Ok, threw in some new suggestions, and placed people in the list. Also, numbered the excuses as per TNSe's suggestion:
Also, if an excuse suggested above wasn't used in the list, it means it's either already there, or wasn't actually used anywhere as far as I can tell.
Thanks anyone!
http://tonometric.com/
There are three comparatively short tests, one expects you to determine if there's a tonal difference in two phrases, other to determine the change in pitch, and third to determine if there's a difference in rhythmic pattern. I must warn, though, tonedeaf and rhythm tests rely on memorization almost as much as on actual perception (I'm very surprised my super short attention span let me pass them).
Feel free to brag your results here. Mine:
- tonedeaf: 86.1% (73.9% avg);
- adaptive pitch: 2.4 Hz (3.98 Hz avg);
- rhythm test: 84% (71.2% avg).
I expect people with musical training (adelikat?) to perform better. :)
Wow, that grappling hook looks like a big fat "hello" to Rygar.
But as much as I like cameos and all that stuff, I'd still like to see something a bit more original than a rehash of Contra 3.
Well of course, like "if it's entertaining and of high enough quality". But generally, it's "if a judge deems it worthy". :P
The "excuses" I listed are mostly misconceptions as to why the should be published, since each of them is not a good enough reason per se. But it's only half-serious, after all.
Updated!
Thanks, I'm glad I've managed to present it in a truthful manner — that makes it much easier to refer to.
Also, to address misattribution: this was the first time I've seen this argument coming from adelikat, and he repeated that quite often since then. Most of the debates he used it in were going in IRC, though, hence why there is little evidence for that.
…As provided by the viewers when commenting on new movies. Use it for laughs, or as a document to ease arguing in the Workbench. :)
http://tasvideos.org/Moozooh/MostPopularExcuses.html
Suggestions are welcome.
I use KLCP myself, and haven't been having any problems lately (more like, ever). Try configuring your decoder; I recommend using ffdshow instead of CoreAVC in case that's what you're using instead, and make sure there are no funny things like postprocessing enabled that could interfere with the picture.
For all I know, the issue has little to do with codecs themselves since they're pretty much the same as, say, half a year ago, so the problem must be on your end.
Actually, quite the opposite: it's more precise. The game has a lot of subpixel motion in it (really apparent when backdashing), but I haven't succeeded in finding the addresses for subpixel positions yet.
It isn't. Your backdash cycle is 16 frames, mine is 15. Highest common divisor in our demos is frame 480 (480/15=32 full dashes, 480/16=30 full dashes), so basically, what we need is to know what horizontal position Soma has on that frame on our demos. RAM address 03007CE4 tells me it's 1140 in my demo and 1139 in yours.
A temporary solution. I'll ask Upthorn to put the zip package back on his site for direct download if it's needed. But strangely, it didn't desync here on 9.5b.
May be. It's up to the reader to interpret, but I fail to see that as a bad thing. What I am most surprised with, however, is that you haven't noticed similar mentions here, here, here, here, or here.
I've taken some time to research optimal backdashing method, and this is the result I got. The name explains the sequence:
frame #1 - backdash (+ turn around if you're facing forward)
frame #2 - jump
frame #3 - attack
#4 to #9 - [nothing]
frame #10 - press the direction you're traveling in
#11 to #15 - hold that direction
------------------------------
frame #16 - start again
Not that it's going to save a lot of time, but… who knows. Actually, I'm not too sure if it's the fastest possible sequence, but at least it's the fastest I've been able to get at the moment. The average speed achieved in the demo is 2.20833 pixels/frame.
I actually think we can be looking at below 40 minutes, and that's at worst.
Also, I don't think SNES would be able to represent the original game better than NDS (in terms of graphics, sound, etc.). By the time the port is ready, I believe we'll already have a more-or-less working DeSmuME code ready to implement rerecording. After all, it's being developed faster than most other emulators out there.
That quote tells nothing about neither achievements nor skill. It's how you interpret it.
Similar mentions can also be found in other movies' descriptions.
Well your "test" is kicking the published runs' asses pretty thoroughly. And even those that are still in works/abandoned.
Judging by how other people work in pairs, I believe it's better to:
1) exchange small movie portions and see if other player can improve it, or
2) separate the duties (i.e., one does movement optimization, the other manipulates luck, or something to that extent).
Making two test runs prior to doing an optimal one can easily result in a waste of time since both of you might overlook something in them.
That is also a good idea. Zurreco was working on such a run and was desperately trying to make it perfect. Alas, he stopped at about the same spot as you in your WIP above, spending tens of thousands of rerecords to get that knife on an optimal frame. Maybe he can help you as well.