Posts for nitsuja


Post subject: Gruefood broken?
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The discussion thread for this submission completely vanished when it was cancelled instead of going into the Gruefood / Eaten by a Grue thread: http://tasvideos.org/1294S.html
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There's a big mistake at the very beginning of this run: Not pressing Start to skip any of the cut scenes... Also, some enemies were killed one slow punch at a time that could have been crawled over on the ceiling when they duck or get wrapped in a web. (example: frame 22120) I could see a run of this game getting published, maybe, but this one has way too many mistakes.
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DK64_MASTER wrote:
Has anyone been able to play the run from the beginning and not experience a desync?
Not I, unless THIS is supposed to happen. Did Guanobowl ever confirm that 5BD1FE107BF8106B2AB6650ABECD54D6 is the MD5 of the ROM he's using?
Weatherton wrote:
FORWARD BACKWALKING!!!
Does it actually change anything besides which way the camera is facing, such as reducing the time it takes to change angles later or begin backwalking initially? Otherwise, it looks like it must waste some time to use it...
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It should be possible to TAS it using ZSnes 1.42, and .zmv submissions are currently allowed. Also, the next release of Snes9x will support Super Scope and Mouse recording (as in, that feature is already working and being tested). As for this game, I have to agree that I think it would make an entertaining TAS. I don't know any really good strategies except that the second enemy (the monkey guy) dies in only 2 charged hits to the tail. I don't think there is any way to skip the tutorial, though that would be nice...
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Reminds me of this thread about button mashing. The fastest mentioned there I'm willing to believe is 16 or 17. (32 per second, yeah right.)
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Paused wrote:
Im guessing the answer is yes, but in Sonic 2 if all rings in a level are collected, but rings are used due to transformation into a super form, is the perfect bonus still awarded?
The game only checks that all of the "out in the open" rings have been collected. You can skip all of the ring monitors and lose every single ring from taking damage and still get a perfect bonus.
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OmnipotentEntity wrote:
I would be interested in a run like this, but not in it's current form. It doesn't seem optimized... :/
I don't think it was meant to be optimized. Actually, I saw that same video posted at TSC, where you're only supposed to submit things that were done without tool assistance...
Anon wrote:
Is there a Perfect Bonus for Sonic 1 as well?
Only Sonic 2 has that bonus. (And S2&K).
Anon wrote:
Why isn't it possible to get Perfects on the second acts of AR, MC, OO, and all acts of Metropolis?
Most likely the level designers placed some rings where Sonic can't reach them. It's conceivable that some of those could be gotten in a TAS despite seeming impossible to reach. It is possible to get all rings in Sky Chase (including 3 that are invisible), but that level has no ending screen with which to award any bonuses.
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Zurreco wrote:
Adelikat says that hard resets kill recording with SNES9x.
Oh, yes. There is a reset-recording modification of Snes9x, or (preferably) wait for the official v1.51 to come out and that will be able to record resets. But honestly, I didn't read anything else and saw that Adelikat did the run and thought the topic said NES (Punch-Out) instead of SNES (Super Punch-Out).
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FCEU and VBA record hard resets (choose Reset from the menu while recording, and it will reset and keep recording).
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Tafatt wrote:
It would be interesting if it could be one of those play all games with one input thing.
That's not possible unless you use both the Mario All Stars ROM and the All Stars+World ROM. Then when one ends earlier than the other, you could start playing a different game on that ROM while the other one is still finishing, staggering them until there aren't any left.
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adelikat wrote:
Also, I "lost" 16 frames at the beginning because I clicked the "cleared the sram" button before recording which Phil seemed to have not done. Phil's "dirty sram" oddly resulted in the title screen appearing 16 frames sooner.
Did you try hitting Reset on each of the first few frames to see if any of them would make it start faster? JXQ found that worked for Kirby's Adventure. EDIT: Never mind; the current version of Snes9x doesn't record resets, so you couldn't have done that, and it would be a questionable method anyway considering that the reset process may take longer on a real SNES than it does in emulated frames.
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I just released v19.3 (see first post), which has the following changes:
  • fixed a rather critical bug with lag reduction not being set in the movie file's flags when recording certain games (the bug P.JBoy just reported)
  • added a "pause during cheat search" option to turn off (non-modal cheat search)
  • removed "prefetch" messages
  • playback dialog auto-refreshes when you change the filename
If anybody (at least P.JBoy, I assume) has recorded a movie and then discovered that it desyncs on playback due to increased lag, and doesn't want to start recording from the beginning again, you can fix the movie file by changing the byte at 0x17 to have 3 instead of 2 as the first digit.
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I think you'll have to redo most of it, to get the new way of sliding in. The game moves randomness-affecting lag frames around too much. You could select Stereo mode while you're at it.
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Try: http://dehacked.2y.net/microstorage.php/info/281/Terranigma (E) [!].smv It's full of mistakes mistakes though. Should have renamed Ark A, done the first dungeon room much faster, advanced the dialog faster, not randomly paused on the overworld, not died after the last tower, etc. And some understanding of how to manipulate damage and criticals would make the fights a lot smoother. By the way, there is a hack that sets the game back to NTSC mode while keeping the dialog from the PAL version, basically creating a Terranigma (U) ROM. I haven't looked into it much, but it's not a fan translation, it might be allowed.
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subanark wrote:
I don't see how taking damage will help kill the boss faster, since its not vulnerable until its lanuched both missles. The amount of time lost getting hit and recovering seems larger then waiting for the missle to pass ...
Here is how taking damage can help kill the boss faster. 48 frames faster in this case, not counting anything saved by dashing before and after it. It wouldn't work without taking damage beforehand because you fall down and get hit by the missile otherwise. EDIT: The re-record count isn't really 0.
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That one worked fine. However, maybe you should change the sound to Stereo at the beginning; it probably won't be held against you since it makes it sound so much better (other runs have done this). I see a big mistake around frame 15210: You could stop drilling early there then break the next two blocks at the same time to get through over 2 seconds faster. And you should be dashing a lot more, since it's faster than walking and you can easily get rid of the delay at the end of each dash. And you might want to consider taking damage to save time against the boss.
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Mukki wrote:
It depends if text during the game is placed entirely in a single frame (i.e. 'Bisqwit') or a single character to a frame (i.e. B-i-s-q-w-i-t) in which case it would take seven frames for this name to come on to the screen.
It shows the letters one at a time, like most games. And it still takes some time to enter them in the first place. (So it's a "speed vs. Bisqwit" debate?)
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bkDJ wrote:
seems to me that if you know the exact filename of the invisible file, you can rename it with commandline, like move "Turok 3: Shadow of O (USA).m64" "turok3.m64"
That's what I thought at first, but try it and you'll see that the commandline rejects that command too. It says "The filename, directory name, or volume label syntax is incorrect."
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SXL wrote:
no error with ie. lots of errors with firefox. yurusanai !
It happens in IE too. It appears to be random (either that or it depends on how freqently you've been viewing it); every time either the front page or the NewMovies page loads there's a small chance of it not happening. I'm noticing a correlation between the errors not appearing and the lack of any Yahoo ads in the sidebar, but only on the front page (as opposed to NewMovies).
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Spacecow wrote:
I think Sonic reaching the edge of the world in Oil Ocean 2 would make a great screenshot.
It did, but the background scenery of Oil Ocean is pretty bland, and Tails wasn't there either, so maybe this is better.
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JXQ wrote:
I mean this with the utmost respect, but the screenshot could be much more interesting than it is.
I was sure it would have Tails in it somewhere, but that [oil ocean 2] screenshot makes sense as it shows a major visible difference between the movies and probably will make people wonder how that could happen if they haven't seen it yet. EDIT: Funny, I was about to mention that exact same place as where I was suspecting it would be. Note that since you're an editor, you do have priveleges to change screenshots yourself, although I'd check about that first. (And not leave framecounter stuff on it.)
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upthorn wrote:
I think I tried that, and then ended up being unable to avoid grabbing the cord. But when I go over it for my final run, I'll see about that again. Alternatlely I could drop, to the other ledge for the diagonal jump, like I did in my old wip.
If you land below where the cord is, the game lets you spin dash through it without grabbing it. Jumping from the other ledge would work too, but it's a less direct path so I am guessing it would take longer.
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On the WIP you have up: That part in Marble Garden 2 between 28 and 32 seconds looked very inefficient with the turning around in a glide to get there. You could do a glide and cancel it above to drop down there directly, saving at least 105 frames.
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You have to enable it by filling in the numbers at Options > Emulator > Rewind Settings... It's off by default because different people will want different rewind intervals, and it can slow down emulation a lot to leave it on when you don't need it. It's unrelated to whether a movie is recording.