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Editor, Experienced Forum User, Published Author, Player (68)
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Yeah, I never finished my project, which used a PIC micro. I was having a hard time using the pulse data for timing. However I didn't have my scope long and I was literally developing the thing laying on my blanket-on-the-floor-is-my-bed. I was also going through extreme stress so it was never really properly looked at... Re: pulses, as was written in a thread in 2006, the moviefile format really should be changed...it should record what the button status is on a pulse or on reads, not per frame. But perhaps an emulator can be patched to run through the game and convert this data into a per-pulse configuration... might improve reliability, so long as the start state works out?
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Wren wrote:
Nobody wants to watch a TAS of a fighting game that goes for pure speed
This isn't a fighting game, this is a linear RPG - but to answer I'm sure there are some
Wren wrote:
as the player would use the same exact strategy in every single fight
Sort of like the exact same strategy of corner boosting or 1/1 swimming or... pick your game Perhaps you're saying he should use different strategies every fight just to be entertaining? antd, stop throwing grenades! It's not entertaining enough! Look at the CT NG+ run! Saves were broken and the two fights that happen work the same way! Surely they should've just been fought out? And you think some skips in your music is more important? Is it not ringing yet how ridiculous this "entertainment" crap is?
Wren wrote:
and the run would be boring as hell.
ENTERTAINMENT
Wren wrote:
If entertainment is the priority of a fighting game why isn't it the priority of an RPG?
It isn't the priority of every fighting game. That said, if the fights don't happen at least subjectively fast then perhaps it's too slow? I think we need more subjective variables. Also non-linear, short fighters aren't linear, long RPGs.
Wren wrote:
And if the pause trick can be used in every battle then who other than somebody watching for the story would care about watching the run? Also in case you forgot the text is already going by too fast to read so this TAS is going to be about the fights and I don't think most people would want to see the same damn tactic the whole game.
I think it's more about the final time. This whole "it must be pretty" crap is ruining this scene.
Wren wrote:
My 2c.
I hope I didn't bankrupt you. =)
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Post subject: Broken VDP?
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There is a long standing bug in Gens where it does not emulate "Sonic Jam 6" correctly. The Lakitu enemy, usually first seen in 4-1 after warps, spams a spiney every other frame. On real hardware, in Kega Fusion, and in Regen, Lakitu seems to somewhat randomly and rarely throw spineys. He throws them more when running. I've analyzed this bug with the help of Regen and traces in Regen and Gens and after going through these traces, have determined that the bug is located around offset 63f4, where a MOVE from a value located in VDP memory space is moved into a register and ANDed with long #$FF, then the result checked and, in Regen, a jump to a return is usually performed. In Regen, this value (the H/V sync value) is all over the place, resulting in the sort of randomization I see from Lakitu. In Gens, this jump isn't performed, causing the jump not to occur and some code to be executed, one being a value being set that causes Lakitu to spam his spineys. The instruction that sets the value that causes Lakitu to throw a spiney is located at offset 6404. Nopping this (use code 6404:4E71) disables Lakitu's ability to throw spineys, verifying that this is the bug. I don't know 68k asm and don't know anything about the VDP, so wouldn't know how to handle this... EDIT: Using built-in debug always shows "V Int Happened 1" and "Line Num 262", making me assume that the VDP has already executed everything it will execute and that by being on the last line, 0xc00008 will be 0xFF? So is it just an incomplete VDP implementation, is the debugger lying, can the debugger only show after the VDP has done its thing or is the debugger responsible? I am guessing #3...
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Dada wrote:
Spider-Waffle wrote:
I agree with True, the first and foremost primary goal of speedrunning should always to be to beat the game as fast as possible using w/e means the game allows.
Funny, there seems to be sort of a rift in the community between people who believe that entertainment is always the first goal and people who believe speed is.
Very true. And yes, I've basically had it with "entertainment," especially as that's really the benchmark anymore. I even joked about it on a rejected run I ran, and I'm sure that my "entertainment" joke was responsible for some of the hate. And how do you subjectively beat "entertainment?" Some runs, like fighting games, obviously have this requirement, and as such the first runner has a much higher chance of retaining a published video for some time - rather than flaws or deficiencies in the run being found to save time, instead flaws must be found in the game to further subjective "entertainment" value. And if you break the game so much you go to the credits? Well, perhaps too much "entertainment" is lost, ...and so on... Back to this run: I personally don't like that antd is not using a glitch that could save considerable time. Don't get me wrong, I'll certainly be "entertained" without it but I'd still be "entertained" with it. It's his run, though. I just hope that "entertainment" takes a back seat when valuable time in this very long game can be saved. inb4icwutudidthar
true on twitch - lsnes windows builds 20230425 - the date this site is buried
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While it's annoying, this "entertainment" bull that's been here truly sucks. I want to watch the fastest possible, not just some approximation thereof. Haters gonna hate. If it saves time, use it.
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Signed numbers are for wimps.
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OK, I got some of that when looking, but that helps clear it up. Thanks.
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pirohiko wrote:
60fps encode http://www.mediafire.com/?z6c0bnz99eaa9bf
I understand the memory map in the top right, but can you describe what everything else means, including the significance of the part at the bottom of the screen? EDIT: A/V desync with .mp4 download is intense with mplayer, but doesn't seem to happen in vlc. Also bargraphs ftw.
true on twitch - lsnes windows builds 20230425 - the date this site is buried
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Square pioneered the stair simulator far before the corridor simulator.
true on twitch - lsnes windows builds 20230425 - the date this site is buried
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This is old information...
true on twitch - lsnes windows builds 20230425 - the date this site is buried
Editor, Experienced Forum User, Published Author, Player (68)
Joined: 1/18/2008
Posts: 663
haters gonna hate
true on twitch - lsnes windows builds 20230425 - the date this site is buried
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I did this for the last bundle, and was pleasantly surprised by a couple of the games and will follow and likely buy further games from these devs. It really did work well as a marketing tool. This set...doesn't seem nearly as appealing. But it's as cheap as I want it so I'll use it as a demo, and if I enjoy them, then I'll have yet more devs to follow...
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mklip2001 wrote:
Second stage: * Waiting times are fairly boring. When there's nothing to shoot, there could be better dancing.
And expectations like this are why TASes suck today.
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Mister Epic wrote:
One word: Resizing
Again, fix your terminology.
true on twitch - lsnes windows builds 20230425 - the date this site is buried
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Hell yeah, been waiting for this one. However, it is possible to rich faster (the rich glitch or riching technique). http://www.youtube.com/watch?v=a5fm-U1gks4 Is the glitch not possible with A? Is high riching not really a goal? My only real problem is that it is "encoded in HD" when the console had no such thing. Fix your damn terminology, encoders. Haters gonna hate.
Omegawatcher wrote:
Voting meh due to not using pot
In the thread now. Good enough amirite?
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Mothrayas wrote:
Improvements where? I'd think the quite new run by adelikat, andymac, Lord Tom and Tompa was thought out enough not to have any obvious improvements.
Then obviously the improvements, if they exist, aren't obvious, as evidenced by your "Where?"
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Watched via Nicozon. I never chose this path so I'd be interested in watching it. Text is slow enough that I can read along. praetarius3: I tend to forget segments, and would rather read the text than let it pass by. I can understand why translation patches are frowned upon but the only way I'll really watch an RPG run not in my native language is if it is extremely short (like the CT glitch runs).
true on twitch - lsnes windows builds 20230425 - the date this site is buried
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I vote No for the encoder. If I wanted to watch 20 minutes of ads for a 30 minute video, I'd just watch regular TV.
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By reading the judge comments, I really don't understand in the least how a completely different game even has such considerations (it's "just like" this game, but harder, although completely different, I'll call it a "hack," but this, but that, but...) given for it. Why isn't the same said for two Mario movies? I mean, Mario platformers are all the same, just with different graphics, aren't they? Oh, wait. They AREN'T. This nonsense should stop.
true on twitch - lsnes windows builds 20230425 - the date this site is buried
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Is the uncompressed movie file a standard encoding text file?
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The spam was annoying. The corner boosts were obvious.
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Android is a pretty poor iPhone emulator.
true on twitch - lsnes windows builds 20230425 - the date this site is buried
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As another example, Somari has an acceleration counter but no subpixels. The counter is used for various things including pixel per frame speed, whether to skid if pressing the opposite direction, speed in water etc.
true on twitch - lsnes windows builds 20230425 - the date this site is buried
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If people want to believe badly translated novels as truth, and silently blather on about it to the world, let them already. Just silently point and laugh. It's the loud ones you need to worry about. (But that's just my silent opinion.) Sheesh.
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^^ WIN
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