Posts for Spikestuff
Spikestuff
They/Them
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DarkKobold wrote:
Warepire wrote:
That looks nasty. I assume you played this in PSXjin 2.0.2?
No core fixes other than SPU have been implemented in PSXjin, so all graphic glitches are there. Additionally, our main CPU/GPU programmer is no longer interested in PSXjin, so it is highly unlikely additional fixes will come down the line.
YAY GRAPHICAL GLITCHES *sigh* Welp looks like I know what type of run ill be doing a emulator glitched up one well thanks anyway Ill keep u up to date for the WIP going on if not I will be uploading it complete in the fourms (if it beats the other run in RTA)
WebNations/Sabih wrote:
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Spikestuff
They/Them
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XkyRauh wrote:
Playaround or no, you should have been boosting whenever possible. That was totally sub-par racing, and you know it! :P
of course it was subpar that was the point Im showing that Im having (and still having) graphical glitches with this game on psxjin and having no response from pcsx is having a fit of some kind.... also i notified that i was using my keyboard hence the lack of save-stating, and that my controller wasn't hooked up. If you pay attention to my other videos I show that I know how to play this game as it was part of my childhood by seeing what you wrote is a complete blind gamble at not paying attention to what i have written before stating I wasn't using a controller.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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not voting (YET) Shouldn't this be classified as 100%ing it you need the first half aswell
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Warepire wrote:
The slide-spinning and swimming didn't seem really optimal in your WIP. I threw together a watch-file for you that monitors X and Y velocity of normal + swimming levels and bonus levels. I hope this helps you a bit. To load it, go: Cheats -> RAM Watch -> File -> Open, then choose this file.
Yes i am having the trouble for swapping between PAL and NTSC quite obvious when I stopped in Level 5 that I paused. This will help alot thank you very much
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Warepire wrote:
In Dingodile: Can't you hit him sooner if you stay closer to his shield when it goes down? I see that you are not as close as possible, in the first hit you're almost half a centimeter away.
In Dingodile you can make the minimum of shots 4 and if you use damage abuse on the last 2 hits the Warp Room will be faster due to the invisibility frames of Dingodile the only thing that can hit him is when Crash has Aku on him. This is going to be some harsh WIPing this game cause as you see I am.... Link to video Slower in the NTSC version and alot faster in PAL because of one level (level 3) I slew down a bit by the way loading times are faster in pal than that of NTSC so there was 2 disadvantages but the one disadvantage for PAL is N.gin He is alot faster on PAL also I had a minor pause in Warp Room 5 for some stupid reason obviously the WIP will be fixed when completed
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Hows about if you Randil, turbofa and me do a TAS on this game as we both have full potential of beating my time (which is under PAL) of the total time of 38:12.78 yes my submition was updated by the looks of the video you linked as it too was slower than turbofa's run at the start but the main part of the run is at Warp Room 2 and 3 as the bosses will slow you down also hint in Level 2 go up not down the bomb trust me you wont get hit and you save tons of time
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Can i just get some statistics of PAL vs NTSC cause im trying to put 1 and 1 together (not like that but like statistics between the 2)
WebNations/Sabih wrote:
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Spikestuff
They/Them
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to anyone doing this as a tas or a speedrun (RTA) take the advice. Use PAL version as when your at language screen hit TRIANGLE also this is also an advantage due to cut-scenes being speedup due to this "Glitch". Also between PAL and NTSC the very start NTSC has 2 loading screens PAL has 1 and that during the very entry of the Adventure mode you are in a disadvantage state due to uka uka/aku aku as they will talk to you for ever compared to PAL. Also the runner of the RTA was running on PAL (which is quite obvious so I won't get into any detail about that)
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Warepire wrote:
That looks nasty. I assume you played this in PSXjin 2.0.2? It looks like an extreme case of Z-depth inaccuracy... A Z-depth inaccuracy means that the emulator fails to get the correct Z-value (how far away into the game world an object) of the graphics so it doesn't know what order to draw them. Which means objects will disappear or have stuff further into the game world drawn on top of them. Did you try to enable various graphical fixes (or combinations of them) in the Graphics Configuration? Does that improve anything or make stuff worse? Also try to enable the Error Console in the Options Configuration and see if you get any interesting errors.
Psxjin 2.0.2 was used but im still experiencing graphic glitches :( the exact same one.... I'll have a look at the Perfect configuration on the fourms Edit: I might go to pcsx-rr if i have to Edit 2: with my friend shadowdevil he showed me his settings yet it still wont work correctly
WebNations/Sabih wrote:
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Spikestuff
They/Them
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antd wrote:
coming through
well that's true cause she was invisible until i took the long turn then she goes visible for a bit... and when i hit her
WebNations/Sabih wrote:
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Spikestuff
They/Them
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AGH! had an emulator failure when i was playing so I did a little show off (using keyboard not remote like I always do) of the graphic problems the Playstation emulator is PSXjin Link to video Don't bother writing down Nice or Fast cause it does the exact same thing (compared to my other emulators to play this game (not sure on psx-rr)
WebNations/Sabih wrote:
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Spikestuff
They/Them
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IM VOTING YES AS THIS PROVES ITS POSSIBLE TO DO ANYTHING I SHALL NOW GO AND DIVIDE SOMETHING WITH 0 *comes back* Not to alarm you or anything but........ ITS THE END OF THE WORLD *facepalm*
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Warepire wrote:
What could be even more interesting is using the weakest character in the hardest AI setting and still beat the AI without problems.
That would be for arcade mode as Polar or Pura as they are Begginer Controls and they convert to the same stats on arcade mode so there's a good one to do for anyone (Pura and Polar are evenly match and there is no other weak character) Arcade Mode > Cup > Hard > Polar/Pura > Cup 1> Cup 2> Cup 3> Cup 4 Planning to do a TAS on Adventure Dingodile and Tiny are both Advanced and have the exact stats to each other people choose Dingodile more as they say Tiny is more annoying
WebNations/Sabih wrote:
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Spikestuff
They/Them
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hegyak wrote:
CoolKirby, that is a low % run (I think). It only does each race once and gets to the boss races.
sadly it is a Low% run as dingodile I know as i usually RTA as Crash and sit down for one hour for sda im working on a 101% and possibly also for Tasvideos too
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Spikestuff
They/Them
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....This game is like my second language not only playing with HARD setting characters (no such thing as difficulty in areas) but also a beg. and a medium (normal) mode for both any% and 100% mode run dont forget about arcade mode.... The speedrun on SDA I could've beat also RTA as Crash ALSO PAL and I'm only 5 mins off his Dingodile run which is a different mode altogether. as soon as I can figure out how to get the psx emulator working properly I will be doing a tas under Normal mode adventure as Crash bandicoot
WebNations/Sabih wrote:
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Spikestuff
They/Them
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link_7777 wrote:
It's a little difficult to tell, but just based on the video something didn't seem right with water levels 2, 13, and 17. A few places going around corners and changing directions didn't seem optimal. Like hugging a wall or swinging wide around a corner. I was wondering if the idea of the Jumping off Ledges common trick applies. Meaning cutting the corner as close as possible at full speed. In levels 6, and 11 it looked like you had to wait for a log to move, and the waiting was done hugging the log. I wondered if you'd be faster getting a run at it and timing it so you get there at full speed just as the log moves out of the way.
I did all water levels at full speed since I have speedrun it before at full speed non tas (didnt upload that to youtube though :/ i have another video instead). Did alot of save states there. nothing helped.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Warepire wrote:
I can assist with moral support and feedback along the way if you want to try again.
please do. I'm probably going to do a walkathon next as i am quite blank on how to improve this (- missing tons of stuff for no reason but to dodge them)
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Samsara wrote:
2. You just admitted yourself that it's boring.
I didnt admit that it was boring a few of us (Youtubers not anyone on Tasvideos) watched this run in a call they liked it and they didnt get bored at all.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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xAzz wrote:
Not only does it look sloppy, but it's quite boring as well.
Please go troll somewhere else Crash Bandicoot on GBA is hard to make interesting unless it's on Playstation then it's possible to make it interesting
WebNations/Sabih wrote:
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Spikestuff
They/Them
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mklip2001 wrote:
There are too many air stages though... * In stage 3, you have to pause to get through a 2x2 pile of blocks, because you're up against them before you jump and spin. Why not just bounce off the TNT block to their left and spin during that bounce? * In stage 17, it looks like you take too much time moving far away from obstacles instead of approaching enemies more closely. * In stage 18, you wait a long while before you start firing at the first midboss. It seems you should be able to fire much sooner, take a whole bunch of damage, and then heal at the first health block afterward. * In stage 20, you slide past one piston, but your slide ends too early so that you have to spend a lot of time crawling. It seems faster to walk under the piston and start your slide later. * There's also the issue with missed shots in the air stages that Warepire mentioned.
Yeah I agree with the amount of air stages making them ententaining is hard Stage 3: Taken to account Stage 17: I think i know what you mean Stage 18: I start shooting when I was dodging obviously shooting the good damn planes wouldve been faster Stage 20: Couldnt find at what point but I think I know where you mean where I got damage abuse late Missing air shots at the non blimps health were deliberate I just was trying to tune with the song. Take note: I did Dingodile a hell loads faster than before
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Spikestuff
They/Them
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Warepire wrote:
I will refrain from voting until that bodyslam question is answered.
The body slam like that actually speeds up time as the sprites movement is shorten if i went down further I wouldve lost more time
WebNations/Sabih wrote:
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They/Them
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Side note: This is the fastest I can go for this game if your recomending me hitting Huge Adventure I will decline as XS is known to be faster (even with the language selection)
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Not voting till I see an encode as all psxtas emulators dont work for me -_-
WebNations/Sabih wrote:
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They/Them
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jlun2 wrote:
Actually, they do allow that. For encoders, which you aren't. =p
well poop, ill be on my way to get there. (+100 to not paying attention) (+10 to sleep deprived)
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Dada wrote:
I'll make a Youtube encode for this when the final input file becomes available.
I already am encoding this tool-assisted speedrun. I was told to wait for the new version (which tasvideos should allow in edit and updated encode but obviously they haven't done that).
WebNations/Sabih wrote:
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