Posts for kooz


Experienced Forum User, Published Author, Former player
Joined: 8/3/2004
Posts: 100
Location: Michigan, United States
can you not gain more speed ducking and sliding down those hills? It gets you under all of the logs.
My main concern here was to avoid shells, however I had not considered the possibility of this saving more time than a bonus plok wastes. It does matter how quickly you get to the bottom, as well. The water platform cycle will not start without you jumping on it first. Noted for the next run.
Experienced Forum User, Published Author, Former player
Joined: 8/3/2004
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Location: Michigan, United States
Nope, there's nothing I can do about the intervals at which Plok jumps during the final battle. As a matter of fact, the jump button and up/down do absolutely nothing.
Experienced Forum User, Published Author, Former player
Joined: 8/3/2004
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Location: Michigan, United States
Scubed, I was not aware of that. Thanks! I was posting WIPs most of my way through this run looking for feedback but was not getting much, but I will definitely put that to use in my next version.
Experienced Forum User, Published Author, Former player
Joined: 8/3/2004
Posts: 100
Location: Michigan, United States
FODA wrote:
even in a 3d world, to move from point A to point B still is drawn as a straight line
Thought I might add to that a little... Yeah, this is true, but certain elements may prevent you from considering a straight line the fastest route. Such as water, and the possibility of running around it being faster than swimming through it. *completely obvious* ...but just thought I'd throw that in. Anyway, I have to say that I think what you're doing with this run is incredible. I have to admit, with your test run I had some doubts... But I think, for the most part, that I forgot it was a test run. Your new WIP is amazing... especially the 100-coin for JRB... absolutely awesome.
Experienced Forum User, Published Author, Former player
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Location: Michigan, United States
Seemed very well-played/enteratining and never desync'ed for me, even when using different plugins. Voting yes.
Experienced Forum User, Published Author, Former player
Joined: 8/3/2004
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Location: Michigan, United States
It was N-Rage`s Direct-Input8 V2 1.80a... thought I was using the correct version but it was defaulting to an older version. Looks great so far ;)
Experienced Forum User, Published Author, Former player
Joined: 8/3/2004
Posts: 100
Location: Michigan, United States
gIN64 freezes mupen completely for me... Using any other video plugin seems to desync the movie instantly. Is there something I'm doing wrong? All the Mario 64 movies up until now have worked perfectly for me with Jabo's Direct3D 1.6
Post subject: Golgo 13 - Top Secret Episode
Experienced Forum User, Published Author, Former player
Joined: 8/3/2004
Posts: 100
Location: Michigan, United States
Ugh. I can't believe I was going to try this. This game is ridiculously boring... I made a quick test runthrough of the first few stages, and I'm pretty sure I not going to continue, unless for some reason someone is dying to see this (doubtful). Feel free to check out the first few levels here.
Experienced Forum User, Published Author, Former player
Joined: 8/3/2004
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Location: Michigan, United States
Yeah, that's the only thing I'm noticing, too... I had to pick up the controller and finish it off myself ^^ Other than that it's gorgeous. I get all excited thinking about the possibility of a 120 star run... hint, hint... Anyway, I've been watching the progress the whole time. This movie was incredibly enjoyable to watch and I look forward for it to become the first published N64 TAS on the site.
Experienced Forum User, Published Author, Former player
Joined: 8/3/2004
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Location: Michigan, United States
This has been on my wishlist for quite a while. Looking forward to watching and of course voting yes.
Experienced Forum User, Published Author, Former player
Joined: 8/3/2004
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Location: Michigan, United States
Thanks for the "yes" vote. I agree, though, the first levels are quite boring. The vehicle levels at the end are ridiculously difficult. I spent almost half of my time on this run doing them. I am still thinking about doing a full run of this game. Some of the Akryllic levels that were skipped are really cool, and I have never really liked the idea of a warp run anyway. Absolute speed seems to be the highest goal at Nesvideos, though, so I thought I'd start there. I will probably get on IRC tomorrow to try and extract a response. ^^
Experienced Forum User, Published Author, Former player
Joined: 8/3/2004
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Location: Michigan, United States
I've created an AVI using h.264 with very acceptable quality, although I would like to obtain optimal settings from one of our encoding members as I'd like to make this movie as well as others in Nesvideos-friendly format. This had been brought up in the General forum, however that topic went nowhere. I will edit this post for a link to the movie soon. EDIT: Link.
Experienced Forum User, Published Author, Former player
Joined: 8/3/2004
Posts: 100
Location: Michigan, United States
Graveworm: Your limbs return to you after making contact with an enemy. When you shoot a target, your limbs teleport to a coat hanger. Jeffrey: I would imagine a small amount of optimization is possible, maybe in Real Rumblings. I will play around with it. Less Ashamed Of Self: I can make an AVI for you if this movie doesn't get posted.
Post subject: Encoding settings for movie processing (huffyuv/h.264)
Experienced Forum User, Published Author, Former player
Joined: 8/3/2004
Posts: 100
Location: Michigan, United States
I am interested in processing movies. It seems to be a pretty easy thing to do, so I was just wondering a couple things about getting the files encoded. First of all, I was wondering if there is any way to force huffyuv to split my output into several files. Upon my first few attempts at exporting AVI from SNES9X I ran into an issue where my filesize was limited to somewhere around 4GB... so I paused exporting about halfway through a movie, then continued exporting to a different filename. When using VirtualDub I then edit the two movies together, matching frames. This seems tedious to me and I was just wondering if there is a better way to go about it... Also, now that I have successfully obtained a lossless hardcopy of the run, I am looking to find optimal settings for using the h.264 codec. EDIT: The AVI processing guides only refer to using optimal settings for Xvid, which seems to be outdated now. Lastly, I am looking for the best way to create the logo/movie information header for a processed movie. Is there a specific template that should be used? What is the best way to get this inserted into VirtualDub? Looking forward to contributing.
Experienced Forum User, Published Author, Former player
Joined: 8/3/2004
Posts: 100
Location: Michigan, United States
Yeah, I didn't really find this very entertaining, either. The close calls are nice, but all of the crashes just seem sorta sloppy. I know it's done on purpose and it would be boring to be going for pure speed, but it's almost aggrivating to watch purposeful mistakes when everything else on the site is supposed to be played perfectly. EDIT: Rainbow road really was awesome, though. :)
Experienced Forum User, Published Author, Former player
Joined: 8/3/2004
Posts: 100
Location: Michigan, United States
Argh. That sucks... I guess I'll just try to use some sort of auto-fire program or something. I know my JoyToKey program does that... I wonder if I can get it to map a key to a key... Or could someone modify the code? :)
Experienced Forum User, Published Author, Former player
Joined: 8/3/2004
Posts: 100
Location: Michigan, United States
Thank you everyone for the support and votes!
Post subject: Frame advance
Experienced Forum User, Published Author, Former player
Joined: 8/3/2004
Posts: 100
Location: Michigan, United States
I am probably going to start doing Golgo 13: Top Secret Episode now that I have finished my Plok! TAS, so I was wondering this one thing about FCEU... Is there a way to make FCEU frame advance the way SNES9X does? By this, I mean, when you hold down the frame advance button in SNES9X it automatically advances several frames, in slow motion. I find this very helpful rather than using a slow emulation speed... Is there a toggle I'm missing, or does this feature just not exist in FCEU?
Experienced Forum User, Published Author, Former player
Joined: 8/3/2004
Posts: 100
Location: Michigan, United States
Bowser's level... I couldn't stop laughing and saying "oh my GOD". That was incredible.
Experienced Forum User, Published Author, Former player
Joined: 8/3/2004
Posts: 100
Location: Michigan, United States
Wow, even for a test... that was awesome. I can't wait to see more.
Experienced Forum User, Published Author, Former player
Joined: 8/3/2004
Posts: 100
Location: Michigan, United States
Well, supposedly according to the Joystiq article, it is finished and complete (with everything, including magic, limit breaks, blitzball...), but their link to the source of the article is down.
Experienced Forum User, Published Author, Former player
Joined: 8/3/2004
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Location: Michigan, United States
It's not, though. I followed one of the links in the comments and there are indeed "test" NES roms that were being worked on. One even had the music and circle of friends that is in the intro to FFX. I think someone who was looking at the Japanese site and just saw the link "PC" but it is definitely for the NES... I just can't find the finished product. :(
Post subject: Final Fantasy X (FF2j Hack)
Experienced Forum User, Published Author, Former player
Joined: 8/3/2004
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Location: Michigan, United States
Check this out. Has anyone else seen this yet? Looks like it would be really cool, but the link at Joystiq isn't working...
Experienced Forum User, Published Author, Former player
Joined: 8/3/2004
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Location: Michigan, United States
Pow. Now up to somewhere in the middle of Creepy Crag. EDIT: WIP7. Creepy Crag complete.
Experienced Forum User, Published Author, Former player
Joined: 8/3/2004
Posts: 100
Location: Michigan, United States
Ahhh, right you are. And here is the improved fight, saving 387 frames, thanks to your help and re-prioritizing. If you think it looks good, I'll proceed to Venge Thicket now.