Posts for lapogne36


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Editor, Experienced Forum User, Published Author, Skilled player (1280)
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All these proxy jumps were really funny, as was the Skateboarding part. As a little side question, can you also do these proxy jumps in Spyro 2 ? Because I am only able to be eject on the side (however I tried only on few enemies). Edit : Nevemind, I was trying it the wrong way. Now I even have some hopes to reach Ripto without swimming.
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Je ne connais pas le jeu mais à première vue je ne vois pas d'erreurs flagrantes donc c'est déjà un bon point. Je te conseille quand même en plus de la vidéo d'envoyer ton fichier d'input (.GMV si je ne me trompe pas) (utilise l'espace prévu à cet effet), car ça sera plus simple de voir s'il y a des morceaux améliorables ou non dans ton tas.
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I think I will soon work on a new any% tas of this game, but I am currently looking about some frame perfect tricks with the dead bodies.
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Well done as always, and it's funny to see Sparx grab gems from a really big distance (like that yellow gem at 8:25 ...)
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I am always wondering how someone can find these proxy jumps...
Editor, Experienced Forum User, Published Author, Skilled player (1280)
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What was this glitch that allow you to move with Sheila even when getting an egg or talking to someone ? About the WIP, I saw nothing to improve in it, so nice work.
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As always the WIP is really nice. However how do you turn to the left or right ? Because in Spyro 2 (and I assume it works the same way in Spyro 3), it is faster to use the left (or right) and down buttons than only the left (or right) button to turn, and I am not sure that you use this "trick" in the WIP (but maybe I am wrong).
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Oui c'est exactement ça. ça doit finir en 00 pour les jeux jap, 01 pour les US et 02 pour les jeux PAL
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Je viens de tester avec la version US du jeu et je n'ai pas eu de problème graphique (notamment sur la scène dont tu as donné l'exemple en image). Donc c'est soit un problème d'émulation de la version PAL, soit toi qui a mal configuré quelque chose avec psxjin (vérifie que tu n'as rien de coché dans la configuration graphique mis à part "Use FPS limit", de même que dans les options à part "Autodetect). Normalement en utilisant la version US et la config que je viens de décrire il n'y a pas de raison que ça ne marche pas sur ton émulateur.
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Bonjour à toi. J'avoue que je suis surpris que le fait de faire une savestate enlève les textures. Voici quelques questions pour essayer de mieux comprendre ton problème : Est-ce qu'elles disparaissent lorsque tu enregistres la savestate ou lorsque tu la recharges ? As-tu vérifier dans les "Map Hotkeys" que le raccourci clavier que tu utilises pour la savestate ne déclenche pas dans le même temps une autre Hotkey ? Est-ce que ce bug se produit aussi avec d'autres versions du jeu (US ou japonaise). N'oublie pas non plus que pour un jeu en PAL il faut que ton bio soit de la forme SCPHxx02.BIN
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Editor, Experienced Forum User, Published Author, Skilled player (1280)
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I think it should be ok as long as you can provide the patch. However I don't know how hard it is to create a patch that remove these protections.
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I don't know why Hog Ride (the motor-bike level) was so unoptimize (33.96 is the developer time, which is very good for this level but not the best possible), but everything else was well done.
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Le HP Meter n'est qu'un terme et non pas un outil à proprement parler. Il s'agit en fait d'utiliser le RAM Watch afin d'observer des valeurs tels que des points de vie. Jette donc un œil au guide réalisé pour les francophones si tu veux plus d'informations ;)
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On WIP 2, at 0:15 , it is possible to jump directly to the ending NPC (I did it once with savestates and frame advance). However I can't assure that it is a faster way than your's. At 4:36 (WIP 2), I think you should take the blue and green gems on the left BEFORE the egg, but once again maybe I am wrong. At the Mushroom Speedway race, isn't it faster to charge between the 4th and 5th rings ? That's all I see, anyhow you did a nice job on these WIP so far.
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What I am saying is that it's not an emulation glitch. The lag frames work the same way in all emulators.
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xxNKxx wrote:
is this dead? Didn't see any update now :( I have try some games but I got problem with lag counter. Sometimes ingame, it make me freeze can't control and use buttons, it's also auto hold my buttons pressed before got lag,etc
It doesn't seem abnormal. During lag frames, the game/emulator doesn't check your inputs and consider they are the same than the previous frame, so you must either adapt your inputs to these lag frames, or find a way to avoid these lag frames.
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So currently there are only 4 levels that must be visited twice for the 100% : Rolling Stones, Boulder Dash, Native Fortress and Lights Out, that's an impressive small list. The first two have a hidden area that is considered as a hole if Crash doesn't use a color gem. The other two have hidden areas high in the sky, however it doesn't seem "so impossible" to climb to the secret area in Lights Out (at least the walls look like they can be climb). Let's hope it isn't only a feeling.
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Je ne pense pas que quelqu'un dans la section française puisse vraiment répondre à ta question. Je te suggère d'aller la poser dans le "Encoders' corner" afin de trouver des gens plus qualifiés que nous pour y répondre ^^'
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No PAL was a rule because PAL games were "obliviously" slower than NTSC games. So in the case where the PAL version is faster, there is no problem.
Post subject: Re: I quit.
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PeteThePlayer wrote:
For Crash 1, the NTSC-J is still not confirmed to be the fastest in Any%. In 100% it is without a doubt though. But in Any%, it might not because you always HAVE to face a box screen whereas you can bypass it by dying in other versions. Maybe the time will add up and the NTSC-J version might turn out to be a second or two slower than the regular versions. As for PAL vs NTSC-U, we cannot really tell. Frame perfect zigzagging on NTSC might be faster than it is on PAL. Due to the difference of Crash's running speed there are also different cycles in levels, you have to face, thus making all of this hardly comparable.
The NTSC-J must be the fastest in Any% thanks to the green gem location, as I think the box screen only gives a slight advantage to NTSC-U (1 or 2 seconds faster at each death abuse level, but 18 frames slower per extra box in the other levels according to the old TAS comments).
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Loading a savestate from an ISO compressed with .bz format doesn't work and leads to an error message (and this also closes the game) :
Right before I tried to load the savestate : Right after :
This error doesn't happen with my previous version of PCSX-RR (v 0.1.3) And it leads to my second question : why did some games (Tekken 3 in my exemple) don't work on PCSX-RR if they are not compressed (the game crash after something like 8 frames) ?
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Dans ton cas je pense que ça serait surtout anticiper l'explication de certaines techniques (enfin je pense en particulier aux corner boost), et éventuellement pendant que ta run se déroule de rajouter dans un coin de l'écran une scène qui vient de se passer, et que tu es en train d'expliquer, au ralenti afin que le spectateur la voit une seconde fois mais plus en détail. Je ne sais pas si j'étais très clair dans mes explications ^^' , mais de toute façon ça dépend aussi de la quantité de choses que tu veux expliquer.
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Yes it is intend, and it is the only way to jump higher than with a normal jump.
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Pour un premier TAS, je dois avouer que ce n'est pas une mauvaise chose que le coté aléatoire n'existe pas, et ça peut donner un TAS tout aussi intéressant car cela nécessite un planning très élaboré, c'est-à-dire : -Comprendre exactement comment les dommages sont calculés pour chaque sort en fonction du monstre ennemi -Élaborer une route pour savoir quand faire un combat supplémentaire pour de l'expérience afin de réussir les prochains combats obligatoire (ou gagner plus de temps en retour) -La réaliser en TAS Enfin cela n'est que mon avis, et au final le choix de le faire ou pas te revient.
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