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sgrunt
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Consistently fails to sync here. I should point out that the movie file as is automatically disables the fix you listed in your submission text. With the movie file as it is, the run desyncs going into the third round of the first Giant fight. If I edit the movie file to enable the fix you mentioned, it does not make it past the title screen. Are there any other settings you have set that we should be aware of? EDIT: I have found that using the BIOS now listed in the submission text causes the run to sync (the advice about the RE1/2 fix is still completely irrelevant). Is that permissible?
sgrunt
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What a weird game. The gameplay's nothing special, but it's just quirky enough to push this into weak yes territory.
sgrunt
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Too similar to the existing walkathon to warrant a new category for a game already overfull of categories. No vote.
sgrunt
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I've managed to resync Bridge 2 with a copious amount of hex editing and reran Bridge 3 due to a changed boss pattern. Have a look. EDIT: Now with Jungle Zone. That's half the game - hooray!
sgrunt
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They're on 1.16 with the MAME core. Also, make sure you're using the Game Gear version of the ROM.
sgrunt
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Well, after seeing this and not seeing an improvement to that forthcoming... Have a WIP (GG version). GH1: 0:19. GH2: 0:22. But most importantly... B1: 0:20! (matches TSC time) Fun fact: I stumbled across the precise technique for achieving 0:20 completely by accident. I had a WIP with 0:21 and was going to show everyone, but discovered that the input for the run up to the fight in GH3 had disappeared(!?). I reran that segment and spliced it back together, then discovered it would desync just as I was making the critical jump in B1... so I began tweaking the input by hand and suddenly and quite accidentally triggered the result you see! (I'm afraid to mess with it more, lest it breaks again...) EDIT: Now to the end of Bridge 3. Have fun slogging through the auto-scroller. EDIT2: mike89 noted (on IRC) that he thought it would be slightly faster in GH2 to slow down a bit going into the final ramp so as to catch less air time. He was right, to the tune of 17 frames. Splicing the improvement into the run didn't quite work - in exactly the same fashion as before, and generated an even better result in B1 for a 15 frame improvement there! B2 is desyncing badly, so this movie only goes to the end of B1 (I'll post more WIPs later). EDIT3: Silly me; I forgot to roll down the bridge at the end of B1 while working with the improved glitch. So, I went back and fixed it to the tune of another 27 frames. So close to 0:19 :-/
sgrunt
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Aktan wrote:
Dwedit wrote:
It desyncs in the room before Ridley. Samus walks into the lava and dies. But that happened when I used the "New PPU" in FCEUX.
Yep, this was mention in the submission text, though I have not experienced it nor did I use the "New PPU"
That's a different location than the desync I noticed on my own. Did you try the old PPU?
sgrunt
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Everything is lined up for this to be published, but I would also strongly prefer that more discussion takes place before that happens. I'm inspired by the positive response, but I also don't think things have been picked apart quite enough yet.
Nach wrote:
At 2:41, could you have shot the door a few frames sooner?
Although it may not look like it to the untrained eye (as Derakon said, the stock beam has a very short range), every door shot is done as soon as possible.
mmbossman wrote:
[...]having worked on a 100% run for a while, this seemed somewhat unoptimized[....]It just didn't seem to have the quality movement that the two runs by Lord Tom did.
If the run doesn't look 100% optimised, it can be attributed partly due to my own inexperience, partly due to manipulation in a couple of very specific instances, and partly because of the highly unforgiving nature of splicing improvements into the run - for the effort that it would take, it would probably be easier to start from scratch (and I do encourage others to give this a shot if they're not completely happy with the result). Thanks again for the positive response, everyone!
sgrunt
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Dwedit wrote:
I see nothing wrong with this movie, aside from the encode missing the rest of the ending.
Please elaborate. I left the movie running after input ended and it never advanced beyond that screen. By all appearances, the only additional screen that can be triggered from there is the high scores list (by pressing start as the screen indicates).
sgrunt
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As a rule, unless a platformer distinguishes itself, I won't find it very entertaining. This game fails to distinguish itself in my eyes. Meh. Encode: http://www.archive.org/download/GbPontaToHinakoNoChindouchuu-YuujouhenIn0507.32ByRyuto/pontatohinakonochindouchuuyuujouhen-tas-ryuto.mkv DM: http://www.dailymotion.com/video/xbduyi_gb-ponta-to-hinako-no-chindouchuu-i_videogames
sgrunt
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That's pretty cool. Almost seems like it's meant to map out the trajectories taken (actually, that could be pretty useful for run improvements). Also, you could use just the trailing shadows to reflect just how fast Mario is (extra fun if you adapt it to other games with faster characters...)
sgrunt
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As a general rule, I don't tend to like runs of platformers, and slow-paced platformers are even worse. That having been said, there's enough glitch-work in here to salvage the run and alleviate what I view to be pacing problems inherent to the game. To my eyes, any possible improvements are hard to notice. Therefore, weak yes vote. EDIT: http://www.archive.org/download/GbcRaymanIn2801.67ByCtrlaltdestroy/rayman-tas-ctrlaltdestroy.mkv DM1: http://www.dailymotion.com/video/xbcz97_gbc-rayman-in-280167-by-ctrlaltdest_videogames DM2: http://www.dailymotion.com/video/xbcz6g_gbc-rayman-in-280167-by-ctrlaltdest_videogames
sgrunt
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SDA's timing is from start of character control, if I remember correctly.
sgrunt
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This is rather similar to your previous SGB Tetris Blast run (although I understand this game came out first?). I suppose we have some level of precedent with respect to the various other Tetris runs, though. You are saying that Stage 3 is the latest you could have started at? If so, I don't really have a problem with your starting there. Tentative yes vote. Encode: http://www.archive.org/download/SnesSuperTetris2Bombliss-GenteibanIn0930.68ByRyuto/supertetris2bomblissgenteiban-tas-ryuto.mkv DM: http://www.dailymotion.com/video/xbc04c_snes-super-tetris-2-bombliss-gentei_videogames
sgrunt
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It's a clear improvement, and although the game is slow-paced, it looks rather non-trivial to TAS. Yes vote. EDIT: There was an encode here, but it contained a mistake in the subtitles. Re-encoding. EDIT2: Encode: http://www.archive.org/download/GuybrushsNesElevatorActionIn0657.46/elevatoraction-tasv2-guybrush.mkv DM: http://www.dailymotion.com/video/xbbmwr_guybrushs-nes-elevator-action-in-06_videogames EDIT3: Replaced encode due to a slight desync. We apologise for any inconvenience. (Those responsible have not been sacked.)
sgrunt
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sgrunt
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I don't believe it's set out anywhere in the rules; the precedent seems to be the SMS Wonderboy run (specifically note adelikat's acceptance in the submission text).
sgrunt
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TRT wrote:
Don't worry about the encode. I'll post it on Youtube most likely tomorrow for those who do not want to download/still have problems with the .dsm.
I'll worry about the encode if I want to. We may need something of publishable quality sooner or later, after all. :D
sgrunt
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I've just passed the problem spot in 8-T2 and it's still synced! If the sync holds up (which it probably should at this point), I will do an encode in the near future.
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Your configuration settings are what I meant by ".ini file"... Surprisingly, your set of settings causes 1-cannon to sync on .9.4. I'm currently running the run and I shall be very interested to see if 8-tower2 syncs as well...
sgrunt
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The 0.9.4+ settings are meaningless to plain 0.9.4. Do you still have the configuration you used to record the wmv that's available? EDIT:
TRT wrote:
Edit: So, what I think I should do is hex edit the .dsm so that the normal common configurations can properly play it.
While a fixed run would be appreciated, what I'd most like to know is where the wmv came from given all of the issues - the settings you used for that are obviously capable of playing back the full length of the movie. If you still have the associated ini file, please let us see it.
sgrunt
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If you mean this post, the most recent build is r2964, and r2872 no longer seems to be available.
sgrunt
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arflech wrote:
Did you try Gocha's build of SVN r2872?
I don't think we've tried that specific revision (is it even available anymore? There's a newer version available), but the most recent version of Gocha's build had exactly the same issues as plain 0.9.4 when I tried it.
sgrunt
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I have had frameskip set as you describe for most of my attempts at syncing. Can you provide us with the .ini file you're using for playback? (Are using 0.9.4 for playback, or 0.9.2+?)
sgrunt
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upthorn wrote:
Err, actually there's been 6 published ones, I believe. Sprintgod's, Sprintgod's improvement, Nitsuja's, Nitsuja's improvement, Upthorn's improvement, Marzojr's improvement. I accidentally labelled my improvement as v4 instead of v5, though.
I was referring to the line of successive edits to nitsuja's original movie, not all of the movies that have been published; I guess I missed that one of them didn't actually exist? I was going by the version number in the metadata. EDIT: by which I mean I thought "v4" referred to successive improvements to nitsuja's run, and not overall published runs...