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Joined: 8/7/2004
Posts: 51
:o) Err, back to kinda sorta on topic, next time anyone wants help, yet is at risk of being harrased, you could just PM a few experienced people your progress, or a link to an oft updated movie file. Just saying.
mew.
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Or simply ban the ONLY responsible of this problem.
Active player (277)
Joined: 5/29/2004
Posts: 5712
The only what?
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 12/12/2005
Posts: 11
[deleted upon request]
Active player (277)
Joined: 5/29/2004
Posts: 5712
Maybe your FFDShow needs to be activated somehow.
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 5/4/2005
Posts: 20
Usually it shows up in the taskbar when I open movie files. Did it show up down there?
[URL=http://www.sererre.net/dd/]daily deviations[/URL]
Joined: 12/12/2005
Posts: 11
no it didn't, and with all the other movies it usually does, even if i click on the icons in the start menu nothing happens. So, I don't know, I really want to see this movie though. this game used to take me hours to complete, and the sonic 2 movie was CRAZY.
JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
This is the site for h264. It may have a codec that you don't have installed. http://www.x264.nl/
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Joined: 12/12/2005
Posts: 11
still nothing. oh well, guess i wasn't supposed to see this one. thanks for the help though.
Active player (277)
Joined: 5/29/2004
Posts: 5712
Did you make sure the checkbox for 264 was checked in the FFDShow settings?
put yourself in my rocketpack if that poochie is one outrageous dude
Emulator Coder
Joined: 10/9/2004
Posts: 453
Location: Norway
Install the player from http://www.videolan.org
Experienced player (538)
Joined: 5/12/2005
Posts: 707
Install.. some good "codec megapack" and use Media player classic.. :E
Joined: 5/4/2005
Posts: 20
If all else fails, mplayer plays everything.
[URL=http://www.sererre.net/dd/]daily deviations[/URL]
Former player
Joined: 8/15/2004
Posts: 422
Location: Minnesota
Or you could just download the emulator and movie file and play the movie through the rom (but don't ask for any). This method has perfect quality and is the most convenient, IMO.
Joined: 12/12/2005
Posts: 11
TNSe: that videolan link worked! Wow. Whoever did this movie, you're a damn genious. Green Hill act 3 was priceless.
Post subject: Optimizing Sonic Movement (s1 and s2)
Joined: 4/23/2006
Posts: 4
What are some general strategies for making sonic speed runs? I currently play at 25% speed and use frame advance for losing momentum (air/ground), stop, change direction, crouch, and spin dash. I feel that my frame-by-frame key sequences are not optimal -- I sometimes overcorrect on a stop or jump too high becuase sonic reacts a few frames after the input. I am just wondering how the pros do it and what settings are best to execute various manuevers in the fastest possible frame count.
JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Sonic 1 and 2? I'm guessing the subtleties are quite different, because in Sonic 1, running at a faster speed than the "allowed maximum" and pressing forward will actually slow Sonic down. 25% speed is probably not an easy way to optimize things to the frame level. Jumping at different frames can subtlely change the horizontal momentum. If you overcorrect on a stop, simply reload and try stopping on a different frame. I don't know much about Sonic 2.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Joined: 5/3/2004
Posts: 1203
Sonic 1 is horrible to optimize. There are places where you just have to try stupid things for no reason because the game's physics engine is impenetrable. There are places where you can enter a pipe on a particular frame and at a particular speed, and you'd exit the pipe faster if you had in fact entered slower and a frame later. There are places where it matters very much if you jump from this pixel or that one (and with how much force) on a slope. Also, some levels have a huge amount of moving obstacles whose patterns aren't entirely predictable, and it is a triumph of true grit if you can manage to luck all the obstacles out of your way continuously. Sonic 2 and 3 require a different sort of attention. Invariably the best thing to do at many spots in the games is to stop and spindash, so much of the optimization involves learning how to stop and fully charge a spindash in as few frames as possible, as well as finding the best loop and slope jumps.
Joined: 4/23/2006
Posts: 4
xebra wrote:
finding the best loop and slope jumps.
Yeah I seem to do well at finding them when playing in slow motion (25%) and realtime as well, but it's hard to replicate the same moves frame-by-frame. I'm still trying to figure out exactly how the physics of slopes work and what buttons do what and how long to hold them for. Im working on CPZ currently some of the things I'm having difficulty with - how to maintain faster than max speed - what to tap/hold on the d-pad (forward, down) when jumping off the downward slope of a ramp. - what to tap/hold on the d-pad (forward, down) when landing - if jump height (holding jump button) affects the forward momentum when jumping off the downward slope of a ramp - how to go from rolling to running without jumping
Joined: 2/15/2005
Posts: 246
Location: Torquay, England
The deal with "character reacts 3 frames after you press buttons" has occured in the Streets of Rage games as well... I don't know why the games do that. Maybe all Genesis games do it?
Active player (277)
Joined: 5/29/2004
Posts: 5712
More like all games do it.
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 3/16/2006
Posts: 289
Yeah, Megaman the Power Battle will do the same thing. Although in that one it takes input every frame, you have to wait like 5 frames for the animation to actually take effect.
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
Joined: 5/3/2004
Posts: 1203
Sadly, according to mike89, someone at the Sonic Center claims to have gotten 0'24" on GH1 on a console. gbagcn and ybbun long ago asked why I don't respect TSC? This is why. It's just hard to want to be a part of the TSC community when it's apparent so many of the times aren't real, and the admins don't really care about it. JXQ finished the level on frame 37:01. The clock increments to 25 at frame 37:03. There are something like 20 jumps and 3 rolls in the level, almost all of which require precision down to a single frame, again almost all of which will penalize you by more than 2 frames (sometimes as many as 10 or 20) if you are off by just 1/60th of a second. I almost didn't make a post about this. I really don't want to drag up old skeletons just for the sake of making people look bad. It's just so sad and attention needs to be drawn to it. The reason people feel the need to fake times at TSC is fundamentally the same as the reason people fly planes into buildings and blow themselves up in restaurants and do all the horrible things we humans do. Why can't we fix something so simple as getting people to stop telling meaningless lies? It really makes me depressed.
Joined: 1/23/2006
Posts: 352
Location: Germany
You tried to run a video with the Divx player. As the name says that only runs Divx.
JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Actually, three people now have times of 0:24. And two of them got the time only four days after the first! Imagine that! Someone should submit a time of 1:08 on Labyrinth 3 and put "TAS strat used on console" as the comment. Cuz, clearly!
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
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