Posts for Swift_Finch


Experienced Forum User
Joined: 8/16/2008
Posts: 23
That's probably a good idea. Last question: I was trying to do 100%, at least on Metal Slug 1 and X. Should I just be going for the POWs? Painstakingly shooting a secret spot until some random goodies comes out gets you points, but it would take a good deal of time to do. At least with the prisoners I can usually just breeze right past them and still get them. And after all, isn't this a speedrun?
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Joined: 8/16/2008
Posts: 23
Genious setup, can already feel the comfort in it. Thanks! I was gonna test a few things, mostly the difference in enemy health in 2-player mode (something I know is true, just need to figure out how much), but as far as hard mode goes, I don't even remember there being more enemies. If there were, it was negligible. I think the main thing with it is that bullets travel a lot faster and enemies take more hits. Is that acceptable? Metal Slug is already extremely chaotic, so I'm not sure how much of a difference it would make.
Post subject: 2 players and debug menu
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Joined: 8/16/2008
Posts: 23
2 questions here. 1st is for people that have controlled 2 players at once. What do you recommend for the button configuration? For first player I usually use up, down, left, and right to control, and Z, X, C, and D for buttons. But for the second player, kinda stuck since it's new to me. I know it's gonna be going frame by frame anyway, so it might not need to be comfortable, but I'd like it to be. 2nd question is, when TASing an arcade game, is it acceptable to go to the debug menu in the beginning of the run? I was gonna run Metal Slug and then go to the debug menu to turn on blood and maybe a higher difficulty.
Experienced Forum User
Joined: 8/16/2008
Posts: 23
Ah, good to know something reliable is being worked on.
Experienced Forum User
Joined: 8/16/2008
Posts: 23
The issue of rom versions seems to be under control, I'm pretty sure they're compatible with this emu. Could video settings or something be the culprit?
Any development on this issue?
Experienced Forum User
Joined: 8/16/2008
Posts: 23
Sweet, works great now. Thanks!
Post subject: Necessary codecs
Experienced Forum User
Joined: 8/16/2008
Posts: 23
What are they? The .avi videos are always desynced and slow down a lot.
Experienced Forum User
Joined: 8/16/2008
Posts: 23
The issue of rom versions seems to be under control, I'm pretty sure they're compatible with this emu. Could video settings or something be the culprit?
Experienced Forum User
Joined: 8/16/2008
Posts: 23
Sorry to nag, but has anyone figured out a solution for my problem?
Experienced Forum User
Joined: 8/16/2008
Posts: 23
The neogeo.zip I assume would be fine, since I use it all the time on my mame games and it works perfectly. But no, no other neogeo games worked.
Experienced Forum User
Joined: 8/16/2008
Posts: 23
I'm having the same problem that Solan had, except mine are zipped. I have all metal slug roms, and the only one that shows up is 5 jamma pcb version. Are the others not compatible yet? Because they do show up in MAME 0.127.
Experienced Forum User
Joined: 8/16/2008
Posts: 23
Ah, it is now. Thanks.
Experienced Forum User
Joined: 8/16/2008
Posts: 23
Not sure if this is the right place to ask, but does anyone mind seeding the this run's movie file?
Experienced Forum User
Joined: 8/16/2008
Posts: 23
What significance do ram addresses have? I'm afraid I'm a bit new to the scene.
Experienced Forum User
Joined: 8/16/2008
Posts: 23
Guess I'll post my progress as well. Hadn't had much time recently, so haven't gotten much done. http://dehacked.2y.net/microstorage.php/info/1291978923/Super%20C%20(U)-0.fm2 Obviously the first gun turret is passable, I guess I only thought otherwise because there was so much crap everywhere. It is my first tas, anyway. But any suggestions/comments/criticisms? Also, tried from RT's run, the aliens don't seem to be passable without dying. However, judging by his run, I should have enough lives to get past them.
Experienced Forum User
Joined: 8/16/2008
Posts: 23
Indeed, judging by the Contra III pacifist run. The bubbles should be irritating, but probably passable. Level 7 might be the problem. I can only hope I have enough lives to sacrifice unless I can jump over them or something. If not, would I be allowed to use the super c code?
Post subject: Super C pacifist
Experienced Forum User
Joined: 8/16/2008
Posts: 23
If there's already a Super C thread I'll be happy to take it over there, but search didn't yield much relevance. I started this run, and I think I have the general concept down. First level is almost complete, just need to do the boss, which shouldn't take too long. Anyone have some suggestions, ideas, or glitches to use? I'll be doing pacifist (obviously) and death as a shortcut (or damage to save time...contra is a one-hit-kill game, so I guess either would make sense), but any others?
Post subject: Definition of a "tool"?
Experienced Forum User
Joined: 8/16/2008
Posts: 23
Do TASs have to be played on an emulator? What about cheat devices for consoles, that allow the player much more control? Take, say, this video. It's on a Gamecube, but used with an Action Replay, thus letting him move so fast and without error. The only problem I see with runs would be this rule, but... I dunno. I think the end result overshadows the possibility of editing. Aren't we cheating in the first place?
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Joined: 8/16/2008
Posts: 23
I know this has probably been mentioned before, but I'd rather not read through 70 pages to find out. But could the bomb mask be used for the mid-air bomb jump? It would probably save a lot of time to eliminate trips to the bomb shop and waiting for the fuse to go.
Experienced Forum User
Joined: 8/16/2008
Posts: 23
Thanks guys.
Post subject: Resuming recording
Experienced Forum User
Joined: 8/16/2008
Posts: 23
Apologies if there is an answer somewhere, I couldn't find anything though. Is there an easy way to continue recording a movie where you left off? I usually just play the vbm file, then fast-forward to the last frame, then hit continue recording from here. But that wouldn't seem like the most efficient way, especially with longer runs. Is there a better way?
Experienced Forum User
Joined: 8/16/2008
Posts: 23
Ah, cool thanks. I tried that before, but I guess I just didn't really know how to maneuver it. Thanks for the link! ^^
Post subject: 5% throttle too much to handle?
Experienced Forum User
Joined: 8/16/2008
Posts: 23
Whenever I slow it down to 5% and lower, it gets extremely laggy and hard to work with. 6% works perfectly fine, though. Any solutions?