Posts for CoolKirby

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Wow! You've really optimized this, I did not expect the pause glitches to be done so quickly. Congratulations! And thank you for switching to a newer snes9x version; if you want, you could actually submit your movie once it's finished.
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I think it's preferred that you reach the credits if the game has them. Hopefully the few extra seconds of doing that won't push the time over 40 minutes though, it'd be great to get under that! At 4:05-4:06 in the latest encode, can you jump as soon as you land on that platform to hit the ground sooner, and avoid hitting the wall and losing all your horizontal momentum?
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Driver: San Francisco (different than the Wii version) Sleeping Dogs The Far Cry games (1 or "Classic", 2, 3, 4) Metal Gear Solid V: The Phantom Pain Mighty No. 9! Earth Defense Force 2025 Sneak King
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Doc Skellington wrote:
if Timon is on a stone that Pumbaa has pushed, if you move in the same direction and jump, you add the stone's speed to Timon's speed (or is it a normal feature ? I don't know).
Good find. That sounds like a bug to me, and not a feature the developers intended. There are some other games with a similar bug too.
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aldelaro5 wrote:
but basically, Coolkirby, before I update my docs for the 1.0 version, please indicate that the offsets on the ressources page ar for the 1.1 version of the game.
I included the note on the page, and I'll also add this clip there once you have the v1.0 offsets ready...and I have more time.
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I'll make an encode. Encode posted to the submission text. Well, that was short and fast. I thought it was also pretty funny, partly because of how clunky the game is. I'm going with Meh, though bordering on Yes.
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I thought it was pretty funny. Though if it doesn't turn out entertaining enough, it can always be vaulted like andypanther said. Also, I wouldn't have guessed this was a fighting game from the name.
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Looks good! That jumping backwards in some areas is to reduce lag, right? That was sometimes the only way to reduce it in the first Madagascar game, and this one appears to use a modified version of the same game engine.
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Sounds great! If it doesn't hurt your motivation or ruin the skip, maybe you could post WIPs too.
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Maybe this will get some comments now that there's an encode. This game has some pretty varied gameplay, and pretty impressive graphics for the Genesis. However, the pace of the game is just too slow for me to find this very entertaining. Good improvement, Jimmie1717, and good job making the waiting periods interesting, but I'm going with a Meh vote.
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Nice work! This looks like what I imagined a 100% Madagascar run would look like too. I really like the pushing Timon while he's on top of the rock. I'm sure that saves time, and it just looks funny and clever.
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Looks like the PJM/PXM Importer was merged into BizHawk's code less than an hour ago. Way to go, AdituV!
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Nice to see progress on this game! At around 0:35, you get a high jump off of the flower. Is that possible for other flowers? Does it save or lose time? I only noticed it because it seemed different from the other jumps. Also, you're avoiding the gems because of an end-of-level tally, right? How much time is wasted there from getting a single gem, or group of gems?
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That's a cool trick. Any chance you could update the Game Resources page with this and all the other new tricks? Or if you wanted to send me the known information about all of them, I could format them for the page for you.
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That was a really enjoyable watch! Nice to see all the similarities between this and the NES port. There are some cool bosses in this game too, the tanks and Metal Gear of course, but also Shoot Gunner and Fire Trooper have some great attacks. Yes vote!
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Like Masterjun said, you can animate the images in Vegas by keyframing them, setting their position/rotation/scale at certain points and letting the computer fill in the rest. It's a lot like animating objects in a 3D modeling program like 3DS Max or Maya, except in 2D. You can keyframe anything you want: text, images, even videos I believe. A good example of what you can do with this method is the Game Grumps intro. The heads, text, and blue circle behind the text are all keyframed. Obviously your video will be a lot longer, but you might find all the little animations fun to make, especially when you get to send objects spinning wildly off the screen or instantly shrinking. See also this editing tutorial by the Grumps' (former) editor. It goes at a casual pace and demonstrates visually how to keyframe with a Vegas-like video editor. Also, when you're ready to save your video, try to encode it with something like the XVID codec to save disk space and uploading time. Or you could compress your video file with the program HandBrake.
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ixfd64 wrote:
I think video game music is highly underrated.
I agree. I've been wondering as to whether some really good video game tunes, like the orchestral pieces from Super Mario Galaxy, could be recognized as masterpieces alongside famous Baroque and Classical music and even some of the jazz songs from the early 1900s. I think they contribute quite a bit to video game culture, possibly to today's culture in general (everyone knows the Super Mario Bros. theme), though they may need to reach a wider audience first before they are recognized as something more significant to our time.
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Those skips were awesome! Those were the kind I used to try and find in Crash Nitro Kart (the one I played) but was unsuccessful. I hope zah666 decides to make more of these.
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This is progressing quite well. I'm impressed by how much time you've saved already. Good job so far, Chef Stef!
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You probably thought of this already, but if jumping and walking are the same speed as goofydylan8 said, perhaps you could test and find a good balance between increasing the number of jumps for entertainment and decreasing the number of jump sound effects that play, as the sound bothers some viewers. It shouldn't matter from a technical standpoint unless they really are different speeds, but I thought I would mention it.
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You're welcome! Here's a screenshot of the final input: And here are some screenshots at frame 43936 and 72135 so you can gauge your sync progress in playing back this run.
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Congratulations on becoming a judge, Samsara!
Samsara wrote:
I'm getting consistent desyncs with this, around frame 14000. If anyone aside from the author can get it to sync on their end, that would be lovely.
I just tested it and got it to sync past frame 14000. My settings are no memory cards and DSP LLE recompiler with the official DSP ROMs. Just to be safe, I have it paused while I'm in my browser typing this, so I'll get back to it.
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Way to go, guys! This run was worth the wait!
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Great job, Malleo. I had forgotten what the differences were between this run and the last submission, and I enjoyed finding out what changed in this one myself. One question: What happened at 53:50 and 53:53? After Punio discovers the other Punies, you open the menu and quickly scroll through options twice. Is this for luck manipulation, presumably for the 100-Jabbi Fight?
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Classic Garfield! Collecting food, beating up dogs and using his weight to bust through stuff. I probably would've enjoyed having this game when I was younger. Thanks for making this TAS, it seems like a game that needed one.