Posts for jlun2

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arandomgameTASer wrote:
Well, you still need to export it and run it under Windows. So it would just be a variation of Windows TASes I guess. Eager to try stuff out on this. I'll get back to you. Edit: Welp I have Windows 7........:/
Well, you can try using a VM like Virtualbox.
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£e Nécroyeur wrote:
To clarify, the title of the game is: Star Wars: Return of the Jedi: Death Star Battle This is not to be confused with "Star Wars: The Arcade Game" which also features a Death Star battle (against a more complete Death Star).
Huh. So it is. I'll change it now. Thanks!
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Svimmer wrote:
-More platforms (dreamcast is missing, PS3...) -More emulator features? (per-frame rerecord count? what else?)
Um...we don't even have decent PS2 emulation yet, so I think focusing on some of the older consoles that aren't emulated may be a more possible goal. Also these pages might help: http://tasvideos.org/EmulatorResources/Features.html http://tasvideos.org/EmulatorResources/PotentialEmulators.html
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Can you please elaborate the "30 lines" goal for those who've never played the game? :o
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Dimon12321 wrote:
No, I use frame-advance! I just checked the speed of my running: on Mupen64's 10% speed I run faster than on Bizhawk's 12% speed, but on normal speed I run the same speed on both emulators! I just need to get accustomed!
If you're using frame advance, why would play back speed even matter? >.>
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So..... http://tasvideos.org/userfiles/info/13927302726128058 Day 2 redone. I think I had way too much fun moving right for ~10k frames >.> 165 frames saved in total.
Post subject: Re: Memory Watching in Mupen64
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Dimon12321 wrote:
I have already tested bizhawk: it worse than mupen64, but without ram watch my game can't be totally TASed! How to find HP of an enemy? How many bites it is and what's its display? His health is 4000 for example, so his value should be 4000 or 00004000, right?
Worse than Mupen? Can you elaborate on how? :o
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There's a capture devices for the original DS right? Can that be used to record how fast Gameboy Advance plays said games?
Post subject: Re: Memory Watching in Mupen64
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Dimon12321 wrote:
Ilari wrote:
Dooty wrote:
I'm trying to improve one run of the Nintendo 64, but without knowing how to watch the speed of the game it'll take a long time. Is there any way to observe the memory addresses in Mupen64?
There is a version of Mupen64-rr with Lua support. I presume that could be used to watch memory addresses.
Can you give me a link on it?
Just use BizHawk, since that already has lua implemented. :P
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Experienced Forum User, Published Author, Skilled player (1709)
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mindnomad wrote:
I'm doubting that movies made with this mod would not be allowed on TASvideos though. The only problem would be recording to avi, though there's always Fraps
Why would it be allowed though?
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Eszik wrote:
Sure it should obsolete the previous any% run, sure this is not enough and it's a good thing that someone is working on a 100% ! But in my opinion we should have a "deathless" category (which would mean no gravitron skip as well) that would show more of the game. It would be an intermediate category, such as "11-exit" SMW category or even "warpless" NSMB category. Anyway, yes vote. This was awesome. Maybe you should edit the RTA timing in the submission, sounds inacurrate.
I thought the death was only used to skip the intro. How much more of the game would forgoing death but using the text storage show compared to this run?
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Inzult wrote:
I will concede that fairying through doors was probably unintentional but I won't call it a glitch. Just a weird thing that happens from every mechanic working as intended in unison.
Emergent behavior? Also what's with the burger preview pic along with the semi-misleading "no glitch" name? :o
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EricS wrote:
Without an encode I can't see the run, but I'm wondering: does this run meet the "standout from non-assisted play" requirement?
Wouldn't a majority of Atari games pretty much fail this then? ;)
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Warepire wrote:
What fast-forward does (in a simplified explanation, because I myself don't know everything behind it yet) is that it ignores Sleep and SleepEx, and similar functions.
Is that what Cheat Engine do for their speedhack function as well? OR is it different for that program?
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I support obsoleting and have a 100% that shows more of the game than to have a "semi" glitched branch of sort. Also Yes vote because of the ending.
Post subject: Star Wars - Death Star Battle
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Um.... http://tasvideos.org/userfiles/info/13832890442820346 I've done the first round, but this game's "difficulty" (the amount of enemies needed to open the black hole) only increases once per 10,000 points. Should I do that? It would mean either killing the death star ~5 times or grind on enemies. Edit: encode Link to video Edit2: It seems the green enemies give 3,000 points, but appears every ~2,000 frames. This can reduce the level increase to only 2 death star kills (while making me wonder if it's a pointless endeavor)
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Patashu wrote:
If bug reports in the thread aren't guaranteed to be read, why even have a thread? Shouldn't the thread be one post: "Please go to the issue tracker: <link>" and locked?
I agree. it seems some of the bugs posted here aren't even on bug tracker. :o
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Dimon12321 wrote:
I'd like to TAS this games by myself, but I have lots of desyncs in the playback (using Dolphin 4.0): TMNT 2003, 2007 Mortal Kombat: Deadly Alliance The Incredible Hulk Teenage Mutant Ninja Turtles: Mutant Melee: has desyncs with spawning enemies and gives random power-ups! On gamecube I didn't manage to pass even 3 stages! A PS2 TAS: https://www.youtube.com/watch?v=MMf7qUh4w0E&list=PL3V0eG1j-1vIHkUJCciUjX_P7bgpUq_Ht&index=50 Tom Clancy's Splinter Cell: Pandora Tomorrow
Are you using HLE or LLE for dolphin? Also, have you tried the latest version?
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Spikestuff wrote:
AngerFist wrote:
I really don't think it takes much effort for a speedrunner do the same.
Going to use ET as the example What you talking about AngerFist?
A better example would've been either Superman or Myst imo. Also the only thing I believe shouldn't be TAS'd are games that never end (nor have any definable place to loop) or fixed length games.
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For which Dolphin build, check here. It seems to still apply 2 years later. Also, really liked the Nightfire run, so I hope this gets finished. :)
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Zowayix wrote:
There's someone over at PokemonSpeedruns.com (repository of lots of real-time speedrun strategies) attempting just that: http://www.pokemonspeedruns.com/index.php/User:Dabomstew/Gold_Coin_Case_CrazyReset_Route Not exactly the same route of course, but it does require getting the high byte of the Trainer ID to one of two specific values, thus a 1/128 chance, meaning that 99.2% of real-time runs must reset before even moving a step. The current real-time record is about 47 minutes, using this Coin Case route that doesn't require Trainer ID manipulation: http://www.pokemonspeedruns.com/index.php/Pok%C3%A9mon_Gold/Silver/Any%25_Guide
Uh...coin case? Are we talking about the same game (Pokemon Red/Blue)? :o
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Here's another bug for the old Hourglass I remembered: Trying to bring up the menu in Bound Plus causes the game to freeze for a while then resume without bringing the menu. Also the title screen intro for said game goes by far too fast in Hourglass compared to the actual speed in game.
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Well, if a 100% TAS be made, can I suggest using the (E) version? The hidden mansion there is quite different than the normal mansion.
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Zowayix wrote:
Anyone have any ideas?
I think a pic of the player grabbing the coin case might work, since I think that item would never be used in a glitchless run. (unless I remember wrong)