Posts for CoolKirby

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I also found it entertaining. Definitely keep going!
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What jumped out at me the most about this run is that it really looks superhuman. The seemingly split-second decisions the seaQuest makes, the speed at which it gets the divers, and the obvious planning put into building up the score as fast as possible all set this clearly apart from the real-time run. The information in the submission text makes it even more apparent how technical this run is. So I have to say I was entertained. Yes vote!
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YushiroGowa wrote:
and the little girl who actually gets KILLED by Mario? Not that there's something wrong with Mario I just didn't expect that in a Nintendo game.
As pirohiko said earlier:
She was a ghost. She was looking for a playfellow.
And considering that this is a Nintendo game (as you said) and each character is alive in the cutscene right after you defeat them (except obviously the ghost), it would be logical to conclude that none of them really die anyway.
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Wow, that ground slide really is fast! The rest of the testrun looks really good too, and I laughed at how easily you fooled the beams. Good luck on the polished run!
Post subject: WIP vbm and encode
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Here you go! And here is an encode. In the minigame where you whack away the foosa with Melman, the fastest way to clear a foosa is to have it hit Melman (though this can only be done 4 times without dying). Also, I got to use subpixel optimization for the ledges in the Melman's Sneeze Jump level. Didn't expect to have to do that in this game.
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The run has been slowly progressing as both YoungJ and I have been busy with school. We are at the beginning of Lemur Liberation now (which is somewhat hard to optimize, but it should be smooth sailing after that), after which we'll be about two-thirds done with the game. Now that it's summer, the run should be finished in the next few months. Just ask if you'd like the movie file or an encode.
Post subject: Levels 1-3 WIP
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I resynced the run on DeSmuME 0.9.9, made the first level more entertaining without losing any time, and finished the next two levels. Here is the WIP. I'm not sure if I'll continue this right now. There are quite a few runs I want to do, and this feels more like a nice side project.
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Actually, if he didn't explicitly say he used another program, he might have used Dolphin to make those. He gave his laptop make and model (which someone wouldn't do if playing on a modded Wii) in the description and he very well could have used lots of savestates and just dumped and encoded the videos he uploads (in which the load state messages wouldn't appear). If that is how Call of Duty plays on Dolphin (perfectly), I'd say there's nothing stopping a run from being made.
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feos wrote:
The example above is about routines that are parts of the real ending. Marking the stages beaten is not part of Rockman's ending, they are just marked so because it's part of the gaming process, and they are beaten separately. In that case, I consider the ending "broken", but legit.
I agree with this. Rockman doesn't do anything special when the game ends except roll the credits. The stages wouldn't be marked completed unless you actually went and beat the bosses during the game. (Though I'm assuming Cutman's stage was marked completed sometime during the ACE.) I think this should be published, and as a separate branch from the really cool currently published run.
adelikat wrote:
The difference between the glitch used in this run and the glitched prominently used in the 12 minute movie is what?
The difference is DelayEnding. This run uses it, executes arbitrary code and warps to the credits, while the other run uses many comparatively minor glitches to skip a few stages but ultimately play through everything until beating Dr. Wily. Someone (maybe feos?) said recently that ACE TASes are in a whole different category from other types of runs, and I feel this is one of those cases.
Post subject: Re: Superman
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It's really nice to see you taking up this game, and I'm glad you found some cool and useful tricks already! I'm looking forward to your progress.
Samsara wrote:
I'd love to find out exactly where the hitboxes are
There's a lot of good suggestions for finding hitbox positions and even displaying them on screen in this thread.
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I just caught up on all your WIPs and they all look really good so far. You did a good job choosing which rings were the best to skip in ring stages and the indoor levels are fast and entertaining and look optimized (and I really enjoyed the wrestling move finish on Darkseid and punching that guy at the end of Parasite — both were hilarious).
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Seconding Anon's very old post's suggestion of Pocky & Rocky. I think a run of that could turn out to be both fast-paced and entertaining (and fairly short too).
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Ah, okay. Thanks, Patashu! I'll check that page every so often so I'll know when they need testers.
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That's great! Looking forward to seeing the development...develop.
Toothache wrote:
Would be helpful for us to get on board and help build this thing up to scratch
I can't help with the programming (at least not right now), but I can test new revisions if they need someone to do that.
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bihan wrote:
Also should I move on to 4.0 now?
It's generally a good idea to use the latest version available when you start your run. If you've already started on a 3.0 revision and want to switch, you'll have to decide if the newer version's changes are important enough for you to have to redo all your input.
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Good run, pirohiko. I liked seeing the levels completed so quickly, and was amused by the enemies that are normally inanimate objects (like the rice ball). Yes vote.
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Thanks for the encode, solarplex. I liked seeing the strategies used for this short game (which is not a demo/promo; it was released after Punch-Out!! Wii and has completely different fights). Though, I can't say I found it very entertaining otherwise, so voting Meh.
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This sounds cool. Awaiting encode.
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From the looks of the Dolphin Compatibility List page, this game should be totally playable in Dolphin, so you're free to test it out if you want to start a run of it. It also looks like there are all kinds of Call of Duty games for GC and Wii if you want to work on another one after TASing this game.
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I agree with pirohiko, that was impressive! I also enjoyed the nice submission text you wrote out. Always interesting to see all the time and effort put into making a great run. Yes vote!
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Great! That should save some time in a few games (like Blues Brothers 2000 I think). Thank you!
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The verification movie syncs. I just woke up and the cursor was hovering over the Egg Shuttle.
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Way to improve an already short run! And I agree with mklip2001 and Patashu; it took effort to save those 88 frames and entertainment tradeoffs would take away from that. Also, according to the credits, Markus Persson (a.k.a. Notch) was a patron of this game. Interesting.
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Nice run and nice improvement, yes vote! And I think this should obsolete Masterjun's run. Like feos said, when the 100% run is done, it can be published as a third branch.
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I'll test the run to see if it syncs, but why use such an old Dolphin? Since you're just starting the run, why not use the latest 4.0 revision?