Posts for sgrunt

sgrunt
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Sorry - I somehow used the wrong sound track when muxing the movie. The true total length should be around the 35:24 you specified. I'll fix the audio track and reupload this. EDIT: the torrent has been replaced; I'll re-add the archive.org link once the movie has finished reuploading there. EDIT2: archive.org has been updated (the stream will need to re-derive, but the download link has the new encode).
sgrunt
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This is, sadly, not very compelling to watch despite clear effort in route planning (as evidenced both in the run and in the discussion here). Meh.
sgrunt
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There is an old WIP which reaches the end of level 1 131 frames faster than this movie does. As such, I'm going to have to vote no. If you're interested in making a run of this game, I'd encourage you to post WIPs in that thread so as to get proper feedback before submitting the run.
sgrunt
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Please edit your submission text or old posts if you have multiple things to say without someone else posting.
sgrunt
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This is slower in in-game time thanks to ending input early and not manually advancing the field to end as soon as possible on the in-game clock, in addition to using the exact same strategy up until that point and not doing so any faster. There's no reason to look at this any further. EDIT: On closer inspection I've reached the disturbing conclusion that the input contained in this file is in fact completely identical to Baxter's save that it truncates the input. This run should be rejected immediately.
sgrunt
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Mix-and-match of branches is an very bad idea; it gets into arbitrary goal choice territory. If there is demand for a 100%, it should be only a 100%, not a 100% combined with this.
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fsvgm777 wrote:
II) Change byte 0x016 from 0 to 1.
Just to note: this was apparently already set when I downloaded the input file. It also means that you will need to use v17 to view the run.
sgrunt
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Merged posts discussing this publication into this thread.
sgrunt
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For the record, I needed to use v17 to get the run to sync (did not try v16, but v15.3 and earlier see similar problems to what fsvgm777 reported). Have not watched this all the way through as yet.
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DrJones wrote:
The question is, does this restriction make for a more entertaining movie?
I disagree. The question where new branches are concerned is "is this sufficiently different from other runs of the game to be worth publishing in addition to the current movie"? This isn't to say that different runs can't be entertaining - just that comparisons of this sort are really only meaningful when compared to runs this is intended to obsolete.
sgrunt
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adelikat wrote:
mike89 wrote:
BTW sgrunt, approximate frame number: 54090
You are saying a spin dash happens here? If so, I'd say that disqualifies the movie. Though I would still like this to be an opportunity to get an idea of public opinion about this category idea.
mike89 indicated to me on IRC that that was the frame of the screenshot; nothing to do with spindashes. As I said, I saw no spindashes.
sgrunt
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Sir VG wrote:
Especially since it's "mainly" without it. That's like beating SMB1 "mainly" without using the B button. Either you do it without it, or you don't.
As I noted, there are no spindashes in the movie - the submission text is just worded badly.
sgrunt
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Oh boy, it's another generic stroll-around-in-no-particular-hurry platformer, of the sort that even maTO's technical competence can't make look very interesting. I give this a meh.
sgrunt
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You've come a long way since your earlier submissions for this game; from a technical standpoint this is reasonably solid (in my eyes), and the absence of spindashes (complete absence, unless I someone managed not to see or hear one, despite what the submission text says) gives it a rather different feel (closely paralleling that of the Sonic 1 run) and yet still manages to be fast (it clearly doesn't stop most of the zipping glitches, such as the Metropolis 2 glitch which the standard run sorely needs to have added in!) to the point where I think this is interesting enough to serve as its own branch There were a couple of hiccups I spotted that I wanted to ask about before I cast my vote, though:
  • There are a couple of instances where there's a notable gap between two hits on the boss, such as in Emerald Hill and Death Egg, which looks bad. Is it possible to consistently land consecutive hits on those bosses (without spindashing)? If so, why did you not do that?
  • If memory serves, the Oil Ocean routes in the current published run doesn't rely overly on spindashes in order to traverse the surface of the oil. Why, then, didn't you use that strategy, which is clearly faster?
Not being a Sonic 2 expert, there may be other possible improvements which I missed, so I'll reserve further opinion until other more experienced eyes than mine have had a chance to look over it. EDIT: By the way, can you upload your screenshot as a .png (which I believe Gens normally outputs anyway; please don't convert it back from the .jpg), or specify the frame number where it was taken? We normally use .pngs for our screenshots.
sgrunt
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That's no way to congratulate fsvgm777. :) Welcome back, Deign!
sgrunt
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Say hi to our newest publisher, fsvgm777!
sgrunt
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Derakon wrote:
Aktan wrote:
Here is an HQ encode:
This seems to not currently be available for download; the movie file is not found. Any idea what happened?
The link's slightly wrong. Try http://www.archive.org/download/MothrayassPsxMegaManX5In1651.08/mmx5-tas-mothrayas.mp4
sgrunt
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Quietust wrote:
The movie file has gone away - it gives HTTP error 406 ("Nothing here") and says "gruu".
This has been addressed.
sgrunt
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Maintenance is done - the website has moved to a new server. Some functions of the site are still running from the old server. If you run into problems, please report them using the site bugs thread.
sgrunt
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It's a tale of zero cities, then?
sgrunt
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If you have questions during the maintenance process, we'll be around in the IRC channel as it takes place.
sgrunt
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That was impressive, considering how long the average conquest in this game takes in comparison. This is easily a paragon of luck manipulation. Yes vote.
sgrunt
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The blindingly obvious problem here is that the movie begins from a save state. Fortunately, said save state is near enough reset that I've been able to repair the movie file to not use a save state; I also truncated a large number of blank frames from the end (there are still some actions taken after the final blow is delivered which are arguably unnecessary, but I've left those alone). Grab a copy of this from http://dl.dropbox.com/u/5494313/submission2694-fixed.zip (be gentle, please). If the author agrees, I'd like to see this replace the present input file. I have two questions while we mull over replacing the submission file: 1) There are newer Dega versions available than 1.14 (in particular, 1.16). Why use an obsolete version? 2) Why don't you do anything during the first training segment? Just standing there looks horrible.
sgrunt
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At last! I've eagerly anticipated the finished form of this run and it's every bit as professional as I could have hoped for. Obvious yes vote.
sgrunt
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I'm not solely concerned with motion; I'm concerned with clips that have proven to be codec-poisonous for testing purposes. Larger file sizes will mean there is more room for seeing the effect of tuning any particular option, and we will be able to better see the relative impact of any changes that are made.