It is not an error. Video files of obsoleted movies aren't seeded, only the key input files are available. I believe it is done as a means of preserving disk space.
Okay, I watched this submission, and I'm afraid it still requires some work.
1. Many fights were played as Shang Tsung himself. Some characters, however, were ignored completely. Not cool.
2. Some fights were rather repetitive; they didn't show off the characters' possible combos and specials. Also, you morphed into the same characters several times, and still used the same tricks (for instance, Stryker).
3. Not enough stage fatalities, and rather subpar finishing move choices, except the glithed ones, those were pretty cool.
4. Next time go through menus in frame advance, not just heavy slowdown. Yeah, it was noticeable, and it didn't leave a good impression.
5. Were there some missed strikes? I'm pretty sure I've spotted a few. Not cool.
6. This was played on a bad ROM (H1c), it shouldn't be accepted according to the rules on this ground alone.
This game is… quite the bad. I never thought anything released prior to Duke Nukem 64 could lag so much with so little actually going on the screen.
I'm very sure making a complete TAS of it without vomiting was a challenge in itself, I commend you on that. :)
Guys, could you please translate your conversations into English? I know it's not your native, but it's an international board where everyone is expected to speak English.
No, that shouldn't have been a problem at all. For hte record, slowdown is "-" and speedup is "=". You shouldn't touch frameskip options, their default values are optimal.
I'm not sure why your problem happened, actually. Don't forget that your entire movie is stored in savestates made during recording up to the moment of saving. So, if you made a movie 1000 frames long and loaded a savestate you made at frame 900, the last 100 frames wil be lost unless you made a savestate at frame 1000. Maybe that's what happened in your case. Then you can restore these last 100 frames by loading that latest state.
Proper emulation = making the game work as intended. TAS capabilities = making the tools work as intended.
Two fundamentally different things, and, unfortunately, the latter heavily depends on the former.
I should have explained myself better. I meant the reasons everything ended up the way you disagree with. You seem to disregard these reasons, and being unsatisfied throws you into a fit of nerd rage. That's why people are asking you "WHY ARE YOU SAYING THAT BLA BLA BLA", I suppose.
Yeah, we should also tell them we hate them because that will make them better, obviously. But it seems to be your way of doing things. Even though I might be out of discourse by this point, you're often seen starting some hate debate here and there, and that's telling something.
I appreciate your efforts of not letting the community die (you may detect a hint of sarcasm here). You've been doing a good job with the emulators, and I respect that a lot, but your personality is something I don't like dealing with, really, and it's also the reason the changes you propose aren't really being discussed in a civilized way: because your spiteful behavior sets the tone for the discussion that unfolds.
Keep in mind that almost half the community here is not native English speakers, does that mean everything they're saying is constructive by default? Funny that you disagree with me then, I'm Russian to begin with.
I actually laughed at this point, that was clever.
You really like blanket arguments, don't you? All the "old" members were new once. You are just trying to make a point by segregation, finding the side to blame and getting on the other. It never even mattered if HappyLee was new or whoever you think jumped on his throat old. Arguing with you here is pointless, because when you disagree, you don't try finding a reason for it, you do nothing else but blaming those you disagree with. This is no constructive behavior and you know it. But you'd rather bring up a Matthew quote instead.
Basically, yes. Moreover, the frame that determines the possibility of initial (i.e., first) booster increment seems to be depending on the animation, rather than holding forward button at all, which is the reason for these 3-3-3-4-7 patterns and so on.
I haven't really noticed it altering in any way; the address for hitbox width never changes, no matter if you walk, run, or stand still. When the hitbox encounters a solid obstacle and you contimue to press against it, you will be placed at the closest possible coordinate to the solid block. I.e., if a solid wall block is located at at x=180.0—196.65535, your closest position would be 179.65535 from the left, and 197.0 from the right. It requires some more tampering in Redesign, though.
Not as she is reaching higher speeds, but rather as she is reaching certain boost levels. Every time it boost counter increments, a certain amount of duplicate frames from her running animation frame set is dropped. Which is why it looks like she's running at mad pace during short charge.