Posts for coldsun0630


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Link to video Posting another 20:43.72 video, because the youtube channel has dead. The comment says the TAS should be redone since some improvements were found, especially for 1-2 and 5-3. I assume those improvements were come from Hartmann's 100% WIP. By the way, why do you use dynamic recompiler? Well, it may shorten some loading frames, but I think it's not that safe for TASing... (syncing stuffs maybe?) Edit: His 5-3 improvement: Link to video Yes, that one from the 100% WIP
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Question for the TAS, are the voices saying like "Unbelievable" able to be manipulated? It seems the voice speaking "Well done" consumes less time than speaking "Very, very, good".
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Oh, that's one of my favorites! Looking forward to the TAS! By the way, did you watch these videos? Link to video
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BrunoVisnadi wrote:
Yoshi's Island 3 (104) Here happens the biggest improvement... ...If you keep doing this, then slot 2 will stop spinning, then 1, then 0, then 3 again. So, it is impossible to 4 blocks to spin at the same time.
Seems typo. It should be 5. Also, I think saying like be taken instead of stop spinning would be better, because it not only stops spinning but also generates another spinning one. Anyway, another awesome TAS! Voted Yes.
Post subject: Support for old NEC-PC Games?
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I'm not sure if this is the right place to post it, but I wanted to ask/request if there's a plan for support for old NEC-PC Games. I meant not for TG-16(=PCE), but such as PC-88 and PC-98. There are pretty many NEC-PC games, and they're still good as well as other classic games. I have no plan to make TAS of it, but I'll be gladded if I could see them. Well, I don't know how much adding another game would be hard. Does anyone have suggestions for this?
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Oh, I've never known that another version of Kwirk was available! Loved this puzzle. Voted Yes!
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Small improvement by Edi. Link to video
Post subject: Re: TAS for old NEC PC games?
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fsvgm777 wrote:
However, it seems that at least Neko Project II/21 (PC-9801 emulator) can be used with Hourglass, which is what this TAS used, for instance.
Oh, there was already a video! Well, I also had thought using Hourglass like what you said, but I have no idea if submitting a movie using multiple tools is allowed. I haven't seen any precedent before. Is there any rules related of it?
Post subject: TAS for old NEC PC games?
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So my question is, is there any NEC PC emulator which supports re-recording? I mean, not TG16, but some old computers like PC-8801. I wonder if Bizhawk does have any supports for them...
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Link to video Well, it seems the current version of youtube encode is not the newest. Here's the lastest snark's video of 4'97"93 which includes the comparison with the submitted 5'02"25.(log-in required) Posting for who didn't watched yet.
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ALAKTORN wrote:
On nicovideo ABC is called A禁止, I believe.
Actually, 'A禁止' means 'A(button) Banned'
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Mothrayas wrote:
coldsun0630 wrote:
The used emulator is "DeSmuMe x86 0.9.7 svn4118" Does SVN versions are acceptable for publication?
From the movie rules:
Use an official emulator version Every officially supported TAS emulator has a repository to host official releases obtainable as a package (like binaries). Using these releases is supported by TASVideos. Using interim builds compiled from SVN source is not officially supported. Always make sure your movie syncs on the official releases, use interim builds on your own risk. If it syncs on some interim build , but doesn't sync on any official release, it will be rejected. Note that some emulators and games still require interims (development builds) to work properly (like Dolphin). Use such only if you know what you are doing. For such rare cases exceptions can be made if using interims is unavoidable TAS-wise. Otherwise stick to official releases.
So yeah, it'll have to sync on an official release version.
So, the publishing means that it's syncs well on official version, right? Which version was tested for sync? The newest version?
Experienced Forum User, Published Author, Player (58)
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The used emulator is "DeSmuMe x86 0.9.7 svn4118" Does SVN versions are acceptable for publication?
Experienced Forum User, Published Author, Player (58)
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ALAKTORN wrote:
You can control the kart after pausing to quit out..
Oh, really? It's pretty surprising!
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does hopping counts as remaining in the air and conserves the lastest speed? if so, maybe hopping at 1 frame before you exists will save time. (if you cannot handle the kart after you exist.) and how do you exist the game? does pressing two buttons(start and down, start for pausing and down to move cursor) at the same time saves a frame?
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Just curious of, how do you contact with Japanese TASers?
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- From the video discription, I can't move on PU as well and can't see the landform so it's boring. (and so on) So currently, is Tyler the only person who can move mario correctly on PU? Or is there any ways to learn how to TAS on PU?
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Link to video another glitch found by snark.
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EricS wrote:
Without an encode I can't see the run
I have 67GB dump file with using camstudio lossless codec and my computer is too old to complete encoding it. So, I gave up with it.
EricS wrote:
but I'm wondering: does this run meet the "standout from non-assisted play" requirement?
Well, a non-assisted player may finish the puzzle with the same solution, but it will take much time than tool-assisted run. This run, is made for to solve it in the shortest time as possible.
Mothrayas wrote:
Keeping in mind that many later levels take literally several hundred steps to finish, I'd say that actually leaves quite a bit of room for frame loss by entering the input "within a few frames" for every step, or room for error in making even a single misstep along the way.
Yeah, and that's the cause why I handled this TAS for over a half year. I'm not sure why it happens, but I guess it happens because the process of generating the objects does not freeze the screen as lag frames, instead, it still show the output while processing and generating them. Anyway, I had to add blank frames to sync those inputs and did it with text-editing more than a thousand of times. Now, I'd really like to see if there is Piano Roll in the DS emulator... And could I upload your encode on my Youtube channel after it finishes?
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I found this on the website: http://sourceforge.net/projects/opensyobon/files/ This includes Stage 5~8. Is it an official release? Also, there is a speedrun of it: http://www.youtube.com/watch?v=xkSwolLeVOM
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I want to do this but stupidly, I don't know how to enable read+write mode. So, I can't save the process... How can I enable read+write mode? Someone says that I may press Shift+8 but it doesn't work...
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You'd better to erase this topic...
Experienced Forum User, Published Author, Player (58)
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MUGG wrote:
"when I load a savestate while recording a movie it always tells me "movie recording stopped", how can I make it record?" --> That shouldn't be. Do you use Read-only toggle? I'm imagining that you are loading a state that you just saved, while in read-only mode, then advance a frame. In that case the movie recording will stop. You need to use Read+write mode when you want to overwrite your progress and you need to use Read only when you want to rewatch a part of your progress (the loaded state must be from the current movie).
Excuse me, but how can I enable the Read+Write mode?
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Derakon wrote:
Lua is a programming language. Several emulators have integrated it, so that it can be used to control the emulator's behavior, e.g. by reading memory, setting controller inputs, stepping the emulation, and saving and loading states. If you want to learn to use Lua, then you'll need to learn at least the basics of computer programming.
Hmm... You mean, 'Lua' is the computer language...? Where can I learn the Lua script? I think it can be useful for TASing... And, can I make *.lua to *.dsm?
Post subject: What is the 'Lua Script'?
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Exactlly. What is the 'Lua Script' and how can I use it?