Posts for CoolKirby

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Thank you for explaining the problem to me, and for accepting the issue I submitted! What if the previous input was moved a line above the current input display, like how VBA's input display works? It looks like there's nothing there now, and it should be far enough away from the frame number for both to be distinguishable from the other.
adelikat wrote:
Sorry my not knowing causes fire-kirbies to appear. I'm open to suggestions.
Lol, I didn't mean anything by the different avatar. He looks to me like he has the same expression as the Wheel Kirby one I normally use for bug reports, so I decided to post the same "mood" with a different hat.
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Mupen64 can make an AVI out of your movie file with Tools>Utilities>Start AVI Capture. You can then select a codec to encode with and play back your movie file. When you want to stop capturing, go to Tools>Utilities>Stop AVI Capture and you will have an AVI of your movie file.
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There's a page that was started by Comicalflop in 2007, the Wiki: N64Wishlist, which lists all of the Nintendo 64 games along with the genre of each game and progress on TASes for them. If you want, you can copy the information from the games that haven't been done yet over to ListOfIdeas/N64 and that should save you some trouble.
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adelikat wrote:
What would you suggest to do about it? I have no ideas that don't result in losing features
It doesn't do that when a movie is not being recorded. Could the same code that handles clearing the previous input outside of recording be used during movie recording?
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Okay, thanks for the quick reply!
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When recording a movie of an Atari 7800 lightgun game, the input display will write over itself while the game is paused, making it very hard to tell what the current lightgun position is: Also, the ColecoHawk option "Skip BIOS intro" doesn't work at all for some games (like Mr. Do!) and causes a freeze in Venture. It seems to work fine for Burgertime though.
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All right, I love new BizHawk releases! The new movie format looks really good. I have one question though: What are the "Syncless Recording Tools" under AVI/WAV? Those weren't in 1.7.1 but I didn't see them explained as a new feature in the ReleaseHistory.
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Nice to see another update! I enjoyed the messing around at 1:41 and the end of Phase 28.
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3-3 and the Meta Knights battle in 3-4 were awesome! Always nice to see progress from you. Looking forward to the World 3 boss battle!
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Patashu wrote:
Let's see: -You corrupt memory -You wrong warp to real and glitched maps -You end the final boss early by using a glitched move that instantly kills it
I haven't watched the run, but this definitely sounds like "warp glitch" to me. Lots of wrong warping, plus the final boss fight is actually started. A "game end glitch" run most likely wouldn't even enter the final boss fight.
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Cool, Synahel (one of our TASers) commentated on it! I'll add this to the Interviews page.
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That was cool! I agree that you should do a run of this mode. Also, it's funny how Otto sounds like the narrator guy from Crazy Taxi in this game.
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Good job beating the WR! Now that you've achieved your goal of setting the record for 1-1, maybe this game will sync well enough for you to continue on to 1-2.
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Those animations were so funny! I never got tired of watching them. I like how for some of the bosses, your final hit is just enough to take out the rest of their HP. Good job with the luck manipulation! I also appreciated the nice submission text. Overall, an unexpectedly entertaining TAS. Yes vote!
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This run desyncs for me in the main menu. The old one (which you posted at the top of page 2 of this thread) synced perfectly on Dolphin 4.0.2 with the official DSP ROMs. By the way, make sure you're not just autofiring A through those white screens right after powering on the game. Wait until the first frame the game will allow you to dismiss each message, and then press A. Have you figured out how to do the skip glitch? You need to be precise with the timing, but otherwise it should be easily doable.
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got4n wrote:
jlun2 wrote:
I count using the VI counter instead. Maybe CK was referring to that instead?
Ah yeah probably? xD
Oops, my bad. Yes, I was referring to VI count. I haven't used Dolphin in a while, sorry. VIs, or Vertical Interrupts, are the frames you can advance to in a GC/Wii game. As RachelB said, "Frame:" is mislabeled and is actually the total number of times the game has polled for input since power-on, which is not related to frames. As hegyak and got4n said, VIs (basically frames) will always advance by 1, so you will always have 5 consecutive VIs with which to do the skip glitch.
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Looks pretty good and optimized so far. I'm assuming running into the wall at 0:49 is unavoidable?
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Great! Looking forward to your progress.
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Kurabupengin wrote:
My problem with that is the frame advance with the emulator. It goes 4 and 5 frames instead of only 1.
Huh, that's weird. I've never heard of that happening before. It wouldn't be a problem with your computer, since Dolphin should be able to control when it frame advances. Have you tried other revisions, for example, 4.0-500 or 4.0-600 to see if you get the same problem? Also, why is the thread title now "Ninjabread Man / Anubis II"? Those are two different games, and there's nothing about Anubis II in this thread.
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Whoa, that looks a lot cooler than the old method! It's great it saves so much time too. Nice find!
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Very cool! I look forward to more videos of their progress.
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Kurabupengin wrote:
I'm still figuring out how to perform the skip glitch.
Kurabupengin wrote:
I'll have to pause this. The frame glitch is really pissing me off
I already posted five days ago how to perform the glitch. On the first frame the silver box appears, press A, then advance 3 frames with no input, then press A again. {A,(),(),(),A} and the skip will work. And yes, definitely invest in a controller. It's your only chance at making the run anywhere near optimized. I use a Logitech Dual Action Gamepad, but I've heard you can also use various console controllers (like for Xbox 360) or even a real Wiimote and Nunchuk if your computer supports Bluetooth.
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solarplex wrote:
The SGDQ video is hilarious. wonder with tas if you could hit A to continue even quicker through the levels to complete more levels >.< lol.
I tested it and I'm pretty sure it isn't possible. The command to Continue is only delayed 3-4 frames, which is not enough to be able to hit A even three times before the next area starts loading (which happens 9 frames after the first A press, just a frame too early!). The fastest way to activate the glitch is waiting for the silver box to appear and then pressing A for one frame, waiting three frames, and then pressing A for one frame again. Waiting three frames is necessary because the game apparently runs at 30 FPS and will think you're just holding down A the whole time if you wait any less. Given that this appears to be a two-frame trick, I'm surprised that SCXCR can pull it off with such consistency!
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Thanks for pointing that out, Derakon! It has been fixed.
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Kurabupengin wrote:
NinjaBread Man.
Seconded!