Posts for dunnius


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Experienced Forum User, Published Author, Active player (423)
Joined: 9/7/2007
Posts: 329
Just having an emulator open in VirtualBox takes lots of CPU on the Mac side. It isn't that big of a deal for a box, but on a laptop, it makes the fan come on which is annoying. I did a test and it seems to sync for FCUEX and SNES9X, but I wouldn't trust it enough to make TASes. As for 3D platforms, I doubt it will work well enough. Bootcamp would be a better choice.
Experienced Forum User, Published Author, Active player (423)
Joined: 9/7/2007
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The treetop was indeed creepy. Anybody else creeped out by the faces in the ending? The text describes the picture, in my opinion. http://i176.photobucket.com/albums/w196/dunnius/Thetextdescribesthefaces.jpg It also describes my vote. It was rather repetitive and hard to follow. The awful jumping sound was done too much.
Experienced Forum User, Published Author, Active player (423)
Joined: 9/7/2007
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The work-arounds are very interesting and entertaining. This reminds me of the small only run for Super Mario World. This should be published in its own category, collecting as many stars as possible. *cough*finish the 120 star run :P*cough*
Experienced Forum User, Published Author, Active player (423)
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tall wrote:
After some testing is done, you will find that there is no Skydiving option in Lesson 7. =P
Yes, yes, that is correct. I guess it is obvious that a few years have passed since I played the game. And my mind is on other games at the moment.
Experienced Forum User, Published Author, Active player (423)
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xnamkcor wrote:
Great subtitles. Also, any time a movie has subtitles, it's be nice if the encode had them too. I might be wrong, but there are 2 or 3 entires tagged as having subtitled commentary, but I can't watch it because I don't like using the emulator due to the lack of bookmark feature. Tough luck for me, I guess.
The encode has subtitles. You need to select the subtitle track in the movie player to display them.
xnamkcor wrote:
""The guy was fatally injured and wants to be covered by God's tears (rain) before he dies. God is too busy to bother because it wastes frames."" I love this line. If there is another religion in the future and they have their own bible, surely, this will be an oft quoted line.
We need to start a TAS religion and write our own bible. :D
Experienced Forum User, Published Author, Active player (423)
Joined: 9/7/2007
Posts: 329
Sir VG wrote:
It does it if the population is over 300 in the area and Act II is completed. Same with Kasandora and the plague (if the proper triggers are in place there).
Thanks, I didn't feel like looking it up.
Experienced Forum User, Published Author, Active player (423)
Joined: 9/7/2007
Posts: 329
The subtitles on the mkv are working fine (they are a little bit too high, but I think that is a problem with my VLC), but the youtube subtitles are still stuck on the bottom of the screen.
Warepire wrote:
The subtitles display too fast, I read much more English than Swedish, I even read English faster than Swedish, yet I had issues keeping up with the subtitles almost all the time and had to pause at pretty much every one of them to be able to read the entire text. Would it be possible to have them display about a second longer? You encodes are doing a wonderful job, keep it up!
It is hard to lengthen the subtitles, especially the japanese manual translation. I made the timing for every subtitle by reading it outloud, and making sure it was on the screen for the entire time.
System Error wrote:
- Something that's always bugged me. If the Master is God in the Japanese version of Actraiser, then what's up with the sign in Actraiser II that says "WELCOME, MASTER, TO YOUR DOOM!" or something to that effect? Yeah, it says that even in the Japanese version.
That is strange.
- What's with the lack of subtitles during the action parts? I felt they could've helped to clarify a few things. Or just be funny.
Zidanax wanted it that way. The action parts are not as boring.
- I may have missed it, but the bit about leaving the town before the fighting breaks out wasn't present in the subtitles during the Bloodpool simulation. Might wanna bring it up, just in case.
I would have put it after Act 2, but I would rather comment on getting Stardust. Also, the fighting only occurs when the population reaches a certain amount. So it wouldn't occur for a while anyways.
- Would it be possible in some of the stages where you need to wait for something to go up (Kasandora Act 2, Northwall Act 1) to use the wall jump to get up faster?
Taking damage is required to do a walljump. So if there are no enemies, the walljump is impossible.
- It's been a while, but I thought it was possible for the Aitos eruptions to damage the town, if the fire lands on a building.
The eruptions do not damage the town. They cause lag instead.
- Why were some slope jumps not used in Northwall, Act 1?
Zidanax will have to answer that.
- In the Northwall simulation, would it be possible to manipulate a Skull Head into causing an Earthquake and knocking the population down to avoid using the fleece? And if the animation is too long, could a Blue Dragon and its lightning do the same?
The Skull Head's earthquake stops the construction counter, but no other monster attack does. The fleece required message occurs right after a construction. If a lair is sealed, there will always be maximum growth. So there is no way to avoid the sheep's fleece, except for the uncovering the lake, which I believe prevents the tree message and the extra Source of Magic.
Experienced Forum User, Published Author, Active player (423)
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Mister Epic wrote:
dunnius wrote:
LOL @ Mux the .ass
Do you agree this is probably the most stupid file extension ever made?
Yes! Perhaps muxing the .ass again will cause the timing to be correct. I will check the new upload.
Experienced Forum User, Published Author, Active player (423)
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LOL @ Mux the .ass Did you make sure to add extra time at the beginning of the subtitles for the encoder logo? That what the timing difference seems like to me.
Experienced Forum User, Published Author, Active player (423)
Joined: 9/7/2007
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jspecakord wrote:
Maybe it would be cool to change up the camera views with L/R, especially on the penguin Bonus Stage.
Rocketbelt is the only stage that has the view switching, unfortunately.
CoolKirby wrote:
The technical quality was good, but it suffered in entertainment. It would be better to do some tricks as a trade-off for entertainment.
There aren't that many tricks that can be done in this game. In Light Plane, the only trick that I can think of is flying practically on the ground. Flying in circles takes too long. The plane levels are very slow for Lessons 3, 4, 7, and 8. There is no bonus stage for the plane levels. In Skydiving, getting all the rings might be entertaining, though not much. Spinning while freefalling (this also applies to the penguin bonus stages) in either direction is only marginally entertaining (maybe nauseating). After the chute is pulled, turning in circles would be very slow. In Hangglider, turning in circles is slow just like skydiving. There is flaring which doesn't add much entertainment. As tall said, you can bounce off the ground, but that is very limited and probably wouldn't add much. The bonus stages are very limited. In *&%^ Helicopter Mission, turning in circles is slow just like skydiving. In Soviet Russia, tricks do you. :P In Rocketbelt, there much more freedom to do tricks. Obviously bouncing off those white things is possible, also landing briefly causes a 2 point penalty, but can be ignored by getting the bonus stage. So getting lots of penalty points would be funny. There might be some entertainment by switching to the overhead view. turning in circles doesn't lose too much time, but is marginally entertaining. The bonus stages are very limited. I think any% fastest is the only category that can be done for this game. 100% (all levels) would be very boring, and there is not enough tricks to do a playaround. The only other option would be to start with Lesson 5 since those levels are duplicates of the previous levels, but that requires a password. I am going to vote yes because this game is very difficult and this run made it look like nothing, and it was done well technically. I agree it is a bit slow, but it does take time to travel from point A to point B. It does feel like there may be some improvements, but I won't know until I figure out the game physics, which I will do eventually. I am not sure about the choice of Hangglider over Skydiving on Lesson 7. Having to wait for two thermals seems lengthy, but then again, skydiving takes a long time too. Also, it may be possible that the Light Plane is faster than the Rocketbelt in Lessons 2 and 6. I might be proven wrong after some testing is done.
Experienced Forum User, Published Author, Active player (423)
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There are problems with the subtitles. The timing of the subtitles is out of sync. They are a second or so ahead of where they belong. The positioning of the subtitles is lost. I have some subtitles that need a particular position in order to make sense. I liked the subtitles better at the top of the screen where it didn't conflict with the game text. I noticed that some minor subtitles were removed because they conflicted with another by being up at the same time. This was resolved originally by having different positioning.
Experienced Forum User, Published Author, Active player (423)
Joined: 9/7/2007
Posts: 329
As someone who has been working (put on hold) on this, good job. It looks pretty good to me from the technical standpoint. As for entertainment, well, that was already my concern. MESHUGGAH, I already posted about the large amount of down time and lack of tricks available to get the fastest time (tricks really slow things down) in the Pilotwings thread quite some time ago, and nobody responded. So the question was already asked. Edit: Remainder of post moved to the newer post.
Experienced Forum User, Published Author, Active player (423)
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Hi tall, I am still planning on working on Pilotwings. I have been sidetracked with other projects. I had been working on figuring out the physics behind the game so I can calculate the fastest path. I see you found a few addresses that I do not have, and I know I have some you don't have. I recall there being subpixels for positions and velocity. I need to organize my notes so I can remember the details, and also find my WIP of Lesson 1. I have a bunch of SMVs, and I can't remember which one is the correct one. Edit: I see you have submitted. I will watch it.
Experienced Forum User, Published Author, Active player (423)
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I have created the screenshots, and added even more. They can be viewed at http://s176.photobucket.com/albums/w196/dunnius/ActRaiser%20screenshots If anyone has any other screenshots, they are welcome.
Experienced Forum User, Published Author, Active player (423)
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I finished the subtitles for the sim, and I'm almost done with the submission text for the sim.
Experienced Forum User, Published Author, Active player (423)
Joined: 9/7/2007
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Yes, I am currently working on the subtitles as well as the submission text (for the simulations). I should be done soon.
Sir VG wrote:
Ok, then I have no qualms on it then. You on longer need my help. Submit the work that you two helped developed. YOU ARE THE BEST PLAYER!
You are hilarious, Sir VG!
Experienced Forum User, Published Author, Active player (423)
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I agree with mklip. Think of it as an unglitched version of a race game and a glitched version; separate categories.
Experienced Forum User, Published Author, Active player (423)
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That line occurs right after the "on longer" typo. In fact both typos are on the screen at the same time.
Experienced Forum User, Published Author, Active player (423)
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^ That's right. In all those "thriving towns we helped developed." :P I am shocked that the Northwall simulation could be hex edited in. I thought for sure that the monsters' movement or the random lag would be different.
Experienced Forum User, Published Author, Active player (423)
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In Soviet Russia SNES Lamborghini - American Challenge, speeding tickets pay you! Yes vote from me for the entertaining last part of the game, and skipping almost the entire game with the underflow glitch. We need a count of the number of drivers going the opposite direction that probably crapped themselves with that crazy driving. :D
Experienced Forum User, Published Author, Active player (423)
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Taking extra time for increased detail also gives more time to enjoy the artwork. This movie is an improvement.
Experienced Forum User, Published Author, Active player (423)
Joined: 9/7/2007
Posts: 329
And now we are one step closer to the finish. http://dehacked.2y.net/microstorage.php/info/1691472165/ActRaiser_%28U%29_Zidanax_and_Dunnius_v2_Northwall_Sim_Done.smv The Northwall sim is improved by 37 frames, most of it due to a new route. Building over the blue dragon lair causes the construction to be faster by 29 frames. I also noticed that I had made a mistake previously by letting the second bridge get built, losing 3 frames. But since it had to be built this time, it didn't cause an improvement. I also noticed that if the magic scroll is not picked up before the final lair is sealed, it repeats the message about the scroll. However, this is 4 frames slower (2 screens) so it is not done. The previous WIP also did not do that. I discovered that some frames can be saved by getting the pointer to the final lair sooner. Back when I was writing the lua script, I found a memory address that counts up to when the pointer changes squares. I haven't figured out how it works completely, but I was lucky to save 4 frames. There is still about 9 more frames that can be saved, but it will have to wait until the game mechanics are figured out. It is too difficult to mess with right now. There is a total of 2649 frames saved over the previous WIP, and now there is over 14 minutes saved from the published run. I had been distracted by the SDA Charity Marathon. This TAS got mentioned in the setup before the ActRaiser race. It looks like it will be cut from the archive, but I saved it from the commentary. http://www.youtube.com/watch?v=CME-NIh2SwI
Experienced Forum User, Published Author, Active player (423)
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I don't know how to vote for this. I agree that the run is too long and repetitive, which is the game's fault. But it is done very well and has a number of entertaining parts. (especially the screaming) What are the minimum requirements to advance for each event (game)? Is it possible not to do 100% to be faster? In powerball, it seems that there should be plenty of time to goof off.
Experienced Forum User, Published Author, Active player (423)
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This was an interesting run. It was a little bit redundant but it had a number of great moments especially on the last levels. Voted yes in memory of Evel Knievel. I noticed on the score tally screens that each digit of the numbers count up from 0. Therefore a future improvement would be score optimization by keeping the digits as small as possible to save frames. By the way, was the "death" used to warp ahead in the level?
Experienced Forum User, Published Author, Active player (423)
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Thank you SM64 team! But our TAS is in another castle! I am very glad that the 16 star run was updated. I wanted to see what it would like with the new discoveries. It was very awesome. Voted meh out of respect. I think a glitchless 70 star run would be a better third category. This is definitely gruefood delight and deserves mention on the 0 star run.
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