Okay.
I'm not too fancy of watching this run when he's "powered up" or whatever it's called. Repeated attacks and movement => boring. The "small" version however is exiting to watch. Overall, however, the run looks very optimized. Shame with the unevitable lag.
Overall is a yes vote, good job.
Tried AviSynth back when using Windows and sure it was okay but nothing impressive. Found it bothering with the encode option files and whatnot.
Been using mencoder since I changed to linux and it has just been easy and great to use.
1. I couldn't get your submission to sync (might ave something to do with fmc->fm2 conversion). What emulator did you use?
2. You need to post more information about the run.
3. By the looks of it, this game doesn't look like great TAS material. I will however withhold my vote until I can see what you've been able to accomplish.
Someone else can try to get an encode going?
What game would you say is the most broken game you know of?
Define "broken" however you wish. Call it glitchiest, least thought-through mechanics or whatever you want. For me it's when a game is played in a way the developers didn't intend at all.
My vote definitely goes to the NES Mario series where the engine is just so glitchy.
This video just had me laughing over the mechanics :D
http://www.dailymotion.com/video/xew1ag_nes-hard-relay-mario-in-09-56-98-by_videogames
What is the most broken game according to you?
Feel free to give several examples, preferably according to system: NES, SNES, etc.
Unofficial encode:
http://undie.no-ip.org/theterminator-tas-glitchman.mkv
The ending came so fast I barely had time to react and close the videodump so there's a short period of the restart and I was too arsed to redo it.
Anyone have any tips to prevent this stuff from happening? i.e Knowing when to cancel the video dump, I was kinda expecting credits.
Okay, so I resolved the issue we discussed with my mplayer not reading your encode properly.
It worked flawlessly after compiling from the svn source (both the original one and the nodedup)... these package installs are so tarded sometimes.
Anyhoo...
My thoughts on your WIP
I don't care so much for slow-paced tetris. I take it things will speed up as the levels increase and I'd have to make up my mind about a run like this based on the action going on at that time.
For instance when the right player wants to put a piece on the left side; moving the piece over there takes a while and if this does not speed up at the later levels then I'd have to say no.
Would be nice if you could show an encode from a savestate at a later point.
Otherwise I'm a Tetris fan and if the speed catches on I'm sure you will be able to make this an interesting run.
How rude of me, totally forgot to comment to run.
Well this brings me back to one of my first PC games ever which was Pinball Fantasies. My dad brought it home on a floppy the IT-guy at his office gave him, lol warez? :D
The run looks great, a bit difficult to grasp what "route" to take in a game like this. What planning did you do?
Overall the game itself wasn't too great of a pinball game. I strongly recommend you have a look at Pinball Fantasies and its 4 levels if you consider doing one of these runs again =)
I keep getting an error when the compiler reaches the -llua option.
tried both: gxx-4.3 and gxx-4.4
The error message differs depending to which liblua library /usr/lib/liblua.so is symlinked to:
The ones I've tried are liblua5.1, liblua50 and liblua40, all of which fail to compile and the configure line takes no lua-arguments.