Posts for emu

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emu
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Joined: 1/2/2007
Posts: 188
Location: Germany, Munich
Amazing tas. I loved Mukki's run and this is a worthy succesor :)
emu
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Awesome, I've been waiting for this. Watched the whole hour and was quite entertained. I don't understand why you did not get the z-saber and forced the bad ending. It was cool to see bosses not getting instagibbed for a change but I counted it to my 100% list (to be honest I got it every time which is why I could't remember the second vile fight anymore ^^). This is not a complain just a question. Yes vote nonetheless. EDIT: Nevermind, I forgot the bad ending comes WITH the saber. Alright then :)
emu
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Very nice run, fast paced and entertaining. I thoroughly enjoyed watching it and I'm happy to see that THPS games see some love again. I haven't posted for a long time, that should say something ;)
emu
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It's the 3rd movement (allegro) of the Concerto No. 4 in F minor, Op. 8, RV 297, "L'inverno" (known as the "winter")
emu
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Joined: 1/2/2007
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The most recently published runs (1, 2, 3 are from nitsuja and upthorn. As nitsuja seems not to be available, you might want to talk with upthorn. He knows the game and its glitches very well (as well as about emerald runs) and is often in the IRC channel. threads related to Sonic and Knuckles 3 (no specific order): 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11 Good luck
emu
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Joined: 1/2/2007
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Location: Germany, Munich
I happened to try this game some days ago and failed miserably, as I didn't realize how essential chain reactions are. Actually a very nice watch with impressive game play. How do you set up these combos? Do you just pile up jewels, sort them by colour, use experience gained over time or set up exactly the combo you already have in mind?
Xkeeper wrote:
And now on Youtube, with annotations. That's like speaking!
:) As a matter of fact, the AI descriptions and strategies were quite interesting.
emu
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Joined: 1/2/2007
Posts: 188
Location: Germany, Munich
Short summary, about what I know (which means, some facts are missing or probably not true): There does exist interest in PSX tasing as seen in these threads 1 2 3 4 5 6 7 so you are not the first one who asks for it. There are basically just too many difficulties (like not being open source), which prevented us of having a rerecording PSX emulator. As far as I know, there are 3 emulators worth mentioning: -epsxe: Probably the best known and most used one. However it is closed source, which will unlikely change, as there worked to many people on the project to allow the few currently working on it to make it open source. -PCSX: This one is open source, which is the reason, why DeHackEd and valarnin already tried to modify it. However, there seems to be a general savestate bug, which couldn't be solved yet. Recently, mz also works on it with some successful results (1, 2, 3), but it is still very experimental. -pSX: A closed source emulator, pSX author alone is working on. As he is generally over flooded with requests and advises, he also rejected bisqwit's and others proposal of helping with their experience of implementing rerecord features, which led to a slightly tensed atmosphere. He still plans on adding this feature, but firstly, we will have to wait some time, due to its low priority and secondly the lack of open source limits the usefulness for tasvideos a lot. Yet, bisqwit managed to bypass these problems and created the first (and seemingly unnoticed) PSX tas, using a different recording approach (directly recording an AVI), which however, also doesn't meet the requirements for a emulator that the while community can use.
emu
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Joined: 1/2/2007
Posts: 188
Location: Germany, Munich
I was first reluctant to watch the movie, considering the rerecord number for a 1 hour movie. But not only did I really enjoy the movie, I don't have any complains about the technical aspects of the run. Smooth execution, good planning and saved more than 2 and a half minutes. Great job. I can't but agree with angerfist, hoping that we will see more mega man zero runs from you.
emu
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Joined: 1/2/2007
Posts: 188
Location: Germany, Munich
If I remember correctly, he even tried it with the metal hat (thus being able to walk on the bottom), yet couldn't open the door. But I'm not 100% sure.
emu
Experienced Forum User, Published Author, Active player (385)
Joined: 1/2/2007
Posts: 188
Location: Germany, Munich
max12187566 wrote:
What's meaning of "UNL"??? I really want to know the version of this rom!!!
Didn't I anwer this three days ago?
emu
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Joined: 1/2/2007
Posts: 188
Location: Germany, Munich
Finally got around watching this. Noticeable improvements to an already short run, good job swordless link. I also appreciated sticking to the (U) rom. It was funny though, that you wrote nearly a whole paragraph about losing 1 frame, when a gazillion frames were consumed by lag* :) *which you successfully reduced a lot
emu
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As far as I know (after 5 minutes of research ^^), there only seem to exist an (E) and (Unl) version, with the later one this tas was made (synched). "Unl" is an abbreviation for unlicensed rom. For "Dragon's Lair" (NES) there were 4 tases made so far, once with the (U) rom and the others (including the published one) with the J rom. For the game itself exist an (U), (E) and (J) version. I have never heard of "(JAN)" and I guess the term doesn't exist in terms of rom nomenclature. Your run doesn't look that bad. Though the rom ("Super Game" intro, no options, unlicensed) bothers me a little bit, despite the more appealing graphics and its similarities to the SNES/genesis counterparts. edit: whoops, mmbossman beat me to it.
emu
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Joined: 1/2/2007
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Aside from the game choice* and technical inaccuracies, you should have favoured the hardest difficulty. Other than that, it was fun seeing this game played again. Congratulations to your first submission. *I don’t categorically dislike tases of that game type. I'd rather prefer some kind of max point runs with a ton of planning and luck manipulation. edit: crap, I voted wrong, sorry.
emu
Experienced Forum User, Published Author, Active player (385)
Joined: 1/2/2007
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Great run, I enjoyed it very much. Did you happen to find additional tricks/zips that could have been used in the 100% run? Also, nice correlation in the submission numbers :)
emu
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Joined: 1/2/2007
Posts: 188
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@mz Sorry to bother you with this, but I got this problem: When I try to open either rerecord or replay.exe, it tells me "Error loading GPUframelimit: Error loading symbol" Then the config window opens. But when I click "OK" the message comes up again. I got the bios and DeHackEd's pcsx version did run on my computer, so I guess it is not the emulator itself. Do you happen to know how to fix this? Thanks in advance
emu
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Joined: 1/2/2007
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Again, astonishing work, bisqwit. Honestly, I never played Chrono Cross and I will likely watch only small parts of the run. But, the work, that you put into rerecording emulators for playstation (and so many other projects) is just tremendous. No problem keeps you from giving up, making you a driving force for the whole community. I benefit from this all the time, but unfortunately can't give anything back, except my appreciation.
emu
Experienced Forum User, Published Author, Active player (385)
Joined: 1/2/2007
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The community is eagerly waiting for PSX tasing to become reality, so if this works it would be great. The videos look very promising, too. Still, there is the question, if or how you managed to solve the savestate problem of PCSX that DeHackEd was so worried about. Maybe you can talk with him, bisqwit or someone else who has both experience with PCX emulation and the mechanics required for a proper tas emulator. I'd love to play around with the program, but I understand if you don't want rush releasing it too early.
emu
Experienced Forum User, Published Author, Active player (385)
Joined: 1/2/2007
Posts: 188
Location: Germany, Munich
Black Pit and Lion's Den are pretty much autoscroller with skycutter, I can't think of a way to save time, but I would be really cool if you find something. I feel a little unsatisfied with WoD1 and now that you mention these things, I will redo it again (and edit the rest). Especially the damage planning should be taken into consideration as the last dragon of Vally of Life likely doesn't save more than 10 frames. The problem is that taking damage from the grabbing hands pretty sure means getting grabbed. I'll check it. (jeez, I really hope, I can get back to IRC soon)
emu
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Joined: 1/2/2007
Posts: 188
Location: Germany, Munich
Thanks for backing me up nifboy, it's hard to proof something without gmv. Just finished Valley of Life and added 3 skycutter autoscroller. I tried to make the flying somehow more interesting. He can turn around every 8th frame, so autofiring with that pattern keeps him in a considerable stable line. The only new route is the jump into the 2 box entrance I finally nailed in Valley of Life (saved nearly 3 frames). I seem to constantly lose 2ish frames between levels (from touching flag to beginning of next level), which is a little annoying. You don't happen to know, how to avoid this? @RT-55J: Thanks for the support. It sure helps keeping the motivation up.
emu
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Joined: 1/2/2007
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Baxter pretty much summed up my thoughts about the run. Hats off to you for the accomplishment, cool demo, but probably not worth working on a complete run. Btw, I also got a desynch with my MM3 rom but it actually sends Gertrude into jail with the monopoly rom (don't worry, she got a "get out of jail card") :)
emu
Experienced Forum User, Published Author, Active player (385)
Joined: 1/2/2007
Posts: 188
Location: Germany, Munich
I stumbled across a glitch, when I was playing around a little, though I doubt it can be used somewhere: I was micro max in the pyramids of peril and jumped for the iron knight helmet at the end of the level. I somehow transformed at the right side of the block (offscreen) and fell down. I could jump around at first, but the game eventually froze (kid chameleon stuck during jump, timer stopped, music kept playing). Sorry, no gmv and I don't know where to upload a screenshot.
emu
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Argh, you are right, I forgot about the lag. Good eye and thanks for the fast reply and correction.
emu
Experienced Forum User, Published Author, Active player (385)
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I redownloaded it here today and it synched perfectly (gens version 9.5c). In case it doesn't, it is considerable, that the emulator settings are not correct ones. Btw, I really enjoyed the run, though the ring avoiding seemed not to be a very dominant theme (I sometimes forgot about it during the time I watched it). However, I have no idea, how it will be received by the workbench audience.
emu
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I hope, I bump the right topic here. Some month ago, when I tased "omg the red rings", I noticed that the published run apparently forgot to use the left/right trick at the beginning. That and some minor changes resulted in a 4 frames improvement of GHZ1 (I didn't check at the rest of the run though). I just put it here, in case that it is useful for future improvements.
emu
Experienced Forum User, Published Author, Active player (385)
Joined: 1/2/2007
Posts: 188
Location: Germany, Munich
As you may have noticed, I'm back online, yet I can't go on IRC (available next week). Unfortunately, I didn't achieve much in the meantime. Here is the gmv, which completes the 100k warp. @Randompie: Your solutions for HWP1 were plain sick, no idea how you found them. I was always slower and ended up copying a lot. Also cool warp trick for the disappearing blocks :) I will pm you for parts, that have different strategies. Here are 2 game physic things I noticed (you probably already know). - apparently you can also get a minor boost when you don't push A when your speed is around 623 or something. It rises up to approx. 665. I used it at the beginning of USM1, gaining 1 pixel (which didn't help much, due to timed elements). It is helpful at accelerating points, where you can't properly reach 607 or 650. - red stealth has slightly different air behavior. He boosts when falling below 576 (thus not reaching 575) by 96, which results to 672 again. Also, deceleration is different: i) forward (no matter if A is held): -1 ii) not forward (no matter if A is held): -4 iii) backward (without A): -64 (opposed to -43) iv) backward (with A): approx. -96 (opposed to -65) Commands seem to lag behind 1 frame, so keep that in mind. It looks like the pattern here is, to reach 640 and backward, forward+A then (very likely with the 2 frames of no input before).
TheRandomPie_IV wrote:
EDIT: The method I use for jumping in your velocity method, is to release the directional button at 658, then press back (but not A) at 650 and then resume holding forwards and A. This gives an averge velocity of 659.6.
You are right, I later realized that, too, when I started using the technique.
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