast between the SGDQ/Other performances.
If you can get a commentator for it, you have a bloody amazing time, even if they're put right on the spot, and can't say much, they tried their best.
Honestly protomagicalgirl and MitchFlowerPower were probably the best co-commentators that we got. It was all up and everything and having a good time with what's going on (and eating a hot pocket).
I honestly screwed up this post cause I cannot form a coherent thought about this as it's something that's hard for me to do as a person who likes the oh, that happened factor we've done on AGDQ but also prefers the oh, so that's how it happened at the other stages.
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The Spiking is as light as a kite: User movie #37798150783748850
Round 2. I see, but I'm more sceptical this time around... I'll get back whenever I do.
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So. Power Pellets are officially useless from 17 onwards.
Anyone that was thinking that this was going to be a cakewalk and was going to be boring. Sup?
Mazes 14 to 17
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Actually... backwards.
You remove the time for the loading screens for the console runs, you don't add to the PC.
The infamous Crash game The Wrath of Cortex is a good example on how it's setup on the speedrun boards.
The PS2 version is famous for the long ass loading screens while the Xbox & GCN load in much shorter times. (There's also 2 PS2 versions, the platinum version shortens the loads by a bit.)
Three Other Board Examples:
Mirror's Edge - Different types of Computers. Different types of load times. (Some Console runs, that have also been adjusted too)
Portal - Ditto
LittleBigPlanet - Oh Look I have an SSD in my PS3. Oh look, I have a HDD and performed much better than your run. I have the disk. (Times account for no load times)
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Well, if you can extract the .tasproj file out into a folder and rezip it back to a tasproj file. It's not an issue with an "outdated" 7zip.
feos' method was to check what shouldn't exist.
Which was CoreData7 and Header7.
And deleted the two and tested it again.
And Voilà it works.
My method's longer (and doesn't preserve GreenZone), so I won't be explaining it.
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I was able to recover your input and your branches, however I didn't look into recovering the GreenZone, because it's broken.
Download LinkEdit/Side Note: ThunderAxe's recovery isn't complete and doesn't load in TAStudio. (Infact doesn't load for me at all without TAStudio)
It's more of a zip/rezip job without any attempt at recovering the movie to load up in TAStudio/standalone.
Second Edit: Use feos'. His is a complete recovery including the GreenZones.
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And boss values.
Actually, stuff it.
While I'm here.
Lua update for Crash Huge Adventure: Crash HAlua - 2.13 (3.65 kb) - BizHawk
Issues:
¯\_(ツ)_/¯
Changed:
Dica carried the 1 on the Bonus levels by the looks of things, so all Bonus levels have been corrected. (v2.12)
Warepire's name is re-addded back in, as his resources are in play (this is more of a maintenance thing) (v2.12)
Timer borked on flight levels, due to spinning. Corrected this mistake. (v2.12b)
Polar sections were displaying stats when it shouldn't. Now disabled/hidden. (v2.13)
Dingodile has new shit. Kinda beta. Kinda not. Can he bit hit NO/SOON/NOW? Please Note that "SOON" pretty much means "now". Due to the length of Crash's spin being fairly long. There is a timer related data to Dingodile which might help a bit, but don't hold your breath. (v2.13)
Added "Tiny" jack crap in there for now and serves as a template. (v2.13)
Maintenance on N.Gin. (v2.13)
Bonus Levels
As well as the area checker. The use is not as clean as the full script, so don't cry about it.
Doesn't Add:
Anything that's in the full lua script as the author will end up splicing the code in.
So w/e enjoy your scrolling stuff.
Edit: v2.12b is out.
There shouldn't be anymore borked values anymore.
Edit2: v2.13 is out.
There was a borked value.
I dicked around with pixelText, so there can be a version of that if anyone wants that without issue. Cleaned up and everything's ready.
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