Posts for CoolKirby

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Mothrayas wrote:
Turns out to be 7:00.58.
Oh, okay. Apparently the time is calculated by a much more exact number than I had thought. (About 59.72704360644824 fps according to Windows Calculator.)
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Uh, actually Spikestuff, Microstorage's movie time calculation is incorrect (it uses 60 fps instead of the 59.73 fps the GBA actually runs at). The correct time will likely be 7:00.56.
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I think I see what you're saying, but it's not as hard as you think to jump across a room (most of what happened in Chapter 2). Most of the time, it's pretty straightforward: find a single joystick angle that gets you to your destination fastest, and jump to it at that one angle (with the Speed Swap glitch). For more complex situations, it just takes a few dozen tests at the most to find the fastest angle to get around each obstacle. And, of course, we're learning a lot of things as we go, and applying that knowledge to later situations, which saves the time of testing certain things we know to always work a certain way, and thus speeds up the workflow even more. Oh, and the encode is in progress. It should be up within 24 hours.
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VBA-M is more accurate than VBA 23, so the reduction in lag is similar to what you'd see on a real GBA. Good run, Yes vote. I also vote for the first screenshot.
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I don't think any other boss has dialogue like that. Thanks for reminding us of that suggestion though, we'll have to remember that for the final chapter.
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Thanks for those links, jlun2. I've added them to the page.
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Here's an encode: Link to video
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Warp, no one's guessing here. The original question was already clarified and answered:
CoolKirby wrote:
You mean fast-forwarding when playing it back? Most emulators have a button for Turbo or Throttle.
neonbolt777 wrote:
yes speeding up
FractalFusion wrote:
If your system runs Dolphin slowly, then pressing the turbo/fast-forward/speedup button doesn't make Dolphin go faster. You can try to dump AVI with Dolphin, so you have an encode that you can play back at normal speed.
Because there's no way to "speedup" the run inside Dolphin, we're working with the OP on an alternative solution, encoding the run so that it will play back at full speed.
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A lower compression quality means the quality of the video will be worse (more pixelly), but it will still dump at the same speed. A compression of 90 should be fine for what you want to do.
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I was trying to make it as easy for the OP as possible. I don't know whether he/she even knows how to install codecs or not, so I suggested some built-in ones.
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Any of them except Uncompressed should be fine. You don't need perfect quality if you just want to review your work. Microsoft Video 1 or Cinepak would be good choices.
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1. While riding on Yoshi, your speed is constant, just like walking speed is always constant. 2. It depends on the angle and distance we need to traverse. Usually Yoshi is faster.
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If you want to use FractalFusion's suggestion of dumping an encode from Dolphin, you'll want to go into the Graphics settings, Advanced tab, and check Dump Frames. Then you can play back your TAS to make an encode of it. This will dump only the video though; you can dump the audio as well, but it will be separate from the video and you would have to combine them manually.
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So this is what a bait-and-trap platformer is supposed to be like. I enjoyed this a lot more than the Syobon Action run, and there were some clever tricks in this, such as keeping items to bounce over the traps. Yes vote!
WST wrote:
They should have made a cuter main character :(
I think she was cute enough.
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You mean fast-forwarding when playing it back? Most emulators have a button for Turbo or Throttle. Which emulator are you using?
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jlun2 wrote:
I wonder what's the shortest name other than "A" that could be given to Yoshi? :P
The fastest method of naming him would be either selecting A or choosing to go with the default "Yoshi". They might take an equal amount of time; we won't know until we get there. But nothing other than A or Yoshi would be the fastest name. Also, here's a fix to the end of Chapter 2. It changes up the items we buy in Westside Goods before we go to Chapter 3: Link to video
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I didn't know that was even possible! That's cool. Thanks! Here's an encode. You can add it to the submission text if you want, adelikat. Link to video
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I don't know about anyone else, but I can't open this movie file in BizHawk 1.5.2, even after copying the input over to a new movie file along with the prg setting lines. I always get this error: I can post the Details if someone requests them, but I won't until then because it's pretty long.
Post subject: Chapter 2 encode!
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Here's Chapter 2, everyone!
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I think we're too far along now to restart. That would mean resyncing the entire run (basically redoing it, since this game does not hex well) as well as finding all new RAM addresses for a different version of the game and doing all the luck manipulation again (we just barely managed to get Mega Rush from Charlieton and Power Rush on sale at the end of Chapter 2).
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I think the third screenshot would be good as long as it doesn't reveal too much about the very last action of the run. If it does, then the first one is also really nice with its pleasing color scheme and Patrick's silly jump. Nice to see you've completed the submission text! I'll have to read through it when I wake up tomorrow.
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Way to go, Mothrayas! This looks really good. Looking forward to seeing how much more time you end up saving, and of course the finished run!
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It doesn't seem to me like "Peach only warpless" would be very well received. I think any% warps or warpless would be a better choice.
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Maybe in the future, a TAS can be made that doesn't use Danger/Peril Mario, but it won't be this one that we're working on right now. I feel like it's best to get a speed-oriented run finished first before starting runs with other goals that may not even be publishable. Also, I'll expand on Malleo's point. I started work on the original run in summer 2011, long before the "US version should usually be used" rule was amended. So it was only natural for me to start a TAS on the US version. Plus, there have always been documentation and known tricks and glitches for the US version, but the Japanese version-specific tricks have yet to be thoroughly looked into as well as tested to see if they save time on the speedrun route. The US version is also the one most, if not all, TTYD speedrunners use, so this isn't an OoT-type situation where the community largely prefers the J version. This game has a lot of text too, and it would be a lot harder for most of our viewers to follow along if they don't understand Japanese.
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ALAKTORN wrote:
so anyway what was this about?
MESHUGGAH wrote:
AnS wrote:
Also, wait, didn't the guy actually beat the last boss on this video?
He did (edit: and used original version), and the comments also mentions it's possible to start the level 6 (glitched too) with resetting, not sure it was mentioned already.
I asked about that earlier, and got the response that it can't be done on our current emulators without a greater level of precision (subframe advance). With the limitations of our current tools, we're forced to keep this as an improvement only a future run could make.