Posts for v01

v01
Experienced Forum User
Joined: 10/14/2007
Posts: 10
Location: Japan
you should read notes of your submission and replies of your forum post.
It is obvious what I want to say is, so that is enough.
v01
Experienced Forum User
Joined: 10/14/2007
Posts: 10
Location: Japan
http://tasvideos.org/MovieRules.html#JVsU Use the correct version 正しいバージョンの使用 Due to the lower frame rate (50 Hz) and the fact that games are usually not modified in order to compensate for this, PAL versions of ROMs are generally not preferred, unless there are significant technical and/or entertainment merits to using this version. See Rygar and Blaster Master for examples of good usage of the PAL ROM. PAL版のロムの使用は、フレームレートが低い(50Hz)ことに加え、一般にこのフレームレートの違いについて修正が加えられていないので、技術的、もしくはエンターテイメント性においてメリットが無い限り推奨されません。 この点については、"Rygar and Blaster Master"が良い例となるので参考にしてください。 (J) vs (U) The US ((U)) versions are generally preferred over the Japanese ((J)) version due to the use of English language, which is easier to understand for the general audience. However, the Japanese audience here is significant, and there is no longer a specific requirement at TASVideos to use one version over another. US版(U)が日本版(J)に比べて好まれるのは、英語が使われているために観衆に理解されやすいためです。 しかしながら、日本人の観衆が著しく増えていることに加え、(1つのタイトルに付き)1つのバージョンのみを使用するという特別な理由がTASVideosには無くなってきました。 Keep in mind that time gained solely through basic ROM differences will be discounted for the purpose of comparison. This includes: ここで心に留めておいてほしいのは、言語の違いのみで得られる時間(フレーム)の差はカウントされません。 これは、以下のようなことです。 time gained through shorter cutscene text and speech boxes due to Japanese writing being more compact; ・日本語で書かれたために短くなったカットシーンのテキストやメッセージボックスのテキスト。 differences in title screen, cutscenes, and menus (unless menus are the game's main control interface). ・タイトルスクリーンやカットシーン、メニュー(ゲーム主要画面以外)の違い。 Only actual gameplay improvements will be considered. For example: 実際のゲームプレイの改善のみ考慮されます。例えば: there's a published movie made on a (U) ROM; the title screen for this game takes 100 frames less on a (J) ROM; a movie made on a (J) ROM is submitted, that is 101 frames faster than the movie made on a (U) ROM. The improvement to be judged in this example is just 1 frame; the 100 frame gain from a shorter title screen is discounted. US版ロムでパブリッシュされたムービーがあるとします。 このゲームの日本版では、US版に比べ、タイトル画面で100フレーム短かったします。 ここで、日本版のロムで作成されたムービーが、パブリッシュされたムービーに比べ101フレーム短かったとします。 このとき、改善されたフレームはただ1フレームのみと判断されます。短いタイトルスクリーンによって得られた100フレームはカウントされません。 It is up to the author to do the math / and elaborate upon the version differences during the submission process. どう計算するかは作者に依存していて、バージョンが違うものの投稿の判断は、他に比べより精密に行われます。 このとき、あなたが情報提供をするほど、ムービーをジャッジするのは容易になります。 大分意訳入ってます:)
It is obvious what I want to say is, so that is enough.
v01
Experienced Forum User
Joined: 10/14/2007
Posts: 10
Location: Japan
this is Testrun of this game until in the middle of 2-3. please don't encode it. this is my work.
It is obvious what I want to say is, so that is enough.
v01
Experienced Forum User
Joined: 10/14/2007
Posts: 10
Location: Japan
Is anyone here? ;) I played S&P 2, but it was too long, less interesting enemies, and not well leveled than S&P 1... (However it was good game than today's sleepy game.) When does TAS of this game come? you can do it! >w<
It is obvious what I want to say is, so that is enough.
v01
Experienced Forum User
Joined: 10/14/2007
Posts: 10
Location: Japan
I've done at stages 2. It has no goals but I hope it will help other player of this game. I'll wait that mupen64plus development finish because playing S'n'P with mupen64 has some issues.
It is obvious what I want to say is, so that is enough.
v01
Experienced Forum User
Joined: 10/14/2007
Posts: 10
Location: Japan
sorry, I avoid TASing for a long time. I'll show you a m64 file. This movie is a Test run, too short (ended before club seemer). If you have any idea for TASing this game, please tell me and I will improve that :) In addition to, Avoiding bosses is not cool, so I wil not avoid bosses for increaseing hit numbers after this movie.
It is obvious what I want to say is, so that is enough.
v01
Experienced Forum User
Joined: 10/14/2007
Posts: 10
Location: Japan
KDR_11k, I thought It's part much boring, but It's nessesary part of aims for maximum score. Comicalflop, I can't play your and meepee's WIPs. They desynced before entering game play :( So, I described system of score per shot above. That means Hit number is very important for score, and TIME and Player's LIFE are not important for score. Highest value of LIFE is 100, and of TIME is 99, but that of Hit number is nothing. You should gain the number of Hits. It works not only Shot Bonus but also Commander Bonus. Here is CB strateges: CB = (TIME + Player's LIFE + Hits) * 100 and the end of each stages, you get Central CB: Total of Central CB = (TIME + Player's LIFE + Hits) * 1000 (also, the end of game, earth protecting bonus's pop-up comes. that is Earth LIFE * 100 + perfect protection bonus: 5000000. not related hits.) ...CB is small score compared with all of shot bonus, but if you aim "perfect", you should consider this part. You might seem that TIME wasting Hitting is low score and lazy method at begining of game, but it's method of highest score in total, I hope now you know. It was my mistake to say you should beat enemy as fast as possible. That is for weak enemies. about enemies that player can't kill one shot including bosses, It's wrong. If gaining of Hits were higher than Time losses, you should wait to attack that enemies (ex. tree of 0-0), you should attack after Hit number gained. Its score might be higher than no-waiting attack. now I'm glad to hear about bird and grab section. It's one of my purpose of this WIP, and about 2-2... It's may be hard work but more entertaining both of TASer and Viewer :) I think I will make test-run "as fast as possible with entertaining" when desync problem is solved. (In Mupen64plus, that's not happened.) hmm, it may solve with Linux on my computer? now I'm seeking to do. EDIT: OK, now It's running properly on windows. I'm going to make TAS of 0-0.
It is obvious what I want to say is, so that is enough.
v01
Experienced Forum User
Joined: 10/14/2007
Posts: 10
Location: Japan
Is nobody here? According to this site (this site was made one of player who reach score hundred million on non tool-assisted, but now 404), calculation of attack point per shot (or sword attack) is this: (Number of Hit + Rest of Time + Player's LIFE ) * Damage of attack I'm sure this formula, and because this, if you aim for maximum score, you should beat enemy as fast as possible, but that bored for me. Can someone offer tricks for entertaining? I worked on this game, but I had some problem in 0-0, this is main reason of my giving up this game's TASing, and reason of I can't see meeper's WIP with m64 file. And I can't kill all enemy after Ladan fight. OK, I'm prossesing my old WIP (that's far from perfect :P) now. EDIT: Now I finished. AVI file is here. m64 file is here, but it should desync. (don't care about movie settings, I tried many settings I could.) When you see, It is obvious that view of player seems to be far.
It is obvious what I want to say is, so that is enough.
v01
Experienced Forum User
Joined: 10/14/2007
Posts: 10
Location: Japan
slice of bread, bacon, and cheese with milk, that's all, simplly but perfect :)
It is obvious what I want to say is, so that is enough.
v01
Experienced Forum User
Joined: 10/14/2007
Posts: 10
Location: Japan
because not a programmer, making Lua script very harder for me. but that's very interesting, and makes me happy.(Lua script i made for SMWhere.) what I only can do is watching your making Lua build, DeHackEd. good job.
It is obvious what I want to say is, so that is enough.