Posts for CoolKirby

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He doesn't seem to know much about what he calls the "speedrunning subculture" in general.
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I'm fine with collaboration. Should we message everyone who made an improvement and ask if they'd like to be a co-author? Or just put them in? (I'm worried that MUGG won't want his name on another site publication, even though he made a really big improvement.)
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But everyone should agree with it, right? Should we ask everyone who participated?
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RachelB wrote:
Sure, it's not a masterpiece
You take that back!
Okay, okay, it's a masterpiece!
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Aw, that was a cute, innocent little game. Sure, it's not a masterpiece, but it's definitely not bad either. If I was older and had kids, I think they'd enjoy playing this. As for the run, I was mostly entertained throughout. I never fast-forwarded when watching the encode, though it did go on just a little long. However, it was well-paced, made use of what little entertainment the game allowed it to provide, and I liked the clipping through stuff when on ropes and rafts. Overall, I think it deserves a Yes vote. Good job, RachelB!
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Wow, now that was fast! It's really nice to hear that a game is completely optimized too. Yes vote, of course. Here's a temporary encode: Link to video
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Don't you have to backtrack anyway once you reach the Waddle Doo, since the Hot Head is at least a screen away and usually is walking to the left?
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MESHUGGAH wrote:
-A different place to swallow enemies (okay, well I'm the only one who thinks this is possible so you can ignore this line).
It is possible, since you can manipulate the Waddle Doo and Hot Head in the third room to walk toward each other and swallow them to Mix for stone instead of the enemies in the first room. But changing the route would lose all the little frame optimizations everyone's worked hard to implement, and it probably would end up slower anyway, so I don't think anyone should waste their time trying it.
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It doesn't, unfortunately. I tried all kinds of different input combinations. What it looks like on the new PPU (when this run is played back) is that it crashes to a garbled screen if you don't press Start as it's crashing, and if you do, it crashes to a black screen. I also synced the "soft reset sync" version of the run on BizHawk, but it doesn't seem to be able to make it to the credits on that one either. Depending on what you press, it either freezes to a salmon-colored screen (with or without enemies) or warps you to the Level 1 (Vegetable Valley) intro and then freezes on a white screen.
Post subject: MESHUGGAH's run, console verifiable now
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That was amazing, MESHUGGAH! Can't wait to see this additional 1 frame improvement. By the way, the 2169 frame run (the latest) syncs on PRG1, but not New PPU (on either ROM).
Ilari wrote:
One thing, it is possible to use soft reset instead of reset button without losing time (since reset button is unverifiable)?
I tested it, and it's not. You have to hold A+B+Select+Start for 21 seconds before anything happens. It's this long period of time of just holding buttons that causes it to be slower than hard resetting, even though the soft reset itself appears to be slightly faster than a hard reset. I did, however, modify MESHUGGAH's 2169 frame run to replace the hard reset with a soft one. 13 frames had to be lost to make this possible, though the run is console verifiable now.
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That looked really good! It's nice to see you're making progress on this run. Looking forward to your next WIP.
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I think that sounds like a great idea, feos. Go ahead and set it if you want. Good work, Masterjun! Do you think the run can be improved further?
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Oh, okay! Nice work, Ilari! That solves everything.
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I have to say, I'm really liking how tightly this run is being optimized. I never could've done all this debugging and such, so I'm glad that others who can utilize those methods to improve the run have done so. This is going to be one solid, hard-to-beat final run.
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It's okay, take it easy. I said that I would put N?K in the descriptions of your two movies (where you are given credit as the author of those runs) and he was just pointing out to me that a bug in the site's code prevents me from linking your username to your homepage in the movie description. This would only be a problem if you ever make a homepage on here, so you don't have to worry about that now.
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Thanks for finding and posting all these glitches, Cronikeys. Hopefully that last one can be used somewhere on the route as well to save time. I look forward to your trick compilation, though if you find anything in Chapter 1, I would appreciate it if you would make one of these small videos for it instead so I don't miss the opportunity to perform it in the run. Here is the route. Unfortunately, it looks like the HP Plus trick is just slow enough that it doesn't save time.
Post subject: Re: xxNKxx or N?K ?
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xxNKxx wrote:
My real nickname is N?K, but I can't create name N?K at here because rules, that's why I must create name xxNKxx
Thanks for your reply. I'll fix both descriptions so they credit you accurately.
Post subject: xxNKxx or N?K ?
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So I'm confused. The author's name is xxNKxx, but he submitted this run as N?K. The player's name for both of his published runs is also N?K. However, in the description of his other movie, he is credited as xxNKxx. It seems like either his submitted/player name should be changed to a consistent xxNKxx, or his username should change to a constant N?K. But since it's not in my power to do so, I was wondering how I should credit his name in this movie's description (I went ahead and put xxNKxx like the other run for now).
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MESHUGGAH wrote:
You shouldn't rely on this address solely. The glitch is CPU clock* dependent (you can verify this by pressing input at 4th (1st non-lag) frame and see that the only thing changes is the cpu clock.
Would that mean delaying the frame would change it? Or only a completely different sequence of input or events (the enemies using their attacks or jumping, for instance)?
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itsPersonnal wrote:
Hey, can I update that page? a lot of the descriptions are just plain wrong <_<
You have to have a published run to edit Game Resources pages. I can PM you a copy of the code though, and then I'll put in your changes for you.
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Mupen64-rr is very prone to desyncs, and Majora's Mask may just be the worst in that regard (because it uses the Expansion Pak). Unfortunately, if your movie desyncs, there's nothing we or anyone can do to fix it. All you can do is go back and do the part over again, sorry. It may take a lot of tries to get a movie that does in fact sync. Good luck with the rest of your run!
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That would explain it. The last two runs should have crashed if the authors hadn't have pressed Start, while the older ones were going to run to the credits anyway. I did some testing and it seems that the game will crash with a colored or garbled screen with values of 0-129 of that subroutine and jump to the credits with values of 130-255. I'm going to try and roll the credits without manipulating, but I don't know how to make sure this address rolls the credits.
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SoulCal wrote:
Once I find a way for me to record the N64 video
I've heard of speedrunners recording their runs to DVD. You could try that (assuming you have a DVD player), and then you wouldn't have to buy any additional recording hardware/software.
SoulCal wrote:
The N64 framerate is very jumpy, and dips below 30fps quite often, so idk if a recording would skew the timing on video playback, would it?
I wouldn't think so. Real-time speedruns are recorded from the N64 as well (and timed based on that). And I would think that the N64's lag patterns would be constant (deterministic) across multiple replays of the same run. So whatever video you record from your N64 should be of the correct console time.
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Looks good so far! I don't see anything that looks improvable.
FractalFusion wrote:
I don't really want to spend more than 40K rerecords on it though.
At your current rerecording rate, you would accumulate a little more than 41000 rerecords by the end of the run. It will probably turn out to be less, though, since you're getting the hang of things by now. If you don't mind doing almost 40K rerecords, I think this will turn out to be a nice-looking run.
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GhostSonic wrote:
GhostSonic wrote:
GhostSonic wrote:
This syncs on PRG1 too. I just thought that was worth noting.
This is no longer true as of the latest improvement by TASEditor. Crashes to a pink screen.
It also doesn't sync on the new PPU, just crashes to a garbled screen. Interestingly, the older runs I tried do sync.
Is that going to be a problem? The new PPU is supposed to be more accurate. Would that make his run illegitimate?