Posts for L4yer

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Experienced Forum User
Joined: 6/12/2006
Posts: 368
Stalled still. :(
Experienced Forum User
Joined: 6/12/2006
Posts: 368
Okay, it looks like your card is not compatible. There is no solution that i am aware of that doesn't involve getting a new video card. If there is a better solution it will likely be here: http://www.emutalk.net/
Experienced Forum User
Joined: 6/12/2006
Posts: 368
What i really meant was boring but good job anyway.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
Wow this game is linear, realllllllllly linear.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
Try enabling D3D transformation pipeline and legacy pixel pipeline. If that doesn't work, you should try direct64 and set n64 depth image to render, then coronas should actually show up, which is something jabo's plugin can't do with all video cards it seems.. without setting framebuffer to rdram but i can't test if even that works because it already does happen to work for me.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
My advice, keep multiple m64 files that finish at the end of a sequence or cinema so you know where to paste in the hex numbers if you have to redo something. edit: given the game isn't dependent on exact frame numbers.. then forget it.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
Earlier versions are already open source so never doesn't apply.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
At the beginning was already explained, the other meteors give no hits/undestroyable. The boosting is fine ;)
Experienced Forum User
Joined: 6/12/2006
Posts: 368
I hope PJ641.7 is open source so it can be the new emulator choice. Mupen is alright and all but has no chance of even running something like Indiana Jones and the Infernal Machine or Battle for Naboo.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
True that
Experienced Forum User
Joined: 6/12/2006
Posts: 368
I did manage to get there without stopping, but it desynced on me so i had to do it again but could not get enough horizontal distance for some reason. If i knew when the elevator is ready, then i would only wait if the guy could not make it to there earlier. For now i just waited till the guard is in position. I think 1:10 would be possible based off the normal strategy, if it is done perfectly. Unfortunately it's doubtful i will do that, i don't even think i am going to pause during the speech if it doesn't save real time because it would cause a couple small delays. Anyway, it will be the same route so you can subtract some time off that part.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
He said it's just for the route.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
It has to be loaded after the N64 product identification screen appears, savestates too. I'll attempt doing it without the strafe change (so left strafe all the way through) but will have no bookmark to where i am so it will be very hard to judge.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
Not applicable.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
Is it here, past that or before? edit:or if this helps http://xs107.xs.to/xs107/06390/pd5.jpg
Experienced Forum User
Joined: 6/12/2006
Posts: 368
Okay, don't know when to pause (or even what it does) when the guy is talking after a not so stellar drop. I think i went the wrong way or something :(
Experienced Forum User
Joined: 6/12/2006
Posts: 368
For 0.7 and so on, could the window be made not to be always on top? (on top of mupen is okay)
Experienced Forum User
Joined: 6/12/2006
Posts: 368
How come few people protest crap like this? Is there that much fear and lack of majority in the US?
Experienced Forum User
Joined: 6/12/2006
Posts: 368
comicalflop wrote:
That would explain it. Could possibly a new Mupen patch be created for games that require the expansion pack?
What? It is by default to always use the expansion pack and can't be changed. The desyncs at the same area are caused by a faulty savestate which you are using to redo that area. It is missing frames before it so it will always desync no matter what you add to it so you have to go back and make another one. Somewhere along the line something messed up, the input plugin has no effect on desyncs whatsoever (disregarding things like memory/rumble pak), it's all about the .m64.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
Maybe it's just the rooftop that makes it so low, although i'd hate to find out what crash site would be. Single player is about 3x the fps so that'd be much easier.. i guess. edit: already switched over to 1 player. Currently trying to get down to the computer guy. (actual screenshot) [URL=http://img225.imageshack.us/my.php?image=pd3qm6.jpg][/URL]
Experienced Forum User
Joined: 6/12/2006
Posts: 368
I think the only run you can compare it to was the old 120 star one; this run was much better than that.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
I have been really busy lately but i can finally get started a bit on this. Still at the beginning, changed to Rice 6.1.1 video plugin to get rid of the bar at the bottom so that is better. The 8 fps it runs at is still annoying though. :) Trying to line up the first shot wasn't TOO bad, only about 50 rerecords, but i had to get ~exact coordinates at the ~exact frames considering the lag that is caused by player 1 doing whatever. And to make things worse i had to wait until a certain frame to be able to shoot since the gun was just drawn... the aim cursor does not hold in this game at that far up on the screen. I also could not have used C up (to look on a diagonal down instead of a straight down) because that, with everything else, would have made it so confusing to handle.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
I really hope that isn't going to be problem or else everything will need to be redone at the beginning. I'm just doing player 1's button presses at first but i have to note the frame and what buttons to change to figure out what player 2 needs to do. I'd do them both at once but have to make sure what i'm doing will work (it's almost a guessing game where the character will be at a certain frame..). Progress is only player 1 through the door (need to reclose it then open it the other way yet) and player 2 has just been moved forward a bit but still back in time however. This will take a while :)
Experienced Forum User
Joined: 6/12/2006
Posts: 368
Yeah, that's what i was saying, but jumping on the first guard's head would involve waiting about 10 or so seconds during the intro movie for him to be in position. So as long as the one player is not going to do the glitch, they can open the door for the other to use as the platform. So the time won't be optimized for this particular level because of that and the pause thing. I found out what causes a savestate not to load correctly once you start replaying the movie. If you load it before frame 608 or abouts it will not work because the game takes a while to load. In other news, this is truely difficult. I dont know if it is jabo's fault or just the fact it is two players but the number of visible frames (for positioning) is low. :(
Experienced Forum User
Joined: 6/12/2006
Posts: 368
Doh, you're right, both don't need to at the beginning. So i suppose one player can reopen the door for the other player as that would be fastest. Player 1: 1. Go immediately to the door, open it, close it, then open it again. 2. Place the first ecm mine. 3. Get the necklace. 4. Go back up to roof to do the glitch. 5. Fall down to outside the 2nd hub and complete that objective. 6. Exit Player 2: 1. Wait until player 1 is completing step 1 and jump on the door to do the glitch. 2. Fall to area with the guy that boots up the computer. 3. (I don't know if pressing start to skip the conversation is faster overall in real time, plus it would prevent player 1 from doing anything at the time) Follow the guy to the computer. 4. Get the files. Any suggestions?
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