Posts for L4yer

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Experienced Forum User
Joined: 6/12/2006
Posts: 368
I just checked and a lot of games are just "action", like armorines I would say is a first person shooter or just shooter.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
comicalflop: The list between sports and the full list is a little opinionated and I forgot to move some. Might be better to just do general categories like "adventure" or "puzzle". I'll start changing it.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
Haali media splitter detects both streams but here is the m64. http://www.divshare.com/download/111935-442
Experienced Forum User
Joined: 6/12/2006
Posts: 368
comicalflop wrote:
if you send me the .m64 I can encode an AVI... I justed tested encoding with MK64 and came out with a pretty good vid, so I think I can produce something of good quality with sound.
I think it was pretty good quality >> I'll have an m64 somewhere in investigation, if the level isn't too hard to do (desync free would help but fat chance) I'll just wait until it's complete
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Joined: 6/12/2006
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FODA wrote:
AKA wrote:
I think now that there is a faster one in the que this one should be at least briefly published in order to document it, hex editing the improvement would not be worthwhile, although it should be noted that many of the strategies and generic improvements in the other submission are directly copied from this run.
I don't see why the other one should be promptly published, so you have time to obsolete it :)
Wouldn't be surprised at that. But he is too busy blazing along in duke nukem.
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Joined: 6/12/2006
Posts: 368
Hopefully it won't get too repetitive during some of early ones, but it should go by fast if you know where they spawn. laughing_gas: I know that, it really sucks I can't do this level in an attempt to get a wr time, the guy just doesn't want to not see me through the floors. Those videos are like 3+ minutes with the opening+speech skip.. so just went for real time.
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Joined: 6/12/2006
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AKA wrote:
Thats pretty cool I like how you just fall down the sky scraper and enter points relavent to the objective, although I must ask why couldn't I get any sound.
Which sound, there is two files in it, I know it's sorta hacked having dual audio .mp4 but I don't have any mkv tools that can handle h264 in avi (I captured it with that). Try installing this http://www.cccp-project.net/download.php?type=cccp and use Media Player Classic that comes with it. To get the in game sound, right click one of the icons that appears in the taskbar and choose the other audio option.
Vatchern wrote:
I had an idea. Would anyone like to see the Multiplayer Quest done? I would be interested in doing that. Maybe using 2 Players.(or more depending on lag/demand)
You mean co-op or multiplayer challenges? Either would be awesome.
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Joined: 6/12/2006
Posts: 368
Uploading a video now, I've included a free mp3! Dual audio, the-elite style! 2nd audio track is in game sound. See if you can spot the cheese twice. No prize if you do. http://www.divshare.com/download/110128-e5b
Experienced Forum User
Joined: 6/12/2006
Posts: 368
Eh, nice job again, I laughed but mostly because of the awful fps on the train thing and at the end.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
I added you as administrator, feel free to change whatever if you think adding a category is a good idea. It's really easy to make pages too.
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Joined: 6/12/2006
Posts: 368
Finished in 1:57. Finally
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Joined: 6/12/2006
Posts: 368
Looks good, nice camera angles too.
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Joined: 6/12/2006
Posts: 368
Made a small page about Mario 64, hope you guys don't mind using your usernames. http://tas.schtuff.com/super_mario_64
Experienced Forum User
Joined: 6/12/2006
Posts: 368
Try making a savestate further back.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
Well since there was a lot to change, I made a page from the list that is more organized, I split the games between, japan only, sports (not all sports, just ones I figured would be no good to do), and the rest. Some are missing and some may still be duped. It is located at http://tas.schtuff.com/n64_games_list I can make pages on games later and if you want to make an account, (free, no email required) I can make it so you can edit the page. Or take this if you like the format and edit it in here.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
I actually wait until it's over because inputting then would be too early to move on but it is possible.
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Joined: 6/12/2006
Posts: 368
Well, it's there but how can I contribute when I can't even edit it?
Experienced Forum User
Joined: 6/12/2006
Posts: 368
Looks fine to me, using jabo 1.6. I agree SotE would be awesome as I haven't even seen speedruns of it. A wiki would be good but there aren't many n64 tasers so it might not be very useful.
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Joined: 6/12/2006
Posts: 368
Perfect Dark only takes ~2.77mb/savestate so far so it shouldn't be taxing the system ram wise since there should be 8 total. Maybe it's just mupen because Project 64 actually takes ALL 8mb of the ram and stores it. Goldeneye is 4 so it always takes the maximum used. yeah, that might be it.. it would be bad if it is because mupen would need a new version to solve it. Here's what I was talking about before, notice that the frame counter is paused but the input counter continues. edit: mupen takes the packed size of the ram, my mistake, still could be causing errors while compressing though
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Joined: 6/12/2006
Posts: 368
Mukki wrote:
Desync could to do with how the Mupen reads the input. You may notice that when you frame advance in some games the counter my jump by two eg. from frame 1001 to frame 1003. This would be because this particular game works at 30FPS and the graphics only refresh every two frames. Also, because of this, when input is entered it will only register one set of input per input frame ie. each set of two. Other games (like Majora's Mask) work a little differently. MM works at 20FPS, however, if you were to frame advance on frame 1000 you would go 1000, 1001,1002, 1003 then graphics refreshment. That is just the way that the Mupen reads this particular game. For each of these three frames only one will be read as input and the others will not and if your input falls onto one of these 'dead' frames the movie will desync. That is the new theory anyway...
Frames per second correlates to what you see on screen. If it is not consistent at one point then there is either lag or it is variable. I don't think there are dead frames, just input ones (although there may have been a time in perfect dark where the frame counter DIDN'T go up for one frame but the input counter did, I'll have to check that). Example, going through the opening menu has the counter go from as low as 0? to 9+ and even the fairly obvious 300+. This does not happen in game even though the fps can get that high and is still variable. The counter seems to change in the menu and in game when loading seems to be occuring... so the 2:1 ratio might be just to load in some games without interruption. I have noticed that after making a savestate, proceeding and then reloading that same state that I was not in the same exact spot as before. It wasn't a big difference but in a fast game it was too obvious to not notice that time. And lo and behold it desynced there leading me to believe it has to do with savestates saving data that is just not right; perhaps only with games that push the limits of the N64 hardware with using a lot of the memory or cpu. I could try to make a video of it but if it was something I knew how to replicate I would have a better answer. :( Yeah, good point bag of magic food, why does that happen when the movie is played back from start when loading from a 'bad' savestate that makes the game not desync at all?
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Posts: 368
Yes, that's a known problem, has happened hundreds of times and there is no solution yet :( but it should be okay most of the time.
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Joined: 6/12/2006
Posts: 368
laughing_gas wrote:
Well actually I want to re-record, but loading a savestate only causes a desynch. Now I've narrowed the culprit down to two possibilities: 1) I'm recording the movie from a snapshot, and I load a different savestate after the initial snapshot. 2) I'm using the wrong input plugin. Every movie that's desynched for me was made with NRage's plugin, while I made some movies with Jabo today and they worked fine. Which one of those sounds more correct?
??? You said you always chose stop recording before making a savestate... of course once you load it it will desync because you never made the state during recording. From scratch: - start movie recording - make savestate while recording - if you error, load that savestate, whether in read only mode to play it back or in read/write mode to continue recording from where the savestate is - stop movie recording when you want to stop using the recording feature - to continue again, play back the movie you created in read only mode, create a savestate of where you want to continue and switch back to read/write. after that, load that state to continue from there
Experienced Forum User
Joined: 6/12/2006
Posts: 368
Yeah I wish I could move in two directions at once to achieve 40% more speed, great work programmers!
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Joined: 6/12/2006
Posts: 368
Bag of Magic Food wrote:
Thanks to Minor Edit, now they don't have to. But I think it's nice to know when somebody sneaks a change in.
Isn't it ironic that you thanked minor edit but with it on, you wouldn't notice someone edited their post?
Experienced Forum User
Joined: 6/12/2006
Posts: 368
Can you make a savestate right before it happens?
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