Posts for despoa


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Editor, Experienced Forum User, Publisher, Player (46)
Joined: 10/15/2021
Posts: 371
The subtitles are covering some of the action. My suggestion here is to delay the the second section of subtitles until the next level.
Editor, Experienced Forum User, Publisher, Player (46)
Joined: 10/15/2021
Posts: 371
https://cdn.discordapp.com/attachments/925049317570527232/1090173298337386516/filthykitchen-tas-logansgamingroom-youtube.mkv_snapshot_00.18.137.png The subtitles are covering up some of the action. I suggest moving them to the left side of the screen and putting newlines in the "TASVideos.org" section so it can be separated into extra lines.
subString3	= "This is a tool-\nassisted recording." \
subString4	= "For details, visit\nTASVideos.org."
Editor, Experienced Forum User, Publisher, Player (46)
Joined: 10/15/2021
Posts: 371
OtakuTAS wrote:
LogansGamingRoom wrote:
i want to make a tas of vs super mario bros on fceux. when i start a new project, the "Insert Coin" button can't be clicked. i've tried several button combinations, and none of them have worked. does anyone know how to do this? any help would be appreciated.
You'd be better off running it under MAME. It's a MAME game not an NES game. BizHawk will handle it perfectly but will not be accepted until 2.9 is official.
BizHawk and FCEUX have supported the VS System for a long time. The Insert Coin function just isn't present in FCEUX's TAS Editor.
Editor, Experienced Forum User, Publisher, Player (46)
Joined: 10/15/2021
Posts: 371
Can you make a movie that removes the scope view like with the current publication?
Editor, Experienced Forum User, Publisher, Player (46)
Joined: 10/15/2021
Posts: 371
In this video, at 20:24, is there supposed to be crackling during the score countdown? I don't own a Game Gear myself, and I would check on another emulator like Genesis Plus GX, but I don't feel like completing the game. Link to video
Editor, Experienced Forum User, Publisher, Player (46)
Joined: 10/15/2021
Posts: 371
Αsumeh wrote:
Also, something minor: traditionally, SMB1 TASes end when Mario touches the last axe. Any reason why this TAS doesn't? Not necessarily against it or anything.
TASes end when input ends, For this romhack, you don't have to hold right or A for very long for Mario to touch the final axe, so input can end earlier than Mario touching the axe.
Editor, Experienced Forum User, Publisher, Player (46)
Joined: 10/15/2021
Posts: 371
What are "wrong warps"? This is the first time I've ever heard of such a thing for Super Mario Bros.
Editor, Experienced Forum User, Publisher, Player (46)
Joined: 10/15/2021
Posts: 371
Is it possible to pull this glitch off on NESHawk? I think that is supposed to be cycle-accurate.
Editor, Experienced Forum User, Publisher, Player (46)
Joined: 10/15/2021
Posts: 371
VBA-rr doesn't have anything like TAStudio or TAS Editor. If you want a feature like that for GBA TASing, you'll have to use BizHawk.
Editor, Experienced Forum User, Publisher, Player (46)
Joined: 10/15/2021
Posts: 371
Were you using RetroArch when you attempting the game with the latest Genesis Plus GX? RetroArch is the quickest way to get the latest version of Genesis Plus GX.
Editor, Experienced Forum User, Publisher, Player (46)
Joined: 10/15/2021
Posts: 371
I think the fact that Arc submitted this TAS almost 19 years after his first TAS of the game was published deserves mention.
Editor, Experienced Forum User, Publisher, Player (46)
Joined: 10/15/2021
Posts: 371
Is it possible to create a camhack for this game?
Editor, Experienced Forum User, Publisher, Player (46)
Joined: 10/15/2021
Posts: 371
He made the insinuation that Samsara was deliberately changing the rules in order to screw him over. Also, his sockpuppet was called HappyLee2 and it was made an hour after the ban.
Editor, Experienced Forum User, Publisher, Player (46)
Joined: 10/15/2021
Posts: 371
And even if you did save frames in those levels compared to the current publication, the fact of the matter here is you're using a level select feature that's available to you at the beginning of the game (i.e. doesn't need to be unlocked) and that breaks a rule that sadly appears haven't been clarified enough.
Editor, Experienced Forum User, Publisher, Player (46)
Joined: 10/15/2021
Posts: 371
It probably won't land in playground either. It doesn't offer anything the currently published run hasn't shown besides the level select.
Editor, Experienced Forum User, Publisher, Player (46)
Joined: 10/15/2021
Posts: 371
The most recent example of the rule being violated, albeit retroactively, is [1990] NES Zanac by adelikat in 03:16.11. When adelikat made his most recent publication ([4866] NES Zanac by adelikat in 34:00.99), it was decided that it would obsolete the previous one instead of being put in its own branch as the previous one broke the in-game code rule. There is precedent in this rule being enforced.
Editor, Experienced Forum User, Publisher, Player (46)
Joined: 10/15/2021
Posts: 371
I was able to manipulate which music played before each stage by pressing random buttons before the stage loaded. The RNG also affected gameplay stuff like the position of the spiked falling poles in the pyramid levels.
Editor, Experienced Forum User, Publisher, Player (46)
Joined: 10/15/2021
Posts: 371
I think the music played in each level is affected by the RNG. Mario 3: Around the World is made by the same developers and has the same music RNG mechanic and I put that to good use in my run.
Editor, Experienced Forum User, Publisher, Player (46)
Joined: 10/15/2021
Posts: 371
In the most ideal case, a clean, unmodified SWF is preferable. In my opinion, I would prefer a modded SWF that ensures 100% determinism without any special instructions.
Editor, Experienced Forum User, Publisher, Player (46)
Joined: 10/15/2021
Posts: 371
PJ wrote:
I am not sure if it works the same way in this game, and I didn't notice anywhere where it would save time, but in Mario 4 you can kind of "store" P-speed by releasing the run button. You lose P-speed if you bump into a wall, but not if you stop running, as long as you are still moving forward.
It works the same way in Mario 3. It was done a number of times to reach platforms where jumping at full speed would make Mario run into a wall and lose P-speed.
PJ wrote:
This is probably not the place to ask, but I'm curious about what emulator issues are preventing Mario 4 from being TASed. When I was practicing, I noticed that the worse emulators (Gens, etc) had a final boss fight whereas Bizhawk just reset when you completed the final platforming level. I assumed it was an emulator bug, but playing on an "authentic" physical copy, it behaves the same way as Bizhawk. The game resets when you complete the final stage and you don't fight the final boss. Probably a tricky ruling to make...
I was thinking it's not emulator issues but actually the consequence of playing the game on a more accurate emulator. Even if Mario 4 was allowed to be TASed on Gens, I don't think I would do it as it lacks something like TAStudio and the traditional use of multiple save states and frame advance isn't something I'm used to.
Editor, Experienced Forum User, Publisher, Player (46)
Joined: 10/15/2021
Posts: 371
HappyLee wrote:
what if someone else makes a even faster version "Hyperfast Mario Bros." one day? Technically I think if someone improves the code further, it can make Mario move faster and further reduce lags and waiting time. Will that obsolete this run?
Probably, probably not. Depends on how accessible the hack is. Also, I don't think it's possible to go any faster than this without it crashing in five seconds.
Editor, Experienced Forum User, Publisher, Player (46)
Joined: 10/15/2021
Posts: 371
FCEUX's TAS Editor doesn't appear to have columns where you can insert coins or do resets. However, you can do it through the traditional way of frame advance and save states outside of TAS Editor, save the movie as an FM2, then import that FM2 into TAS Editor if you want to.
Editor, Experienced Forum User, Publisher, Player (46)
Joined: 10/15/2021
Posts: 371
Is it possible to get something close to feos's encoding package for windows by shell scripting with variables and conditionals?
Editor, Experienced Forum User, Publisher, Player (46)
Joined: 10/15/2021
Posts: 371
There are actually powerups in Worlds A - D. The only problem is that a separate run has to be done with those worlds since you have to beat the game 8 times in a row to unlock them, and I'm not sure if it's worth it since there aren't that many powerups in Worlds A - D. If you are interested in doing this, consider using this verification movie as a starting point. It will generate the necessary Save RAM needed to unlock Worlds A - D. https://tasvideos.org/UserFiles/Info/638008645247617084
Editor, Experienced Forum User, Publisher, Player (46)
Joined: 10/15/2021
Posts: 371
Those are fair reasons. I was asking because you didn't mention in the submission text why you chose not to do that glitch.
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