Posts for solarplex

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err this is gonna be noobish, do you know where the enemy spawn trigger is in the warehouse? (I'll probably have more stupid questions in the future if you have skype or something lol)
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Experienced Forum User, Published Author, Active player (472)
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JMC47 wrote:
phire chased down the bug with the collision. It appears to be a bug in the non-SSE4.1 codepath. It will be fixed as soon as the code is reviewed. Thanks for the report!
It alao solved another problem with an older issue! The only other issue i can think of would be recording from somrthing other than power-on, but i havent tested that with newer revisions yet. Im still usin 4.0.2 :p
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Asco wrote:
I have done it, and you can see from UCPro's run that it's possible on GC too (he uses 4 sands but only does 1 trick). I think you pretty much just need to get lucky with the rewind trick though. Edit: It seems I was wrong, at least I can't recreate it. Disregard the above, it seems like number of rewinds matter a lot for wallruns, which is weird because it's not like that for other rewind tricks. You should do it with three sands and make sure to spawn the enemies. I have an interesting route in mind.
Yeah for this wallrun, you can clearly see he gains way more height doing 2 rewind glitches. first one you just barely miss the ledge. A route change? very cool :P Seems my file didnt save when I was near the bottom of the warehouse so I'll be doing a little bit more testing at the wallrun near the top to see if any changes make it faster.
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Asco wrote:
You can hit the switch with a vertical rewind trick, but it's a lot easier with a horizontal wallrun from where Satvara is at 0:39. It's possible to open the door before Farah kills herself but I don't remember if it results in her not following through the door or not. You get the sands replenished in an unskippable fight in the next section, I did actually find a cutscene skip before that, which reqiires a rewind trick, but it doesn't save as much time as the 2 in the warehouse.
Shoot.. to get across the gap at the beginning of the warehouse you need to double rewind(three sands).. I wonder if it's possible with just (two sands).. edit: well asco you did say you were able to do it. so I'll keep testing.(possible PC only again -_-?) edit 2: https://code.google.com/p/dolphin-emu/issues/detail?id=7510 made an issue report for problem in the new dolphin versions.
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Link to video If it ever finishes processing, here's ars4326's wip #3!
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Link to video Processing atm. Will be up soon.
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jlun2 wrote:
solarplex wrote:
edit: Tested out Prince of Persia with newest revision, you do start falling as soon as the game starts, unable to be played. If someone else wants to do the bug report, go for it cause im not interested in doing it.
So....has anyone reported it yet? I don't own this game nor have ever played it so I can't exactly tell what's supposed to happen.
I did not report this, I did test it on the newest revision (back those few days). and it was still occurring. I'll have some time today after work. I'll do it then.
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So the next part is going to be the Warehouse ( Hopefully Asco sees this before I get too far ahead and he sees something I need to fix :P ) Link to video Link to video So I was thinking of doing what Asco shows in the first video and possibly using the vertical rewind trick to hit the switch to open the door. First, I am unsure if I can even get that high, second I am unsure if it would be impossible to continue after(possible load trigger and such). I still need to watch the speedruns a little bit further ahead to see if sands are needed anywhere after right away(in the event I need to save sands).
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CoolKirby wrote:
I'm uploading an encode of this, though YouTube says it will take roughly 12 hours until it's ready to watch. I'll post here when it's done.
Dang lol. Still 100k frames of recording left for me. 12 hours though? did you use mp4 recording or avi?
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Warepire wrote:
What if you turn around on the pole before dropping and rolling? Or is the turn-around too slow? (Pretty sure it is, but gotta ask just in case)
Yeah that would be slower, you would have to come to more of a stop on the bars than it tales to turn around on foot
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Link to video Here's after the king's fight. Still need to taste if wallrunning in series is going to be better than running in the very beginning. Running,Rolling,Jumping is faster by 20 frames than wall running across the two roofs. Was able to recreate the rewind glitch (I believe it's PC only), GameCube's ledge is higher than PC though so you still fall to your death. Falling from the bars and hitting the ground is faster than falling and rolling.
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Radiant wrote:
It's a great technical achievement, but it all goes too fast to watch. Is it possible to have a slowed-down encoding? I think we have one for certain other games as well.
Set Video Speed on YouTube to 0.5 or 0.25 :) Edit: Didn't read anything in the description but the teleporter randomly chooses if you go left or right, and while you're falling you get ported to a position lower than you. So all it takes is to be facing the correct way to be teleported in the direction you like. Never played spelunky before.
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Also willing to help
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After the king's fight and skipping saving, I have to let the other cutscene play through where they are still talking in the area they were fighting the king. It seems like every segmented speedrun exits out, saves, and starts back up after the cutscene. Sadly I can't change my run to use a memory card now that I have started without one. Hopefully that's not too traumatizing.
Post subject: Re: #4371: TASeditor's NES Zelda II - The Adventure of Link "warp glitch" in 05:35.93
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TASeditor wrote:
I'm not really good at debugging, but whatever.
*shows off his skillz* Yes Vote :)
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ALAKTORN wrote:
^it obviously means taking the ONG letters without the K… but I have no idea what the point of it is
Next there will be NG%, G%, K%
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Link to video Almost all double kills, takes time to set up the double kill torpedo, but still faster than previous WIP by over a second.
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That was amazing!
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CoolKirby wrote:
I found the problem! I had the Nunchuk plugged in by mistake. The movie plays without problems now and syncs for me with the free DSP ROMs and just the Wiimote. Also, it syncs for me whether the GameCube controller is enabled or not, so I don't think you have to worry about that.
That means that only when TASing you need to disable the gamecube controller. When playing back, you can keep it enabled or not.
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MESHUGGAH wrote:
Lazy to fire it up and watch in emu. How many lag frames are there for example on first stage? Would it be possible to fire at specific frames to decrease lag frames? What about pause button (start) to manipulate the game depending on it's frame length to unpause it and effectiveness?
Lag Frame after First Round starts on 3734, Lag Frames(Red Colored) stop around 4600.
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Will do. Just got home from long day in the cold weather, so ill test that out and then get back into manipulating this king fight. Also, could the roll cancel glitch be pc only? Or asco are you doing it on gamecube? edit: Tested out Prince of Persia with newest revision, you do start falling as soon as the game starts, unable to be played. If someone else wants to do the bug report, go for it cause im not interested in doing it.
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Fortranm wrote:
hegyak wrote:
Fortranm wrote:
What does "GBAHawk" in the end mean?
You can play GBA games now.
Bizhawk tells me no core can load .gba files, and GBA is neither in config/path nor one of supported file types.
You need bios files in the firmware folder.
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jlun2 wrote:
solarplex wrote:
Edit: Alright I tested to see if the cancel glitch works on Dolphin and it doesn't :-\ So I guess the emulator doesnt emulate it yet.. So now onto working on seeing if i can get higher on the palm tree. that palm tree angle is the worst to figure out lol.
Huh. How does that work? Have you tried reporting the bug to dolphin bug tracker?
Im using 4.0.2-avsync, it could very well be fixed in a newer revision but the reason i went with latest stable is because when i tried a new revision, prince doesnt have collision with the floor.. Im too lazy to go through the process of reporting bugs on dolphin, id figure they have bigger issues to solve than one game.