Posts for scrimpeh

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trex7g2 wrote:
The bigger amount of hp seems to be good, as we can take damage to make de boss way faster.
I suppose there are places where the extra HP point may come in handy to save time, but I doubt they are so plentiful it'll excuse the horrible music, worse graphics and smaller screen.
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Movie desyncs for me, can anyone encode?
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legoking831 wrote:
The Saturn version is kind of emulatable, but we'll have to wait for a later release of Yabuse that fixes desyncing. The GBA version is very terrible in my opinion. The music will garuntee your ears bleeding by the end of the day, there's a lot of video issues with frame skipping, and a lot about the game has been lowered in difficulty, like the amount of hit points you have. I'd much rather wait for a more reliable DOSbox, PCSX, or Yabuse emulator.
I guess the Jaguar Version is out of the Question.
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I'd prefer to see the DOS version ran, but since that won't be possible in the near future and the PSX version apparently is not supported yet, I guess this doesn't leave us with many other choices than the Advance version.
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Thanks for the encode. Really looking forward to this.
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I had the PC version back in my day. I'd love to see a TAS of this.
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sticktendo wrote:
Man, if this could work, I'd love to see some more PC game TASes. Can anyone say "I Wanna Be the Guy?"
IWBTG has the same problems as Kaizohacks. Near perfect play is required to even progress, so any TASing wouldn't be significantly faster than an otherwise perfect non-speedrun and rather dull. I'd rather see games such as Cave Story or An Untitled Story ran.
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Hello there. Now a few questions come to my head. Does this only work with the special world koopas or with the normal ones as well? Does this work with all Yoshis? Does this work with all Koopas Does this only work with caped Mario? And, most importantly, are there any applications for this glitch?
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Hey, on a somewhat related note, since today, the emulator gives me an error message when trying to load or save a state. I can still load/save a state from/to a file, but the hotkeys give me an error message. Anybody knows what causes/how to fix this? /edit: never mind, redownloading the emulator fixed this
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It is. I still wonder how it is possible to manipulate those treasure chests.
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Good show! I do think it should be planned in advance though what upgrades the run will get (including possibly secret levels, but that'd likely take too long in an already very long game) and where and how the required money should be obtained.
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Why would you not use the 1.1. patch anyway?
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Damn, that's awful to hear. I'd love to pick the run up, but I have absolutely no previous TASing experience, so it'll likely look sloppy and unoptimized.
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Ah, thanks people!
Post subject: Yo, quick beginner question
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If I've got a finished run (let's say, Super Mario World for example) and just want to change one level because there is a skip or something I've overlooked or I played sloppily there, how do I do that while keeping the rest of the run?
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Lack of a real life?
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DJLO wrote:
Huffers wrote:
DJLO wrote:
quick question: how can i make my updated version go back to the release version?
Find L4d on DVD, install it, don't let Steam update it (uncheck 'let Steam automatically keep this game up to date'), and play offline. Should work I'd have thought.
would the version theyre selling not have the updates on it?
I don't think so. Finding a DVD from the original release date should be on the safe side though.
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Voting yes because hell, why not?
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Speaking of, what do we do if there's a glitch that works in the translated version but doesn't in the Japanese?
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The translation patch wouldn't be the problem imo, due to its quality and popularity. Most of the run is just cutscenes, running around to the next cutscene, more cutscenes.
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henke37 wrote:
I forgot to mention a tiny little thing, encoders will have a new challenge. You see, DOS games are free to change video mode, so the resolution (and aspect ratio in theory) can change during the movie. Oh, and there should probably be some sort of optimization for the text mode screens, lossy encodings really suck for text.
Perhaps instead of encoding, screen capture + lossless codec might work, if the staff allows it. After all, the captured video isn't there for verification, the emulator movie file is.
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Come to think of it, the Japanese version should've less lag because of less text on the screen.
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Hm, while I love this game, I don't think it'd make a good TAS since it's mostly cutscenes. And then there's the whole, translations won't get accepted business, so I don't think Mother3 will ever be on TASvideos.
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You see, if a run genuinely has me going "WTF!!?", this generally means it'll get a "yes" from me.
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Dromiceius wrote:
What about demo formats in OSS games? If you have a game like Quake 3 Arena that has built-in support for recording and replaying input, then you'd think the only other fundamental requirements are savestate support and a means of controlling the framerate very precisely. Are there caveats I'm not thinking of?
In another thread (I think it's even linked on this one), the Source engine was used as an example. It has rerecording (demos), slowdown (host_timescale) and savestate support (don't know exactly how though), but it can't use rerecording and savestates at the same time. I don't know how well this translates to Q3A, but seeing how both engines have the same roots, this may be the case here too. /Also, yeah, should've thought of stuff like RNG.