Posts for CoolKirby

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Wii: SMW2: Yoshi's Island Star Fox 3DS: EarthBound
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jlun2 wrote:
How about you start a new page in the game resources, and input the tricks you already know?
He can't create or edit Game Resources pages because he hasn't had a published run before. Zwataketa, I think what you should do is either post all the tricks you've found here so you won't forget them, or post your test run with all the tricks in it. I haven't played the game, but I'll be happy to watch your WIPs and tell you what looks good and what looks improvable. How much faster is Squidward anyway? If he's not much faster, then it wouldn't be worth it to start from SRAM just to run through the game a little faster.
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MUGG wrote:
I had a little idea for 4 player TAS. Instead of hooking up 4 emulators, why not somehow control the Kirbys by writing into the RAM?
Wouldn't that have to exist as a hack? If you wrote to RAM manually during a TAS, the RAM values wouldn't change when you played just the input back, so it couldn't be done unless there was a glitch that allowed access to the RAM to control the other Kirbys.
MUGG wrote:
Also any% TAS will be complete very soon.
Great! I hope you found a way to use the glitches you've been finding to save time.
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Spikestuff wrote:
There are quite a few glitches that you can do in this game, unless console versions took that out because I know glitches from the ps2 version.
I don't know the game, but I would think the PS2/GameCube/Xbox versions would all be the same game with the same glitches.
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I second your sentiments about SNESHawk, and I also would like to thank everyone who made GBHawk possible. It runs perfectly, and it feels really good knowing I'm TASing on the most accurate GBx emulator out there. And it's still impressive that I can play or TAS most of my games from different consoles all in BizHawk.
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At least this gives him time to optimize the run and resubmit if he so chooses.
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Is the problem that the run doesn't sync on an A/V sync revision? Or is it that our N64/GC/Wii superjudge is working on a run himself at the moment?
Post subject: Re: I voted Yes - why isn't this published yet? :)
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dwangoAC's Subject line wrote:
I voted Yes - why isn't this published yet? :)
I'm wondering why it hasn't even been claimed in 18 days.
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So we can TAS with dual core mode on now? That's pretty useful.
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I hope you don't decide to give up on this. You didn't change anything else in Dolphin?
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It could be a problem with the ISOs, like you said. If you dumped them from your Wii, they shouldn't be in a zip folder. You might have WinRAR or something similar, in which case they would look like archives, even though they have the file extension *.iso and can't be unzipped. It's worth re-dumping them though.
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Thanks for the temporary encode, Spikestuff! This was a good improvement over Marx's submission. Voting Yes.
Post subject: Re: steam user name
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sack_bot wrote:
ZOMG! Im posting this coment on steam AND TASVideos AT THE SAME TIME!!!
I don't think that's a valid reason to bump the topic.
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I can't figure TASEditor out. No matter what I change, it won't play back the run without recording new frames starting from the beginning of the movie. And the run desyncs without it.
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natt wrote:
I could certainly rip out the gameboy colors option from VBA and use it. My only problem is that I'm a bit worried that everyone will have their own idea what the right GBC colors are, and then I might as well add customizable transfer functions and whatnot...
I didn't see any complaints in the VBA Emulator Development thread about the colors, so I don't think implementing just that palette will cause a problem.
natt wrote:
As far as Kirby Tilt and Tumble goes, analog support in bizwhack is a bit far away at this point. And then this particular mapper needs to be supported too... I wouldn't hold my breath, sorry =/ There are a few thousand other GB games that do work, though!
Thank you for your honesty and encouragement. I will look for another game to run.
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natt wrote:
kirby tilt and tumble is mapper 0x22 (MBC7+tilt???) Gambatte does not support it. Edit: made a little list http://tasvideos.org/Bizhawk/GBMapperList.html
Oh, well thank you for doing that research. Interesting table, too; I wasn't aware there was another game that used that mapper. Do you think the mapper 0x22 will be supported sometime in the future?
natt wrote:
As far as GBC color correction goes, do you have any links that give more explicit data on how a GBC differs from standard sRGB in color production? It'd be nice to know what sort of correction is needed..
I couldn't find anything on it either. Sorry about that. VBA has an option of Real Colors and Gameboy Colors though; would the latter setting be a custom palette?
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Wow, this is great! The part after input ends is a lot funnier because of the random sprites falling down the screen before Rash appears and then disappears, turning all of the colors negative, and the faster game over. Great improvement, Marx. Yes vote!
Post subject: Re: #3699: devanwolf's NES Fisher Price: Perfect Fit "Level 1" in 01:23.89
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TASVideoAgent wrote:
I'll make a better version with corrections. Canceling.
... I agree with KwyjiboPrime. He's obviously not taking note of any of the comments or votes. Maybe he's still looking only at the submission page and not the discussion page?
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kirbymastah wrote:
Which lle setting should I use? Recompiler or Interpreter (slow)? Should I set "DSP llE on Thread" on?
Leave LLE as it is. Do you have the two files required for LLE (dsp_coef.bin and dsp_rom.bin)? You'll need to dump them from a Wii or GameCube (or download them).
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vecna wrote:
As far as the palette goes, once a GB ROM is loaded, open the GB menu -> "Change DMG Palettes..." -> Load... I use "BGB (lcd green).pal" but I lost the vote for the default. :)
I figured out how to change the palettes for GB roms, but that button is greyed out when a GB Color game is loaded. It would be nice to have the color fixed or at least be able to change the palette to normal GBC colors.
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Would this be a good place to report a game that BizHawk refuses to open? In this case, the game is Kirby Tilt 'n' Tumble for GBC and an "Exception during loadgame" error appears after the ROM is selected. After clearing the error dialog, the game does not open. Also, is there a way to change the palette of a GBC game? The colors of GBC games in BizHawk aren't as bright as they are on the original console, and it would be nice to use a palette that fixes them.
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I love this crazy fast progress! Thanks for posting the progress again, Nahoc!
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The other two consoles may not be emulated well for quite some time, especially the Microsoft Xbox. If you want to make a run of this game, the GameCube version would be the way to go.
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Does it have something to do with bouncing off the wall at a certain angle? Maybe if you were to watch Frosty's HP in RAM Watch and try a bunch of different angles, you could manage to do what he did.
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Wow! Gambatte and bsnes cores too? Now I have to download this emulator! Congratulations to the developers for getting that working, as well as the experimental Genesis core. Does motion sensing work in GBHawk (i.e. Kirby Tilt 'n' Tumble)?