Posts for heldtogetherwithtape

1 2 3 4 5 6 7
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
I glove this game and I gloved this run. Yes vote.
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
It's too difficult of a choice for me. The Mega Man series and the Metroid series are my top 2 favorite series.
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
JWinslow23 wrote:
heldtogetherwithtape wrote:
JWinslow23 wrote:
The only emulator I have for TI-83 that works (with no rerecording or frame advance abilities, however) is the one here! Please help with Bizhawk TI-83 emulation!
If you wanted the calculator roms so bad, why not just check the contents of .zip file you linked? image Just so you know though, I would maybe remove your link. Edit: Also, none of the roms in the link you posted work with BizHawk.
edited by adelikat: *Censored*
edited by adelikat: *Censored*
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
JWinslow23 wrote:
The only emulator I have for TI-83 that works (with no rerecording or frame advance abilities, however) is the one here! Please help with Bizhawk TI-83 emulation!
If you wanted the calculator roms so bad, why not just check the contents of .zip file you linked? Just so you know though, I would maybe remove your link. Edit: Also, none of the roms in the link you posted work with BizHawk.
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
I've written a game similar to Snafu on the Intellivision using TI-BASIC with 2 very basic AI players, one that makes all left turns and one that makes all right turns. It probably wouldn't be very entertaining to watch since a bulk of the TAS for it would be writing out the program.
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
Hero of the Day's Super Metroid "real time" in 39:32.8 and Cpadolf's Super Metroid "in-game time" in 41:02.4 were what brought me here, and Super Metroid in general is probably what got me to stay here too. That game and the TASes for it never fail to blow my mind with what they bring with each new submission.
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
Totally Toobular! This game actually doesn't look all that bad, graphically speaking. The music is fairly decent too IMO. I can't say this game is an accurate representation of any of my past experiences toobin' down a river. I think I'm probably going to vote yes on this. I do have a question though, when it comes to going though those gate things, you seem to not do a very consistent job of either skipping them all or going through them. Is there any reason why sometimes you do go through them and sometimes you don't?
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
A tool assisted movie for a video game based on a movie about video games. Sounds interesting. I know the WIP is rather short, but it looks like the game has fairly smooth gameplay, and it seems to have a decent pace too. I say keep up the good work, I'd be interested in seeing a run.
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
Nice work indeed. Have a happy birthday yes vote!
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
Yeah, you can bounce of most enemies in traditional Super Mario type fashion for the most part. As for the wall glitch, I've already shed my opinion on the matter that with the amount of abuse of the wall glitch, there should be a version that doesn't use it at least for performing major skips, cause you never know when you have to clip a corner.
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
[Joke]At least this isn't exactly identical to the run DevanWolf submitted. JWinslow23 sets his own cash to $1501 instead of setting the computer's cash to $1499.[/Joke] Seriously though, no vote. On a side note, this run might be improvable by selecting the prepared game at the game editor screen instead of setting your cash to 1 more than the CPU's, but I'm too lazy to actually test it.
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
No vote for the same reason that everyone else has been giving.
My user name is rather long, feel free to call me by htwt or tape.
Post subject: It pays to look around
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
Not really useful, but I think this should be a reminder that you never know what you'll find in a game where you can enter the walls. I found this NPC hidden behind the back wall of the shop while I was goofing around with psycho waluigi in hourglass. It's obviously some sort of easter egg, but unless you L+R into the wall to get on the ceiling, there's no way of getting behind there that I can tell. While I was playing around with hourglass, I decided to try out the demo 2 version, saw that soap sud kingdom was playable, and attempted to see if exiting one of the clouds of suds through a wall would keep the suds physics like how swim above water and jump under water do. Unfortunately, it doesn't.
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
Here are my settings Under Graphics: Allow Hardware Acceleration is checked Let Game Choose is checked under Surface Memory Under Sound: Use Software Mixing is checked All of the formats are set as their defaults Under Runtime: Use System Locale is checked under App Locale Wrap is checked under Multithreading Mode* Synchronous is checked under Multimedia Timer Mode Semi-Synchronous is checked under Message Sync Mode Synchronous Skip is checked under Wait Sync Mode Load All Symbols and dbghelp.dll, Check CRCs on movie playback, Store Video Memory in Savestates, and Store Guarded Memory Pages in Savestates are checked under Performance Write to Log is checked under Debug Logging *I usually change the Multithreading settings from the main hourglass window, not from under the runtime menu. Also, I usually switch to Disable for multithreading after hourglass crashes usually, however I don't get sound afterwards once I've switched. And as Sack_bot already said, you must delete walusave1 and walusave2 before you play back the movie, since iirc the game generates the saves as soon as you enter Crash Course Kingdom and hourglass doesn't delete game saves on movie playback. Edit: And 50FPS as we've recently established. P.S. Good to know that the RAM Watch is working and hopefully you're right about the addresses staying the same between movie files.
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
I got a response from Thunder Dragon with some approximate values.
Walking-- On land: 15 for right, -15 for left. In water: 10 for right, -10 for left. Arrow gates and bouncy things: 20 for right, -20 for left. Jumping-- 35 on land. 40 in water without eyefly. 55 in water with eyefly. 40 or 50 when bouncing on things, sometimes 30 I guess. Use negatives for bouncing downwards. Apologies if these are off somewhat, I'm just going by my basic walk and run counters. Depending on the situation, they might be modified by like 3 or 4.
I probably will need some assistance with finding addresses since I literally downloaded, installed, and mostly learned how to use Cheat Engine today.
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
CoolKirby wrote:
sack_bot wrote:
DRybes wrote:
I would also try memory watching the game, on the off chance that the relevant variables are easy enough to locate that they can be of use
Small problem. mem wach does not work in hourglass r-81 or erlear
You're restarting the run anyway, right? Can't you just restart on a revision that supports memory watch? Otherwise, you can probably use MHS or Cheat Engine for memory watch. By the way, It's great to see you had made such progress on the run (world 8!) and even managed to contact the game's programmer (which would be really hard for most of the games on this site)!
If RAM Watch/Search doesn't work in r81, then we probably will have to use MHS or Cheat Engine, r81 is the most recent version. Edit1: On the subject of memory addresses though, I went ahead and PM'd Thunder Dragon about some information on the top speed when walking/jumping in hopes we can use that to find the addresses for them. Edit2: I completed the tutorial that came with Cheat Engine, so with any luck I can get to finding addresses as soon as TD PM's me back.
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
Funny you should mention contacting the programmer through DJ Yoshiman, I actually PM'd him and Thunder Dragon (Psycho Waluigi's programmer) some time last week on http://www.mfgg.net/ to see if they would be able to set us up with some level maps for route making purposes (and so that we can make sure we don't get stuck in the ceiling as often). Unfortunately, Thunder Dragon told me that there's no convenient way of generating level maps without going all over every level and print screening. He did seem thrilled that we like the game enough to do a speedrun of it though, so I think he'd be willing to point us in the right direction(s) for that. Edit: I forgot to mention, I did some testing after I posted last night while recording at 50 FPS, entering the wall with L+R and swimming above water still work, and I would imagine that above water movement underwater still works too (haven't gotten to test that yet), so the L+R glitches are not an artifact of 60 FPS recording.
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
Well, that's unfortunate if it does need to be redone. On the other hand, it'd be a good opportunity to go over some of the earlier levels, and maybe even for me to join back in on working on TASing it. I also have a distinct feeling that I may have jumped the gun on taking as much damage as possible before the end of the level. I haven't actually made a test run to check, but I would imagine that keeping the purple eyefly from the first level would benefit the other levels afterwards since jumping is probably faster than the game's vertical ejection speed. Chances are that would probably outweigh any time that would be saved by having only 1 heart left or dieing at the end to skip the score tally.
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
That's strange. When I was playing back the WIP you uploaded yesterday hourglass was indicating that is was playing back at 50/50 fps.
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
I would say that this is a very well done TAS. I'm normally not a fan of FPS games, but seeing as how your run managed to keep me entertained enough to make it through, I present you with a yes vote.
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
0_0 That ending... The TAS actually made this game look good, now I must watch the AVGN for it to remind myself that it's a horrible game. Yes vote for making a bad game look alright.
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
sack_bot wrote:
DJ Yoshiman wrote:
So I worked on the music for this game, and am a friend of the programmer of this game. Just to let you guys know, that I find this TAS intriguing and enjoy the effort you guys have all put into making a TAS of this game possible. It's program-wise ruining, but just absolutely hilarious anyways. Perhaps this might motivate one or more of you to continue this TAS and take it all the way!
we are working on it. Right HTWT?
Actually, it's mainly just you working on it. The last time I played Psycho Waluigi was when I found the swim out of water glitch. I've been meaning to watch the new WIP, but college is back in session for me, so I haven't had time to recently.
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
It's been a while since I've used the snapshot feature, I might have to look into that. Snapshot was something that I haven't spent much time using.
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
Out of curiosity jlun2, what VM software are you using for your Ao Oni TAS? I've been using VirtualBox to create/use VMs, and while it does have the ability to save the VM to a state, it closes the VM afterward and will only let me continue from that point.
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
http://code.google.com/p/hourglass-win32/issues/list Second one from the top of the list
My user name is rather long, feel free to call me by htwt or tape.
1 2 3 4 5 6 7