Posts for fsvgm777


fsvgm777
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I've re-discovered the Infinite Jukebox, so what did I decide to listen on it? Wannabe by the Spice Girls. (for real, this is a huge guilty pleasure of mine) How long can you listen to it before you close the tab or back out? I myself can potentially listen to it for at least a good half hour without pausing. Warning: Prolonged exposure to the song might result in the song getting stuck in your head for days.
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fsvgm777
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Probably has already been posted at least once here, but... Link to video
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fsvgm777
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I've watched the TAS reveal on stream (which has, as noted in the submission comments, been improved upon with the submitted version), and it was an absolute treat to watch. This gets an absolute Yes vote for entertainment from me. Note to other encoders/publishers: I'm going to encode and publish it as soon as it gets accepted.
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fsvgm777
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Just tested again, and I can confirm that issue has been fixed.
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fsvgm777
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Downloading any submission movie file (e.g. this one) gives me "Access blocked because of missing/unacceptable referrer information.". The same goes for published movie files (e.g. this one). Torrents are unaffected. EDIT: However, I can download submission movie files as well as published movie files just fine if I use either https://ipv4.tasvideos.org/ or https://ipv6.tasvideos.org/, so this is strictly an issue with https://direct.tasvideos.org/
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fsvgm777
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Another song where you wonder if they were on drugs when they made the music video (seizure warning): Link to video
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fsvgm777
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I should note that the SHA1 hash of the ROM used for the movie (6E4CD6FA5C1B2DF9EA78F85B95599BC4585CE9BB) does not match the one of the verified good ROM (89ADF2D9E453FC7FC491F968495C80C0C4A568D5). However, it syncs just fine on the latter (it could be it takes the hash of the ZIP rather than the unzipped ROM, but I'm not sure right now). Anyway, that was quite a pleasant watch, so I'm going to vote Yes. Note to other publishers/encoders: I'll be encoding and publishing this TAS once it gets accepted.
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fsvgm777
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feos wrote:
All my problems were after I set it to windowed outside libTAS.
Yeah, same here. It can't be because I'm on a Kubuntu 18.04 VM, can it? EDIT: So I tried running with gdb attached, and it revealed the following:
Thread 1 "TheGame_NFML" received signal SIGSEGV, Segmentation fault.
0xb78ca186 in XFilterEvent () from /usr/lib/i386-linux-gnu/libX11.so.6
I should point out I don't have that issue with any other games I run on libTAS.
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fsvgm777
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I, myself, can't get the game to run at all inside libTAS on my 32-bit Kubuntu VM. It works just fine outside of libTAS. Trying to invoke sudo apt-get install libstdc++ causes the terminal window to spit out a ton of errors about package conflicts. The rest were either already installed or were installing just fine (NB: I used libgcc1, not lib64gcc1, as I was already on 32-bit, not sure if that makes any difference). The error message in the terminal is just a non-descript "Got unknown message!!!". I should note that other games run just fine inside libTAS.
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fsvgm777
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warmCabin wrote:
Are you interested in a no-epilepsy encode? I made a hack for it. Also, are you planning to give it the "has commentary" tag or is mine a bit too freeform/livestreamy for that?
Personally, since all of our published Mega Man 2 TASes don't have any sort of "no-epilepsy" encode, I don't see the need for one. However, I can link to it in the movie description. To answer your second question, I believe every publication with livestream commentary has the "Has commentary" tag. So I will also be giving it here.
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fsvgm777
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All right then, I'll make an alternate encode with the input display.
warmCabin wrote:
Did you see how I did it in my encode? I brought up the input display when it was showtime, and hid it during the actual gameplay. That way I could show off my light shows without having a distracting (IMO) overlay over the run.
Some other published TASes with alternate encodes that showed the input display had them be shown throughout the encode and not just shown during the relevant segments. Therefore, in this case, I'll also show the input display throughout the movie for the alternate encode. Besides, I personally don't find the input display distracting at all, in fact, I have it enabled all the time.
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fsvgm777
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Just as a note, there's an emulation error with the scrolling text in the ending cutscene, as it's really choppy in GBHawk. However, it's fine in Gambatte (text scrolls smoothly). From the TAS. From a speedrun that used Gambatte.
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fsvgm777
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Don't think I didn't see the "input dancing" (as in the input presses that match with the rhythm of the music) during the downtime periods (weapon upgrades, intro to Wily's Castle)...so now I'm pondering making an alternate encode with the input display. If five people think I should make such an encode, then I will make one.
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fsvgm777
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Chapter 9 of Celeste came out on Monday, so I recorded myself playing through it on release date and finally got to put up the video today. WARNING: Do not watch it if you intend on going in blind! Here's the video of my playthrough with most of my deaths edited out (those I left in are mainly for continuity purposes). And here's a playlist of my three recording sessions of my playthrough, since I took two half-hour breaks. I'm just going to say this: It was an absolute blast, and I do not regret a single second playing it.
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fsvgm777
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Malleoz wrote:
In my scenario, I was not able to sync it on my laptop, which has a GTX 1050. If someone else can confirm if they are able to synchronize this TAS, please let me know.
That's fascinating, since I could get it to sync on my GTX 1060 laptop and Stovent could on an nVidia GT 640 GPU. 2x native, 1x AA and 1x AF are absolutely required to get this TAS to sync, else, it will desync in Prologue when trying to enter the shop (just after Goombella gets formally introduced) from my testing.
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Post subject: Re: #6509: Malleoz's GC Paper Mario: The Thousand-Year Door in 2:00:58.23
fsvgm777
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TASVideoAgent wrote:
<h2>To sync the run:</h2>
  • Emulator used: Dolphin 5.0
  • Idle Skipping Off
  • Dual Core Off
  • DSP LLE Recompiler
  • Memory Card in Slot A
  • 2x internal resolution, no anti-aliasing, no antisotropic filtering
  • Requires an AMD GPU running with OpenGL
Sync has been reported on an nVidia GPU and DSP HLE. Is the information given in the submission text still accurate? EDIT: Synced on my end as well, and I'm on an nVidia GTX 1060.
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fsvgm777
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We get it already. The GBC version from the Konami GB Collection lags less. (although the TAS that was done on that version was done on VBA-RR, which is notoriously inaccurate, but that's beside the point) Anyway, watching the run, I noticed that during the second boss fight, the last fleaman spawns from the topmost hole, one you can't reach. This alone makes it sub-optimal, since it can spawn at any of the three other holes (and would inevitably be faster). Therefore, I have doubts this can even be published, version differences aside. Anyway, here's the same submission, but with about 2.5 minutes of extraneous input (including input just after Dracula is defeated) cut out.
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Post subject: Re: The PCSX Resync Project.
fsvgm777
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Spikestuff wrote:
As a note I have hit a game case where the process outright fails (both manually and automatically) mainly due to either the game or pcsx-rr not liking it. If you want to try this it's [2315] PSX Ehrgeiz: God Bless the Ring "Quest Mode" by sparky in 03:51.77
Ironically, I actually could get that movie to sync with just Eternal (as hinted at in FractalFusion's judgement note). Heck, it even syncs with just that on my Win10 host. Absolutely no resync was even required.
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fsvgm777
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Welcome, Maru, to the judging team! I'm sure you'll do a fine job as a judge.
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fsvgm777
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Magnificent progress on the core, I must say. Now Super Mario Bros. 64 works correctly on the latest interim release. By the way, I'd like to point out that at least one game released on tape (Last Ninja II) using the Cyberload tape loader will not load the game at all. Instead, the screen just blacks out after the "CYBERLOAD NOW LOADING" screen. The tape image works fine in VICE. (note that this isn't a regression, the issue is also present in BizHawk 2.3.2)
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fsvgm777
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For what it's worth, there is a T64 to TAP converter (and vice versa) that's available called WAV-PRG. It can be found here. If games converted from T64 to TAP can be used for TASing them....that's left for the senior judge to decide.
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fsvgm777
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DrD2k9 wrote:
Further all the disk versions I could find had a glitched room with walls/floors that weren't supposed to be there. EDIT: Specifically this room. Correct Glitched
Now that's interesting. It seems the disk releases that are floating around are basically "bad dumps" (be it cracked or non-cracked). BTW, comparing against the only speedrun on SRC (at around 2:12), it seems you had really horrible RNG in that specific room, as it's basically taking forever for the teleporter to turn green. Abstaining from voting.
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fsvgm777
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I wonder why you went for the tape release (with the slowest loading, no really, about half the duration of the TAS is seizure-inducing loading as it is) instead of a disk release. I assume it's because you didn't want to deal with a cracked disk image, even though there's an exception for them in the rules (for C64 games and I presume also ZX Spectrum games). EDIT: So....I apparently found an *un*cracked disk release. SHA1: F51B6D934EED206DF74D248F9F70C16C96146133
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fsvgm777
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As someone who published both Super Mario Ball and Bubble Ghost, the main reason why I show the title screen in my encodes of Bubble Ghost, but not Super Mario Ball, is because Bubble Ghost actually shows the credits if you let it idle a bit (i.e. not hitting Start). In Super Mario Ball, the sequence goes like this (starting from game boot): opening -> title screen -> high score ranking -> attract mode -> title screen -> high score ranking -> attract mode -> title screen -> high score ranking -> opening (and so on). After the movie ends, the sequence skips the initial opening directly to the title screen, then the sequence should be similar. Incidentally, I cut my encodes for Super Mario Ball at the fade-to-white of the high score ranking (the one that shows two screens after The End, which leads to a rather ugly cut). IMHO, the final input should be at the last menu before the high score ranking, i.e. this one. Therefore, I agree with feos in that the encodes for this game should end on the high score ranking, as I don't really see a reason to show the title screen at the very end.
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fsvgm777
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Well, shoot. Thank you, Fog, for your hard work for this site.
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