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Sorry for the late response. Again busy season. We talked about 100% category in the past but it was never settled. I’ll review everything again later this evening and see if we can’t get you some rules so you can do your run.

BryBad les gusta esto

I'm going to leave the board as is, and allow the use of custom characters for both the player and AI, based on the feedback here, and a decent desire to try to boards as clean as possible. I suppose things could change in the future for sure, but for now I will leave as is and revisit the question of yet another subcat in the future if and when there is a stronger desire for one.

Thanks everyone for the input.

BryBad les gusta esto
hilo: Lemmings

Super cool information, thank you so much for sharing! I got a GEN and was thinking about working on that run after I finished NES/MS-DOS stuff, so glad not to put to much effort into a NTSC run (dont' see myself having a PAL console anytime soon).

teh_supar_hackr les gusta esto

I use 1.7 myself, so I'm not sure it's the same....

Seems Options > Graphics Configuration > Changing Full Screen Resolution And I believe 640x480 16-Bit would be resolution you are looking for; I think that's N64 native resolution, but not 100% on that.

EDIT: Nope, I ran into the same issue. Seems like you have to set up the appropriate resolution on the computer first so that aspect ratio is the same, but I do not know.

Individual Games have their own forums. Here you go: https://www.speedrun.com/masseffect2/forum

Not familiar with the game, so can't really comment on the run or the rules for runs or anything.

Pear les gusta esto

Just to clarify,

Apparently stock characters can't be altered... so the real question just is then, is there any reason anyone can think of that playing against custom characters should be disallowed for Royal Rumble/Exhibition/Cage matches?

If not, I don't see any immediate issue with it myself, so I'm inclined to allow that.

Same boat, so I'll eventually get to the end doing all the IL's, and will share anything I find out.

When I was working through some of the walkthroughs to see if I can find information, I think I saw a review that mentioned that getting all the gems results in a rainbow appearing near the end of the game screen. If that's confirmed, I imagine that would make gems something needed for a true 100% run. So might end up in the situation where gems aren't needed for IL's, but are needed for full-game runs. That would at least make it easier to verify any runs.

I agree though, that if nothing actually occurs inside the game for acquiring all gems, then I think only coins/eggs/bonus ball should be needed for a full-game. Just not sure yet.

Haven't had a chance yet to explore it, but if doesn't change tee location like it does it other games, than what does the Amateur/Pro settings actually do in this game? Just make it slightly harder?

I had a runner ask about this;

As far as playing a custom character, that seems fine to me. However, the runners also brought up the fact that you could, in fact, alter the moves of everything single stock character in the game, and wanted to know if such an approach would be acceptable.

If not, just got to be a little careful verifying runs, so that it can made sure that AI moves are stock moves the game gives them or not.

If so, then, I mean that's pretty straight forward.

I didn't want that full decision since it could really affect runs without running it by the community. So, here I am, throwing this out there as something that needs to be determined to be acceptable or not acceptable.

What do you think?

So, couple things I noticed.

In order to 100% a level, as far as the game in concerned, isn't as straight forward as you might think.

Looking at the stats (on most levels, obviously trial levels and boss fights may have far less to normal levels) you got something like this.

Collectibles (Coins basically) Eggs (Dead Enemies) Bonus Ball (The additional colored ball that spells out Beackham on the overworld)

As as I can determine, that's all you need to get to 100% a level. The Collectibles and Eggs, must be completed in a single run for it to count. The Bonus Ball can actually be entered into the goal in advance. I.E. You could run a level with a bonus ball, and collect nothing else. Then, play the level again, and collect everything else but the bonus ball. This will 100% the level for the game. However, for the purposes of doing a 100% IL, it makes sense to me that you need to collect those three things for a run, even if you previously collected the bonus ball. Of you 4 worlds, the last 7 levels each have a bonus ball.

The GEMS turn out, are entirely unnecessary to 100% a level. The first 7 levels of the 4 worlds will have 7 color gems, and 1 large gem. The 2 remaining levels just have the 7 color gems. Regardless, collecting the gems are not needed to 100% a level as far as the game in concerned. Therefore, when setting out these rules, collecting gems for an IL doesn't appear to be needed.

However, the one thing I haven't figured out yet... does collecting all the gems on all levels, do anything different at the end game? Ergo, If I collect all the gems (independent of getting all the other collectibles or not) does something happen at the end of the game that shows all gems were collected? If so, it seems to me that 100% full-game run would require collecting all the gems. If not, then I don't think the collecting the gems would be needed to 100% the game. I'm going to playing around with the game to try to answer this question here soon.

But, just wanted to through that all there to see if there is anything else to consider that I might be missing, and get any feedback about how gems should be considered for IL's and Full Game runs.

Zemnate les gusta esto

When I get a chance, I will look into this game in the franchise, since it appears to the only that doesn't use Amateur/Professional Tees, but does have 3 colors, and also appears to have amateur/professional.

webz80 les gusta esto

Hmm, The Ball Recall ability you get after World 1 is just one ability; there's a new ability added after every world. I suppose on every other level after World 1, I assume you could navigate them all without ever hitting the kick button when you don't have the ball.

Not necessarily against it; not going to add anything additional though unless interest in the game picks up significantly. Hopefully other perspective runners will come across this thread before making IL runs for World 1 without realizing that after you complete the world the run changes a lot.

You mean like a category where the power-up given to you at the end of each world can't be used? So in Level 1, no bonuses, but Level 3 only the bonuses you get from betting Level's 1 & 2.

Not necessarily against it, but I'd like to see the currently existing leaderboard filled up being I start adding another subcat no on will run, particularly one that would require you to continuously have to erase the progress on the car and start from the beginning of the game to do level runs.

Ah, thank you, that makes sense.

To get that high quality of a feed necessitates getting an upscaler and than using an HDMI capture card. I guess that is something I can look into at a later timer when I'm ready to implement HDMI capture when I want to capture those relevant consoles.

Now I just have to figure out why the audio from the NES is coming through on AmaRecTV, but now for some reason the audio won't go into OBS to record.

Connect OBS directly to GV-USB2 - audio works perfect. Connect AmaRecTV to GV-USB2 - audio works perfect. Connect OBS to AmaRecTV - audio disappears entirely.

Sigh. Every problem solved sprouts a new one.

Thanks for the reply.

I tried out Studio and used "retro" deinterlacing filter, but it still appeared a little fuzzy to me. (Certainly not on par with some of other streams I was comparing to, which look like basically perfect). So I got AmaRecTV/Live etc. and followed the instructions. (I didn't have the suggested codec on my list, but I tried another one and it appeared to look alright). Of course, SLOBS wouldn't pick up AmaRecTV since it's 64-bit. I had to move to Studio 32 bit to get it all set up.

Ultimately, it still looks a little off compared to, say, mitchflowerpower's recordings. But I'm thinking it's the best quality feed I'm going to be able to achieve for the time being.

It is a shame SLOBS doesn't have a deinterlacing filter, since I've gotten use to its conveniences, but I suppose I've used studio before and I can again. Perhaps that's a feature that will come back out in the future and I can switch back.

There are Atari games and ColecoVision games on the site. (Click Games, All Games, and then select the platform filter in the top left).

I would imagine if one is not on a leader board already, assuming the game is entirely "unrunable", that anything that's an officially licensed game on a console is going to have for more leeway than, say, random stuff people make on a computer.

Alright so I guess I've discovered "interlacing".

I was using Streamlabs OBS, but I read that I need to use OBS so that i can use the "Deinterlacing Options". I tested those and the "Discard" setting appears to be the cleanest.

So, I guess that just leaves me with one question. Since Streamlabs OBS doesn't have these options, is that basically what the function of AmaRecTV is? And, is that what I'm going to need in order having to revert back the normal OBS?

Hello. Been slowly getting the streaming set up for consoles (component and S-Video).

GV USB2 seems to do pretty decent. Once added to Steamlabs OBS, I can pick up the video feed fine enough.

The only thing I've noticed upon watching playback (using SMB3) as my test at the moment is that when Mario moves really fast or vertically in any direction it looks like some of the graphics are a little fuzzy or something. Here's a sample.

At first I thought this might be a framerate issue; recording/streaming 60fps, and the capture device is set to default. But I'm wondering if it's actually because I'm using the device capture on OBS straight to the GV USB2, instead of routing it to AmaRec?

I was trying to understand what exactly AmaRecTV is, as it see online that running the feed through AmaRecTV and than OBS can help with the quality. I'm like a toddler when it comes to understanding how video works, so I guess any advice/suggestions would be useful. I see on their website they have a few pieces of software, so I'm trying to figure out which of those things is suppose to what I'm looking for. The software that comes with GV USB2 is all in Japanese, so I'm not quite sure if I need to do something there as well.

Anyways, I appreciate any advice.

I appreciate it. I think I got an idea down for this to work.

Digital Headphone -> Stereo conversion from computer. There is a Stereo out on my TV. Connect both to this guy here: https://www.newegg.com/rolls-corporation-mx51s/p/0ZK-01BP-00003?Item=9SIA4P02C38113 Then Headphone in. All relevant audio from both sources should come in, without affecting the audio recording of the capture card. Then, I'll just have to use a separate microphone to run to the computer, and then I think that should take care of it.

Thanks for the advice.

The009 les gusta esto

So, I'm finally moving to hardware. First up NES. But I've ran into an audio puzzle I haven't quite figured out.

Using the I-O Data, I can capture video/audio from the console. Great. Component splutter sends the signal to the capture card and to a TV I play with. The I-O Data obviously has a delay. So I want to record the game music/video through it and keep it synchronized.

Fine and dandy. But I also want to hear audio from the game while I play. Well, the capture device delays it, so can't listen to the audio from the computer. I can't have the TV blare the game audio, or else the mic pics it up, then I get two bits of audio being recorded; the normal one and the delayed bit from the TV. I could plug a headset into the TV to hear the audio without recording it for a second time; but then I can't hear the sounds on the computer (like the alerts on OBS). So I'm sitting here thinking, like, do I need some sort of mixer to collect both audio and send it to one headset? That's the only option that makes sense to me at the moment, but I bring it all up to see what other people do.

I appreciate the input.

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