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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.
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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.
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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*
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The encode has subtitles. You need to select the subtitle track in the movie player to display them.
We need to start a TAS religion and write our own bible. :D
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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.
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.
That is strange.
Zidanax wanted it that way. The action parts are not as boring.
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.
Taking damage is required to do a walljump. So if there are no enemies, the walljump is impossible.
The eruptions do not damage the town. They cause lag instead.
Zidanax will have to answer that.
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.
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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.
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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.
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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.
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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.
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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.
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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.
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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
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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
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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.
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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?
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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.