Posts for eternaljwh


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Joined: 3/11/2008
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andymac wrote:
EDIT2: I am now about 50 seconds ahead of the current movie. Hopefully I can beat the current video by over a minute. Unfortunately I couldn't find a way to speed up the moon level. http://dehacked.2y.net/microstorage.php/info/1116750452/andymac%20Smart%20Ball%20f1.smv
Do those bunnies only impede progress as harmful moving platforms?
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I'm...not sure whether to count gold tokens in a low%. It's sort of like individual rupees. You don't count these because they don't directly impact what you can do- if you buy item X, you count that, but not the rupees used to purchase it. This results in four items: adult wallet, stone of agony, giant wallet, bombchus. (Bombchus might not %up as they may be obtained elsewhere.)
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in re: Combos Just from watching miscellaneous videos of M3, it appears that a full combo gets you roughly double damage of single-hit, with greater portions of this additional half on hits 4?, 8, 12, 16. Whether it's worth doing will depend a bit on the music tempo, I daresay.
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Something is mysteriously wrong with your post; it appears blank yet is quotable,
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DDRKhat wrote:
I'll leave you or someone else to this then. Seeing as you clearly have this calculated deeply and (From the sounds of it) was planning to do it.
:( I'd go with "keeping the flow" too, though, I think.
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What, no support for Michael Jackson's Moonwalker? (To those who will inevitably ask: No, the Genesis one is not a port of it. Different game type even-not a platformer like that one.)
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mmbossman wrote:
Considering I can actually get the site to load now, I'd say it's much improved :) Big thanks to everyone involved!
Yeah, that.
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Cpadolf wrote:
So I said (jokingly)
Sorry. Tone often utterly fails to be conveyed by text.
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gameboy9 wrote:
May I suggest speeding up the "btl spd" in the start menu from speed 3 to speed 1? The displaying of the damage, while I can't give you precise numbers, would drop from about 4/5 of a second to about 1/3 of a second each time damage is displayed. I'm thinking the time saved would add up in a real hurry.
This sounds like a serious oversight.
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Ferret Warlord wrote:
Okay, that fixed the slider bar issue, but now the video is introducing dithering
Looks more to me like somehow it flipped pixel pairs (or more)..
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Highly illogical. I still like the TAS, which is what's being judged here- not the TASer.
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Sir VG wrote:
I've finally watched it. I'll give it a yes, despite that the programmers were lazy and only programmed 3 pieces of music in the entire game. And I thought Squaresoft was lazy with FF1's battle theme...
Intro, Level, Boss, Ending...3.5. The backgrounds were kind of nice for NES. Also, "Level 10" properly (not A). On level 10, why did you switch sides rather than jump around same side of platform? (going from A-B-C rather than jumping around the edge near C)
B___C
____A
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arflech wrote:
Everything is calculated between frames, it's like this for most systems: render frame, update internal state make calculations based on current state and input render frame, update internal state make calculations...
Not strictly true, as the Chrono Trigger save-corruption recently pointed, but for most purposes, yes.
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But not Kefka, because while he has a party-value, he doesn't work, afaik. As for Mario-only, I don't think there are any in-battle auto-revives- but I don't think you can attack your own side, either, making it a tad trickier to fix up.
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Comicalflop wrote:
Kirkq wrote:
I often try to sync to the music during autoscrolling/waiting portions, so you kids are missing out.
I try to do this too, but it's so much easier with snes9x (one of the coolest examples I have ever seen was one of MUGG's mini boss fights in Kirby Super Star).... VBA and mupen don't agree as well. Also, I guess I'm the exact opposite of you guys. I never mute the music when watching TAses. ever.
Hydlide included? I go rather a step further, I leave my downloaded TASes on shuffle for the primary purpose of providing audiovisual stimulation, e'en if I'm not actively watching them. This is rather the principal reason I go for encodes over the input files, too, as emulators are a lot more finicky about being backgrounded, shuffle, etc.
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Mister's recent SMW TAS would also be a feast for input-watchers- but the encode does not, to my knowledge, contain said input display.
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Warp wrote:
nfq wrote:
Astrology has much truth in it
Out of curiosity: Does your religion have a name? It seems that you believe in everything.
Well, I heard "all religions are true simultaneously" referred to as Omniquantism, but that's in a webcomic.
Bisqwit, on page 49 wrote:
Two pages without replies from me... meh.
Oh dear. Three more after it
Derakon wrote:
Bisqwit: if you do decide to leave, we'll miss you. I understand the decision, though.
I agree. Bisqwit will be missed, for his politic, amiable personality, TASing and coding skills, and many other things I am certain that are not currently to-mind. And yes, my cats follow me around quite a bit.
Ferret Warlord wrote:
Let's dehijack it then!
Yes. Questions to Bisqwit since Bisqwit last posted:
jimsfriend wrote:
Dear Bisqwit, why do you let this nonsense clutter your (or any) topic? Please feel free to not respond.
Ferret Warlord wrote:
Dear Bisqwit: What do you think about ferrets? The Ferret Warlord
Bisqwit: In your alt-avatars (the human, rather than the helmet) is it coffee or tea you(I assume) are holding?
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Good enough for me. Maybe the PRNG is trying to make you do more things based on difficulty. *votes yes, publish*
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http://www.youtube.com/watch?v=xoEbw0Gl3bM&feature=channel Since MrGrunz asked in comment, yes, this also happens in the AGB-BZME-USA version (tested on console, so no demo), though it took me a bit to figure out how exactly you trigger it (It's not at all hard realtime, once figured): Equip Pegasus boots (Tested, sword is completely optional.) Facing towards stump (down, in his vid), push diagonally against stump (down-right in video's case). Press Pegasus Boots button and hold. Change direction to against the stump(down), so that you jump on the stump. Keep holding Boots button, you will dash and collide with stump edge. Glitch triggered. effects: you cannot use items, or interact with the world in most cases. edge exits are disabled, as are the stairway-into-ground sort. Ladders are not disabled, nor open doorways, nor beanstalks. You can walk through SOME people, but you cannot use items. Enemies still hit/hurt. Rocks stop you, and cannot be pushed (see: top of Mt. Crenel). To disable, go to a new area. This works from any side(that you can walk against) of any shrinker(I tested stones, jars, and dungeon-types as well), it appears. However, you'll always appear to dash/collide downwards- probably because you always face down before shrinking. Temple of Droplets entrance does this behaviour too, but I got stuck in the boundaries. So, when will this save time? The dog in Hyrule Town? No shrinker that is accessible on screen like that, afaik. It doesn't allow you to go through the deactivated Armos in Wind Ruins. It does let you not trigger the Armos who runs to block you, but it doesn't matter- there's nowhere on either side to disable the glitch. The guards in Hyrule Castle Garden can still spot you (this will disable glitch). Can it be used to walk into Hyrule Castle at a wrong time, perhaps? (The Dark Hyrule Castle entrance, at least, works with glitch.)
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Johannes wrote:
http://www.youtube.com/watch?v=-hB1eI-x4BQ HD version
...first, meh. Flying, though, yowza. As for those strategies, what about lack of cannon use for 100coin on B-o-B? It seems like it'd be terribly slower, if possible. Nm, same strat as for Wings to the Sky.
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Some nasty pops in the sound on this encode, for instance during Pokey's theme at 3:28 or so.
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100% snes, and from-SRAM or somesuch for extra levels on GBA, then? And yes, you will hit a Toadie if you aim too far up, rather than it bothering with the absurd arc.
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Well, I just watched it, and it all looks pretty good, only a couple of bad shots here and there. PUZZLE DE PON READY GO Then, Pisces. You clear both sides, before dropping the pattern, rather than just one (and I checked, blue balls were already unlocked, as seen when you used them to clear on left). It looked terribly slow compared to the rest of the movie. What's up with that? PUZZLE DE PON READY GO Aside from that, I like it. Yes vote once explained.PUZZLE DE PON READY GO
Post subject: Re: #2281: Randil's NES Fire n' Ice in 1:03:33.2
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NesVideoAgent wrote:
In total, 24 of the 101 levels are played differently than in Ragowit's TAS.
Which would those be?
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To divert the religious talk, mundanity- To what [nonhuman] animal would you claim you are simiilar in personality?
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