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Joined: 12/28/2004
Posts: 210
Using a continue gave him enough lives to deathwarp the icy slope.
Active player (277)
Joined: 5/29/2004
Posts: 5712
Hey that's what I said!
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 3/17/2009
Posts: 496
great work = D this is by far the best WIP I've seen for this game
Experienced player (765)
Joined: 7/14/2007
Posts: 66
Location: Japan
Joined: 6/9/2006
Posts: 614
Location: Mettmann
why didn't you start with green gardens in the beginning of that tas?(saves some frames or?) the second time you go inside the first level of green gardens , you are a little faster by glitching through the wall except going over it right? great run so far i like it :)
Joined: 1/3/2006
Posts: 334
looks very nice :) your youtube videos say, this is a test run. Isn't it the final TAS? It does look quite optimized to me
Joined: 3/25/2008
Posts: 64
I love this run and game, keep up the fantastic work. :)
.II
Experienced player (765)
Joined: 7/14/2007
Posts: 66
Location: Japan
>evilchen
why didn't you start with green gardens in the beginning of that tas?(saves some frames or?)
You know, I jump with 6 bombs to go to next map, in Green Garden. It's impossible to get much bombs number up items by that time. Didn't old testruns of this topic do the same?
the second time you go inside the first level of green gardens , you are a little faster by glitching through the wall except going over it right?
Um.., sorry can't explain it, I found bomberman can through that wall by thrusting in the wall's corner (maybe a kind of glitch), in the second going. I think I'll do the perfect run if no one does, so in this testrun, I didn't do over again the first time. >Phallosvogel Well, this run is never optimized. Maybe I'll do another run.
Joined: 6/9/2006
Posts: 614
Location: Mettmann
thanks for the quick answers :) btw. you should make a real perfect tas, you have good talent for it :)! iam looking forward to it!
Active player (277)
Joined: 5/29/2004
Posts: 5712
zvsp wrote:
You know, I jump with 6 bombs to go to next map, in Green Garden. It's impossible to get much bombs number up items by that time. Didn't old testruns of this topic do the same?
It was just my hunch that Blue Resort could get you the power-ups sooner, just in case they were helpful. Maybe Red Mountain would work too, but that's even further away on the selection screen.
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 8/27/2006
Posts: 883
Yeah you should really do a TAS out of this, it's really nice to watch. I don't speak much, but I'm following this run :)
Experienced player (765)
Joined: 7/14/2007
Posts: 66
Location: Japan
Oh, thanks all. But I have a problem. Now I use the Video Plugin " Glide64 'Napalm' Public Release 1.0 " that had been introduced here before, but in Bomberman64 (U and J version) with this, if the game is once reset, it isn't drawn at all. (also recording movie from reset) Couldn't anyone solve this problem? If cannot, I have to record with Jabo's Direct3D8 1.6 though it's regrettable. (Actually, my run now is recorded from snapshot :o )
Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
Reset recording still has some glitches, so I personally would recommend doing it without resets if they are causing problems. You should most always use the graphics plugin that best displays the game's graphics accurately. There isn't much that can be done to fix this at the moment to my knowledge. If your choice is between accurate graphics emulation and ability to record resets, I think it is more important that the graphics are accurate. To me a run that doesn't use resets is equally impressive to a run that does. Skipping cutscenes does not add anything impressive; it is just a faster run by technicality. If resets worked fine I'd say definitely use them, but since resets don't work right it doesn't seem worth the hassle or worth delaying the run. This site prefers the (U) version of games if there is no gameplay difference, but if you insist on using the (J) version it will probably still be published. I'm looking forward to your next update.
Active player (277)
Joined: 5/29/2004
Posts: 5712
It would be nice to be able to skip that two-and-a-half-minute-long story sequence at the beginning of the game with a reset. It's easy enough to re-watch if you own the game. But I guess it is a little helpful to people who don't own it...
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 3/17/2009
Posts: 496
all cutscenes possible to skip, should be skipped
Joined: 8/27/2006
Posts: 883
Yeah, but reset recording and mupen isn't very good at the moment. Graphic > Reset recording
Joined: 1/3/2006
Posts: 334
Dont know much of this game, but if it requires the illegal reset-rerecording version of mupen its a no-go...
Joined: 3/17/2009
Posts: 496
who cares how it's recorded etc? as long as it would be possible on the original console
Joined: 1/3/2006
Posts: 334
If the site admins say, its against the rules, it's against the rules. Their site, their rules. And if you want to make an acceptable TAS you should obey them
Joined: 3/17/2009
Posts: 496
I don't care at all. I am very happy with the quality of his TAS so far. I couldn't care less about how he records it. If the admins of this site don't like it, then they don't have to publish it. Doesn't make his run any less awesome
Joined: 4/7/2008
Posts: 117
No, it doesn't, nobody has argued that anyway. It does stop his run from being officially published. If this is what he wants, then he will have to find alternates means.
Experienced player (765)
Joined: 7/14/2007
Posts: 66
Location: Japan
Black Fortress. http://www.youtube.com/watch?v=kCq0LyT5eLM http://www.youtube.com/watch?v=2-UvDm8sM7w This site says, >The movie must begin from the game power-on state (no loading of saves). That is to say, you must choose ‘record from power-on/start’, not ‘record from reset/sram’ or ‘record from now/savestate’. >Exceptions for verified saves (or for a demonstration of something fancy) can only be allowed under special permission. about 64, >Nintendo 64 emulation is still far from perfect, and some games work better than others. This is really a vague rule, but because we aim to publish videos that actually look like the original video game system, movies of games that are not emulated well (have graphical or functional glitches that do not exist on the real console) should not be submitted. If I record from power-on state, I must use Direct3D8. But if I do so, the graphic is so far from perfect. In either, the movie may be reject. Do you think this is allowed as a special case?
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
Regrettably, either choice is a compromise, as Mupen has neither flawless graphics emulation nor proper reset recording. Go with the less problematic option, which in this case I believe is Glide64 without resets, from power-on. I think you shouldn't worry about your run not getting published in any case. If it is entertaining and well-made, which I'm sure it is, we'll work it out somehow.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
zvsp wrote:
If I record from power-on state, I must use Direct3D8. But if I do so, the graphic is so far from perfect. In either, the movie may be reject. Do you think this is allowed as a special case?
I will restate once again, if the only issue is the reset, get rid of the reset. The site currently has no method to analyze a movie starting from a save state in Mupen to my knowledge. Maybe this is beside the point or wrong, emphasis on my first statement.
Experienced player (765)
Joined: 7/14/2007
Posts: 66
Location: Japan
Oh, sorry...did I think seriously too much? However, m64 recorded from snapshot is attended with .st file, is it wrong? Or is it possible to record from power-on without resets?
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