Joined: 3/2/2010
Posts: 2178
Location: A little to the left of nowhere (Sweden)
TASPlasma wrote:
4. If yes to the previous question, I read somewhere that Japanese is 10 minutes faster just from textspeed, is that enough to be an exception and TAS the game on the Japanese ISO (I read on this site that TASvideos does not care about the time gained from text by switching region)?
If that is all that is different between the versions, the US English version is preferred, but it would be acceptable in Japanese as well.
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Make sure you check out http://www.zeldaspeedruns.com/ss/ as well as their forums, they also have an IRC channel if you want direct interaction with some of their members. ZeldaSpeedRuns collects a lot of tricks and glitches about Zelda games, including Skyward Sword.
I'm sure they would be very interested in helping you and giving you feedback along the way.
Joined: 3/2/2010
Posts: 2178
Location: A little to the left of nowhere (Sweden)
Tseralith wrote:
Hmm, I don't think most of these addresses will actually be of any use if I post them. Apparently it seems the game has a register of addresses which it chooses from whenever it's time to assign values to an object. So the address for Viy's HP could be the address for the destroyable wall in front of Guidance Gate on the Surface next time around. Even the X and Y addresses for objects act the same way, so unless I can find a way to make sense into this, I'd have to search for the address every time I need them.
You are dealing with pointers, see if you can find an address who's value is the address to the data you want. If the data is stored by the game in a struct, you may have to find the pointer to the head of the struct, and then use an offset.
Joined: 3/2/2010
Posts: 2178
Location: A little to the left of nowhere (Sweden)
Don't mount the .cue, it won't tell you anything in this case, because all you will see is the data-track as browseable files.
Instead open the .cue in notepad, and then check if there contains several rows that contains the word "TRACK ##".
Joined: 3/2/2010
Posts: 2178
Location: A little to the left of nowhere (Sweden)
Spikestuff wrote:
You use .img or .bin
nothing else.
Also check with other emulators about the audio issue.
Or mention what the game is here.
If the audio is CD-DA, it's not going to work anyway, doesn't matter if it's .img or .bin, think of the Pepsiman TAS.
Also, the game was mentioned, the name is PuLiRuLa.
Joined: 3/2/2010
Posts: 2178
Location: A little to the left of nowhere (Sweden)
MUGG wrote:
I actually have a question right now, does JPC-rr support mouse input?
It does, make sure to get c-square's modifications integrated if they aren't already in the latest build. They improve the ability to move the mouse. Read about his changes in the Space Quest submission he did.