Posts for moozooh


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Hmm, apparently, I was slightly disappointed. While you did improve the published movie, you did it by a very small amount. However, the exact reason of my disappointment was your stylistic choices. Sliding got really old halfway through the movie (and it didn't really help anything, as evident from your improvement list), and post-boss actions were all the same, while Scumtron's were all different and very amusing. I can't help but give it a meh vote, sorry. :\
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wazkatango wrote:
I already knew about the whole "fast forward your movie to the end, and then start recording again", but what if you have a movie that is hours long. ( Example: Earthbound) Someone ought to make a utility to load movies at a certain time and allow re-recording without having to watch it every time. ( Unless I'm not looking hard enough again and it has already been done.
That utility is called a savestate. Before you close your emulator, do a savestate. After you open it again, load it in read-only mode to continue watching, and in read+write to continue recording. Loading it otherwise is impossible because a movie doesn't contain information for each frame, and thus have to be "reproduced" up to the needed point.
Warp wrote:
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Well, I know there are, but I'm not sure it would justify using a password. Playing it under default conditions makes it more easily comparable to conventional play, which for some people is easier to comprehend and thus enjoy. On another note, will it make the movie faster or not?
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Nah, I don't think it's necessary. For the record, it's the same thing as when you pass the game and start again without resetting.
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What I'm very surprised about is the amount of turns he does in mid-air. It looks like it's done without rerecords, either.
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I think this game would benefit from speed/entertainment tradeoffs, like most fighting/brawling game do (btw, it really reminds me of DBAA). Is there some attack that can potentially make you run faster than while simply running?
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klmz wrote:
Then just play my movie in 6400% speed, isn't it 00:00:09?
And if you play the published movie at 6400%, it's 00:08'47. The point, however, is that you failed to improve upon the published movie. Even if you had just taken all the input from it and applied it to an NTSC game, it would have been 9:22. Yours is 9:48, 26 seconds slower than what's supposed to be optimal. How do you explain the difference?
primorial#soup wrote:
I think that's exactly the point here. One should not and cannot disregard the difference in playback speed. The current movie is PAL (E) and was recorded in NTSC (J U). Had it been recorded in PAL mode, as it should have been, it would have had a length of 11:15.
Movies between NTSC and PAL-unoptimized game versions have to be compared under same conditions. Otherwise, one could have taken the NTSC version of the game, run it in 11:14 and claim it's faster than the current movie, which is actually ridiculous.
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klmz wrote:
Just open the Blue Shadow ROM with FCEU 0.98.16 and load the published movie, then look at the "Length: 00:11:15". Isn't it longer than 00:09:48?
It's longer just because it plays slower. If you discard the difference in playback speed, it's 9:22.
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Amazing. :D I would love to see a full run.
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My favorites, in order of the time I spent listening to them: Touhou 07—9.5 (all PC) — GODLIKE; Cave Story (PC) — ALSO GODLIKE; Killer Instinct (SNES; came with OST CD); DKC 1&2 (SNES); Super Castlevania IV (SNES); Jets'n'Guns Gold (PC); Earthworm Jim SE (Sega CD); Earthworm Jim 2 (PS1); Quake (PC) — absolute 100% match for the game's atmosphere; Rise of the Robots (SNES) — shitty game but the music is excellent; Diablo 1&2 (PC) — rich and fitting; Chrono Trigger (SNES); Final Fantasy VI (SNES); Sonic 3 & Knuckles (Genesis); + everything else I forgot.
Warp wrote:
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What's wrong with GoogleVideo which has nearly no limitations, far less restrictions than YouTube, and doesn't require installing anything?
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ShadowWraith wrote:
Amiga games emulate just fine. Unfortunately, the best Amiga emulator right now (WinUAE) has no re-recording/frame advance features. Only savestates.
No, that wasn't what I was talking about. Here's the thread.
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Post subject: Re: Request: Super Frog Speed Run
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Neillithan wrote:
Someone should do a speed run of Superfrog or other Amiga related games.
There are some difficulties in emulating Amiga games; they were discussed a couple months ago but I don't remember the exact thread. Right now it's pretty much impossible.
Warp wrote:
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I think Xkeeper's point was more about how you dismiss hacks altogether, and not just ignore them or count them as plain another games you've never played. In other words, if the game is unfamiliar to you, you usually ignore it. If the game is a hack, you're openly negative about it.
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What if you redo it on Snes9x 1.51? (I haven't watched it yet, btw.)
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Saturn wrote:
You did a slight mistake in your test though. In order to get the Lava Missile you have to morphball into the hole. You can't do it without, since it's too low placed. When you get it, you have to unmorph in the lava again (otherwise rolling out of it will be even slower), and since the morph/unmorph animation costs some time, doing so in lava will take you some more damage than what you did.
Well, that's not fatal. Lava damages at the rate of 3 energy units per 4 frames, heat damages at 1 unit per 4 frames. So, according to this smv, morphing will amount to staggering 5 units of additional damage…
Warp wrote:
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Sub-37 100% run, go! :D
Warp wrote:
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Energy tank to get Speed Booster varialess, which makes it 8% in total.
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I once again repeat that it isn't about ingame time or loading or anything else like that, it's about differences in timing and behaviour that are clearly observable. If you don't believe me, open my 1.51 Draygon battle and watch the turrets shooting about TWICE as fast as on 1.43. Sounds like not-really-100% correct emulation from one of them, huh? What about Ridley with his rain of fireballs whose degree of intensity on 1.43 isn't even close to that on 1.51? You're still going to tell me that there's no difference and it's all about entering rooms on different frames?
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Saturn wrote:
Man, I really don't get what problems you have with v1.43+.
I was making a run aimed to be a reference for console, and 1.43 doesn't behave fully like console. It's forgivable for a TAS since most of the difference between it and unassisted run comes from using tools, so it's not like it would be comparable anyway. There are differences in timing that might affect boss strategies (Phantoon or Draygon for instance; it's been already confirmed that conditions are not the same between 1.43 and 1.51), or something like that. What would be the point of a reference that behaves differently from what it's actually supposed to reference? If I could, I'd do it on bsnes, since it's by far the most accurate SNES emulator in existence (followed by ZSNES, which has even worse desync issues and thus is out of question).
Warp wrote:
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Yeah, on a related note, I remember that I have planned to make a reference run for you, but it didn't quite worked out as I hoped. It was when I got to Norfair, I suddenly realized it desynced back at Torizo (yes, I did it on Snes9x 1.51 for obvious reasons). Since all the tricks had to be performed in realtime (I decided not to use slowdown except in situations where the keyboard was an obvious obstacle), I had to use a lot of rerecords and thus couldn't avoid the desyncs. So, unless/until rerecording is fixed in 1.51, I won't be able to devote my time to it.
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I don't remember the exact mechanism, but I have a feeling that Samus needs to be moving at a certain (0.24576 px/f?) speed at the moment of shooting to influence the projectile's acceleration. I usually test this each time separately, it doesn't take much time to determine the optimal button pressings over the span of 2-4 frames and then repeat them accordingly.
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Any glitch that enables the player to finish the game in as short time as possible should either be used to full extent or not used whatsoever. Similarly, it's common to have both conventional and glitched any% runs, a category for 100% run can be defined by entertainment value of glitched vs. conventional. Also, don't forget the Yoshi's Island or Illusion of Gaia situations, where a 100% run is so similar to the any% that it effectively renders the any% redundant, thus allowing it to be obsoleted by a full run.
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Cpadolf wrote:
Anyway what is the slowest you are allowed to run, 1forward 3 nothing right?
4 forward 1 nothing for continuous running, 1 forward <any> nothing for discrete motion (like you usually only need to be moving for 1-2 frames to successfully apply doppler shift to missile's acceleration; what happens inbetween is irrelevant).
Warp wrote:
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AngerFist wrote:
I dont see how this game is different from Ice Climber or Donkey Kong.
Ice Climber and Donkey Kong had different levels, while this game didn't, IIRC.
Warp wrote:
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