Posts for errror1


1 2
10 11 12
18 19
Experienced Forum User, Published Author, Active player (292)
Joined: 12/16/2008
Posts: 458
Location: Houston
this game is so epic, I think a lowest real time would be the best. You can get closer to that 20 alignment record by killing certain monsters right?
Experienced Forum User, Published Author, Active player (292)
Joined: 12/16/2008
Posts: 458
Location: Houston
I don't want to discourage you, but this is a game I know very well so I can't let you off the hook ether. A lot of what makes tases entertaining is the same as what makes combo videos entertaining, so this called for a lot of research on your part In mshvsf for example acceleration from dashing happens as soon as you start the dash letting most characters ( ryu included ) do combos like this http://www.youtube.com/watch?v=0qRu2T2oca0#t=1m28s mshvsf fixes most of the brokenness from the early version one xvsf but characters with a floaty air combo finisher like zangief's j.U+mp and hulks J.hp can do some pretty cool air combos in the corner. This run simply not entertaining, and that's not just the jaded combo maker in me talking this time. If this was accepted it would force me to try and obsolete it edit on a side note, the Japanese version should probably be preferred because a character was removed for the other releases
Experienced Forum User, Published Author, Active player (292)
Joined: 12/16/2008
Posts: 458
Location: Houston
no Zangief is ideal character for a speed run. Many characters have a relaunching air combo infinite and some kind of dash canceling infinite. Gief has a crappy dash so he can't do any cool dash combos but he has other unique ground combos that more then make up for it.
Experienced Forum User, Published Author, Active player (292)
Joined: 12/16/2008
Posts: 458
Location: Houston
alright lets give this a try, I redid the first three levels because they wouldn't sync in the newer DeSmuME. feel free to do the next one http://www.filefront.com/16795093/snauts.dsm
Experienced Forum User, Published Author, Active player (292)
Joined: 12/16/2008
Posts: 458
Location: Houston
I would totally be game for a multiperson run if the levels can be hacked together easy enough. The main reason I haven't worked on this much is because everyone has a different idea on what the objectives should be. A pure speed run might be somewhat repetitive but it would be a good starting point. Even if it's not hexable switching with someone every level or two would be a lot of help
Experienced Forum User, Published Author, Active player (292)
Joined: 12/16/2008
Posts: 458
Location: Houston
except for some of the more complex levels the handcuffs in a box trick wouldn't be the fastest because you need to scroll all the way to the box two items and then all the way back. Quicker just to summon one item and go oob in most cases I suspect. Plus there are ways to trick the game into summoning the same item but counting as an item you haven't summoned before.
Experienced Forum User, Published Author, Active player (292)
Joined: 12/16/2008
Posts: 458
Location: Houston
yes that's the problem with doing this run, there are a ton of different ways to do it. Think about the planing required for that run you just suggested, seriously if you can figure out the ideal items for each stage without repeating and maxing speed, the actual run would be trivial
Experienced Forum User, Published Author, Active player (292)
Joined: 12/16/2008
Posts: 458
Location: Houston
It works for me every time. Your script should just be
R2.14.
You are talking about MacroLua and not Automacro right? Automacro has some trouble with emulated games because they don't run at exactly 60fps. If you hit backspace is fba and you will see that the fps constantly varies, non emulated games should give you better results with automacro MacroLua however should work flawlessly with emulators.
Post subject: Multiple games beaten with one input
Experienced Forum User, Published Author, Active player (292)
Joined: 12/16/2008
Posts: 458
Location: Houston
like the mm3,4,5,6 run and the new ff5,6 run I got the idea of playing three street fighter games with one input. Unfortunately doesn't look like it's possible except possibly for games using the same system. Like kof94,95,96,97,98,99,00 might be possible but sf2,sfa isn't because one uses cps-1 and one uses cps-2 and they map the button presses completely differently
Experienced Forum User, Published Author, Active player (292)
Joined: 12/16/2008
Posts: 458
Location: Houston
Dammit has made what your looking for, made for combo video makers like myself http://code.google.com/p/macrolua/ MacroLua can record inputs or an emulator move file into an .mis file and also play back .mis files, basically it works with any emulator with lua suport here is a simple Tutorial http://www.youtube.com/watch?v=b6d4LX-3Tz8
Experienced Forum User, Published Author, Active player (292)
Joined: 12/16/2008
Posts: 458
Location: Houston
you did a good job of showing how broken the combo engine is. A few of the storm combos and the iceman floor breaking parts where the best I think. It did feel long and some of the large breaks during dizzies really hurt the flow
Experienced Forum User, Published Author, Active player (292)
Joined: 12/16/2008
Posts: 458
Location: Houston
so would the vga version of qfg1 be slower? My gut tells me it would but mousing is probably quicker then typing. Oh and the vga version has a stat bug at the start so there shouldn't be any grinding in that version. It's a shame qfg2 vga isn't a dos game. Yah you can become a paladin by doing a class change in the third game, the second doesn't really have a paladin class If paladin is chosen in the third game you would probably want to keep your honor low enough so that you don't get the spider sense messages. I think the messages still pop up regardless of honor in qfg4
Experienced Forum User, Published Author, Active player (292)
Joined: 12/16/2008
Posts: 458
Location: Houston
weak yes from me, very well done but no input can make it faster
Post subject: macrolua and AutoMacro scripts for everything
Experienced Forum User, Published Author, Active player (292)
Joined: 12/16/2008
Posts: 458
Location: Houston
http://code.google.com/p/macrolua/ Dammit just finished working on a couple scripting tools, mainly for use by combo video makes but people here may find a use for them MacroLua works in any emulator that supports lua. It takes in a .mis file (it's a format used by some combo video makers chosen because it's easy to write) and plays it back. Supports savestates in most emulators. It also has a record mode that converts all inputs into a .mis format and can be used to convert an emulator move file. AutoMacro is an autoit script that takes a .mis file and plays it back, letting you use it in any application not just emulators. It has some timing issues that are expected when your not dealing with emulators but it's much easier to use then autoit by itself for gaming purposes
Experienced Forum User, Published Author, Active player (292)
Joined: 12/16/2008
Posts: 458
Location: Houston
was waiting from someone to do an old infocom game, I can't wait
Experienced Forum User, Published Author, Active player (292)
Joined: 12/16/2008
Posts: 458
Location: Houston
text adventure game like hg2tg NetHack or some other rouge like
Experienced Forum User, Published Author, Active player (292)
Joined: 12/16/2008
Posts: 458
Location: Houston
Playaround would not work for this game, any other movie for this game would be much longer and more boring, hell the game would be over half loading screens if it wasn't in slash mode. Guess it's not a tasable game then, no surprise there
Experienced Forum User, Published Author, Active player (292)
Joined: 12/16/2008
Posts: 458
Location: Houston
I enjoyed it but It didn't look like anything you did really made the game end faster
Experienced Forum User, Published Author, Active player (292)
Joined: 12/16/2008
Posts: 458
Location: Houston
you colored things that where not a locomotive, you didn't have color some grass as a goal so I have to vote no
Experienced Forum User, Published Author, Active player (292)
Joined: 12/16/2008
Posts: 458
Location: Houston
Gets my vote. If you're starting from a save game, then under the rules you need a movie getting up to that save point right?
Experienced Forum User, Published Author, Active player (292)
Joined: 12/16/2008
Posts: 458
Location: Houston
looks like nki tested input lag on all the versions of super turbo http://zachd.com/nki/NKI-Testing.CCC2.For.Input.Lag.rar I don't think you can really say the psx version shouldn't have any input lag until you try this test on the console
Experienced Forum User, Published Author, Active player (292)
Joined: 12/16/2008
Posts: 458
Location: Houston
I asked some combo makers I know and they where convinced that frame data wouldn't reflect input delay if it existed and that input delay is not unique to emulators and is probably in arcades too. Still you might try mame
Experienced Forum User, Published Author, Active player (292)
Joined: 12/16/2008
Posts: 458
Location: Houston
why do you think the input delay is in the emulator and the game?
Experienced Forum User, Published Author, Active player (292)
Joined: 12/16/2008
Posts: 458
Location: Houston
http://www.youtube.com/watch?v=ptbJDr3BrTw finished three more battles, the second to last one was a pain. Been thinking about the best way to do a first turn win, but every way I came up with needs at least 5 out of the 6 cards in your starting hand to be what you need them to. Thinking about it some more I think this is the ideal 1st turn win deck. Kyosuke x1 Grenade x1 Psyche Up x3 Best Shot x3 Lucky Kitty x3 No Tricks x3 Shopping x 3 Makeover x3 Management x3 Study x3 Round 2 x3 Mischief x3 Laundry x3 Synchro x3 Roulette x 1 11 random crappy action cards basically if I get a Kyosuke, No Tricks, and Shopping in my opening hand I can win first turn, and there are plenty of 4 card combinations that also win like No Tricks, Shopping, Psyche Up, Lucky Kitty/Best Shot/Makeover. Combine that with all the card draw and I think this deck will have a really good 1st turn win %. I wonder at what point in the run I should put it together
Experienced Forum User, Published Author, Active player (292)
Joined: 12/16/2008
Posts: 458
Location: Houston
it's a problem, I think if I do a detailed play by play in the submission text it will be OK. It certainly won't be the only tas that you can't appreciate without in-depth knowledge of the game or reading the submission info
1 2
10 11 12
18 19