Posts for fsvgm777


fsvgm777
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fsvgm777
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Experienced Forum User, Published Author, Senior Publisher, Player (221)
Joined: 5/28/2009
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Location: Luxembourg
GoddessMaria wrote:
Samsara wrote:
Memory wrote:
Signing up with Samsara, GoddessMaria, and fsvgm777.
Confirming!
Also confirming!
Confirming as well!
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fsvgm777
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fsvgm777
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DrD2k9 wrote:
As an interesting side note: I have no idea what emulator that the nicovideo run was made with. It appears to have been done in an emulator that uses the SGB border, but it doesn't have the SGB enhanced sound of Pauline screaming for help. It also lacks the non-enhanced tones that are used for her scream on standard GB or GBC hardware.
I suspect it was done on a VBA-rr version and its SGB "mode", which really is just an emulator hack that just extracts the SGB border and uses SGB-specific colours for the game itself. That's why there's no Pauline screams, as they rely on the SNES SPC-700 audio if played on an SGB.
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Post subject: Re: #6828: Samsara's NES A Nightmare on Elm Street "4 Players" in 14:45.21
fsvgm777
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That was a pretty good TAS to watch. I appreciate the effort that went into making it as interesting as possible, despite all of the lag going on. Yes vote on entertainment.
TASVideoAgent wrote:
  • Everyone else who's reached out to me since I came back: GoddessMaria, fsvgm777 (hey, sisters!), Spikestuff (please stop talking about Buck Bumble tho), Invariel (welcome back!), arandomgameTASer (just redo Shantae already), BrunoVisnadi (who also reached out to me on YouTube way back in the day), MY BOY SCRIMPY, adelikat (who I would unironically call dad at this point), EZGames69 (nice to meet you!), anyone who I didn't mention here that welcome me back on the forums... S'a big list! Please continue feeding my ego, thank you. Also, thank you, incredibly sincerely.
You're very much welcome, sis! ♥ But seriously, Spike, stop talking about Buck Bumble, please.
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fsvgm777
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Just as a note for publishers/encoders: I'll be encoding and publishing this movie once it's accepted.
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fsvgm777
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This TAS was an absolute treat to watch. 3-4 and the final fight against DK were especially entertaining to me (I was pretty entertained throughout the movie, btw, don't get me wrong, I feel these were the standout points for me). The only thing I kinda missed were the SGB's enhanced audio at the beginning, but after a short while, I just didn't care about it anymore. Yes vote on entertainment. BTW, here's a userfile that corrects the cycle count for this submission. I double checked against the temp encode, and it appears the time I got matches the timestamp of the final input in the temp encode (54:26). EDIT:
SmashManiac wrote:
One thing I've always wondered about this game is what causes Mario to shut the door behind him sometimes at the end of a level. This appears to be a source of time loss, so I'm surprised to see it often in this TAS. Is that event not RNG-based?
If I recall correctly, if you clear a regular stage with more than 150 seconds left on the timer, you get the extended clear animation (Mario shutting the door behind him).
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Post subject: Mouse Trap Hotel
fsvgm777
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Mouse Trap Hotel is a game developed by Imagineering Inc. (yes, the same devs who developed Bart vs. the Space Mutants). It is a fairly below average platformer that runs at an amazing 15 frames per second. But anyhow, I've been TASing it recently, and just got done with the first stage, the basement. Here's a userfile that completes said stage. And here's a RAM watch file with some useful addresses. Of interest is address 0x06B2, Maxie's state. Here are the following states Maxie can be that are currently known to me:
03-04 = Walking
05 = Dropping
08 = Jumping
0E-0F = Climbing or clinging on a pipe while falling
12-13 = Attacking
16 = Respawning from a new life
19-1A = Stuck in a hole while climbing
1F = Dead
And finally, here's an encode of my WIP: Link to video Of note that jumping while moving is the fastest way of movement, however, that quickly gets negated by the really slow camera movement....which goes at walking speed, so the only real optimisations possible are from being as far left or right as possible before the camera changes direction (e.g. from going left to going up). Feedback is appreciated.
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fsvgm777
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Well, you can't replace the movie file yourself. However, GoddessMaria (who claimed this run for judging) can replace it with the correct one.
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Post subject: Re: #6784: janus's SNES Breath of Fire II "Weapon Glitch, Best Ending" in 50:50.78
fsvgm777
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TASVideoAgent wrote:
Please not that I couldn't upload the right movie file since it's too big. Find it here
I found out it's because that particular movie file assumes 2 controllers are plugged in, when only one is needed, which is why the movie file ended up this big. Here's a movie file that completely removes the second controller input (and is about 100 KB big). I've already verified that it syncs all the way.
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fsvgm777
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Welcome back, Maria!
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fsvgm777
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Memory wrote:
EDIT: though it's worth noting that some publications have had encodes with lua scripts visible. Not sure on the exact policy on that though.
I typically make these alternate encodes if it makes it easier for the general audience to understand what's going on (for instance, Kuru Kuru Kururin had a camhack and displayed the OoB elements via a Lua script). In this case, I feel the general audience won't benefit from it, so I wouldn't make alternate encodes showing the overlay for this movie, even if a description is provided.
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fsvgm777
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Oh hey, it's the Worms 3D title theme. Link to video
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fsvgm777
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Welcome back, Samsara. I'm happy to see you again here.
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fsvgm777
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Have some silly French rap. Link to video
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fsvgm777
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Don't feel bad about making mistakes, that's part of the learning process. With that said, I do respect your decision of not making the encodes for this movie.
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fsvgm777
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Just as a note (since Spikestuff already pointed it out): You should lower the position of the subtitles so that they're not in the black area at the top. Just below it is fine. I'm giving you one last chance of making encodes that are up to publication standards. Should you not be able to make such encodes, then it'd probably be better if someone else made the encodes. I'm not saying this to outright discourage you from encoding, though, as any help is appreciated, but your first two attempts weren't up to publication standards, is just what I'm saying. If you have any questions, though, feel free to ask in the appropriate topic.
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fsvgm777
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I've confirmed sync for the movie file slamo posted.
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fsvgm777
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Okay, so I actually have a bit of a problem. It desyncs for me at the reset. Basically, what happens is that the game doesn't actually get saved (and the save is empty after the reset). Same ROM, same BIOS, same version, even. No dice. I'm absolutely clueless right now.
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fsvgm777
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Looks good enough to me.
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fsvgm777
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jmosx36, do you plan on re-encoding this TAS so that it meets our publication standards?
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fsvgm777
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Spikestuff wrote:
I won't write anything about the logo besides the fact the text is not centered as that's a point that a Senior Publisher would have to talk to you about.
I'd like to kindly inform you (jmosx36) that I've sent you a PM regarding your logo.
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fsvgm777
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When everything just goes wrong: Link to video
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fsvgm777
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Oh look, it's yet another song from my early childhood. Link to video
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fsvgm777
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jmosx36 wrote:
Trying to contribute but my estimated render time is 25-30 hours and idk if it will be a good result. :(
Hi jmosx36, any progress on the encodes? Normally, if you keep the encoding settings as is, the results should be of publishable quality, provided the info subtitles don't cover important stuff (and are at a gameplay segment rather than menus or intermission screens) and that the encoder logo is also acceptable.
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