1 2 3 4 5 6 7 8
Player (36)
Joined: 9/11/2004
Posts: 2623
Stands for Cyclic Redundancy Check, it's a Quick and Dirty Hashing function.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Joined: 10/31/2005
Posts: 329
Location: The Netherlands
aww, don't give up on this! :'-( you'll finish this later right?
Editor, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I will finish this later. Desynchs, projected 4 hour movie time, and a new TAS with faster action to my liking led to my temporary no work status on this one. If starcraft doesn't work the way I want it to I'll get back to this, but with the desynch problems it's kind of a bummer... i think a lot of effort should be put into fixing Mupen to deal with this problem, we'd have so many more N64 TASes
Homepage ☣ Retired
Editor, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
This game is put on permanent hold. At the boss in Cave of Bad Dreams, instead of tossing skulls for me to make platforms the boss consistently jumps down a pit and disappears. After 20 retries of the boss he did the same thing, so I don't know if it's a problem with the ROM or that, since I was test running and died a few times at him that it triggers him to disappear, but I'm just plain dropping this. It's a shame, because now I can't even contribute strategies to SDA....
Homepage ☣ Retired
Former player
Joined: 10/1/2006
Posts: 1102
Location: boot_camp
comicalflop wrote:
It's a shame, because now I can't even contribute strategies to SDA....
Nobody on SDA is working on it, so it doesn't really matter.
Borg Collective wrote:
Negotiation is irrelevant. Self-determination is irrelevant. You will be assimilated.
Editor, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Saestrol was thinking/planning it I believe... don't know if he's going to continue
Homepage ☣ Retired
Joined: 6/12/2006
Posts: 368
comicalflop wrote:
This game is put on permanent hold. At the boss in Cave of Bad Dreams, instead of tossing skulls for me to make platforms the boss consistently jumps down a pit and disappears. After 20 retries of the boss he did the same thing, so I don't know if it's a problem with the ROM or that, since I was test running and died a few times at him that it triggers him to disappear, but I'm just plain dropping this. It's a shame, because now I can't even contribute strategies to SDA....
If you can find the loading point of the guy, you could make it so it loads on a different frame so he doesn't do that. I dont know if you used a glitch or something before that that made this happen but it might be worth going back and testing to see where he does load (if it isn't too far back).
Editor, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I'm not sure what caused it, I was randomly playing through the game and didn't have any frame counters because I wasn't recording, and I definetly did not do any glitches beforehand as I'm not even sure if there are any for this game. Basically I was playing him until I died, and from that point on when refighting the boss from the respawn point of Rayman he would do the exact same thing and disappear.
Homepage ☣ Retired
Experienced player (618)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
EPIC THREAD REVIVAL!!!!!!!!!!!! I'm interested in doing a TAS of this game, and it would be sweet if anyone could post any timesavers/tricks/glitches/experience with this game that they think could help. Since this thread died, a whole bunch of new tricks have been found for this game that save a whole bunch of time. Also it is possible to get past the cave of bad dreams boss in the emulator. I've done it, and there seems to be no other fatal emulation issues. Also about a week ago I was looking for a suitable candidate for an n64 TAS, but most had emulation issues. I disregarded Rayman for this reason originally. I think Rayman has TASing potential, because a TAS of it will include a lot of one-in-a-million shots and technically difficult maneuvers and glitches, which would end up being a highly entertaining run
Measure once. Cut twice.
Editor, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Cool! If you're going to be fully serious about this, and never give up until it's done, you and I definitely need to chat so I can help you out with anything and everything. SDA run This single segment run (I still can't believe he did it only dying twice) is going to be your bread and butter for most tricks and route. Route wise, there's hardly any improvements at all, except for ending up with exactly 550 Lums. Precautions -depending on how much effort you're going to put into optimization, as a 3D game, this is going to be tough. Rayman does not walk in a straight line unless the tilt is perfectly ^99. because of the camera, holding the analog at one angle will make Rayman run in an arc towards his destination. I did this in my old TAS; you should try not to. -The camera is annoying. As with any 3D TAS, be sure to use the camera function to let the audience see as much of rayman as possible. I cannot stress this enough. -N64 Exp Pak = desynchs. Now I don't know how good your computer is, but SwordlessLink has a killer computer and experiences very few desynchs with majora's mask. When TASing this game, I got like, 20 or so desynchs when playing for 10ish minutes. If you don't experience desynchs, you're set, but if you do, it's going to require a lot of patience. -try to spam the A button during cutscenes, sometimes this skips the end of it (like the very first cutscene when you rescue the teensy). -Plan all 550 Lums perfectly. -Do not miss any murfy text skips. Some Mechanics: -Only jump when you need to. You lose a very small amount of speed when you jump, and his roll at the end is the same speed as running. -For obvious reasons, hover for as little as possible. -When sliding down slippery slopes, jump as much as possible, and jump off the end for the extra boost. -When throwing objects, try to fire as soon as possible, you'll start running faster. -On climbable walls, jump frantically. -When riding the snake, hold Z to crouch more. -Try to jump off of edges, it gives you a speed/distance boost. -There's a huge amount of going through walls bugs and glitches. See if, with rerecords, you can find new ones. I can help you with the mechanics of how to go through walls and floors, and perhaps we can experiment and try to find new places to do it. Tricks Manocheese missed: -Sanctuary of Water and Ice orb skip -Cave of Bad Dreams boss trick -Whale Bay lamp jump -Foutch skip -Tomb of the Ancients switch skip, death warp, Clark 2 cycle battle -Iron Mountains jump over fence -Precipice; make cannonballs kill elite pirate Do you have AIM or some other way to communicate live?
Homepage ☣ Retired
Experienced player (618)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
ahh fuck, made a massive reply and then my browser crashed. I know most of the tricks because I read the SDA forum on Rayman. I won't be able to watch the run until about a month is the future. EDIT: I do have AIM my screen name is... an8Dyface REDIT: This isn't going to be a shitty speedtas, I can actually spend time making a movie frame-perfect
Measure once. Cut twice.
Joined: 8/3/2008
Posts: 157
Location: The Land Down Under
Good luck andymac, i loved playing this game on my N64 when i was younger (never actually passed it lol) and i can't wait to see the final TAS.
Player (58)
Joined: 7/7/2008
Posts: 872
Location: Utah
Pretty much, I can't wait to see any N64 movie. So now you know when I'm excited.
Experienced player (618)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
I'm gonna start Lum route planning today, and other general preparations, wish me luck!
Measure once. Cut twice.
Player (116)
Joined: 5/13/2009
Posts: 700
Location: suffern, ny
SUPER EPIC THREAD REVIVAL. I have decided to start TASing this game. This run is long overdue. I will be doing any% which means I wont be getting all the lums. I might be doing a 100% route later on, but for now it is just any%. I will post a WIP or two, but please do keep in mind that I work slowly, not only that I will take this up and my Maui Mallard run simultaneously. If I get more motivation for one, than I will start working on that one more..... etc. Right now I'm making preparations which means I am going to watch man 'o cheeses route on SDA and make maps for my edification. This is a huge game and I am anticipating this run to be more than 1 hour. I cant say when I will begin recording, but I can say that I will pick up this run. I will begin with this later in the week.... As always any help you have is greatly appreciated.
[19:16] <scrimpy> silly portuguese [19:16] <scrimpy> it's like spanish, only less cool
Editor, Experienced player (852)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
Cool ! I've always wanted to see an any% run of this game. Keep it up ! :)
Joined: 8/3/2008
Posts: 157
Location: The Land Down Under
funnyhair wrote:
SUPER EPIC THREAD REVIVAL. I have decided to start TASing this game. This run is long overdue. I will be doing any% which means I wont be getting all the lums. I might be doing a 100% route later on, but for now it is just any%. I will post a WIP or two, but please do keep in mind that I work slowly, not only that I will take this up and my Maui Mallard run simultaneously. If I get more motivation for one, than I will start working on that one more..... etc. Right now I'm making preparations which means I am going to watch man 'o cheeses route on SDA and make maps for my edification. This is a huge game and I am anticipating this run to be more than 1 hour. I cant say when I will begin recording, but I can say that I will pick up this run. I will begin with this later in the week.... As always any help you have is greatly appreciated.
Good luck sir.
Player (116)
Joined: 5/13/2009
Posts: 700
Location: suffern, ny
Quick update, done researching, and I started to record a bit, I'm still working on the opening sliding part. Since I have begun working this my motivation for Maui Mallard has picked up. I will work on this and hopefully get the woods of light done soon!
[19:16] <scrimpy> silly portuguese [19:16] <scrimpy> it's like spanish, only less cool
Skilled player (1307)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
Hey funnyhair. Hows progress on this game? I really want to see this TASed. This is one of my favorite childhood games ever.
Player (116)
Joined: 5/13/2009
Posts: 700
Location: suffern, ny
Progress is coming along. I work slowly and I've suddenly gotten a lot of school work I've had to put before this. But don't worry! I'm working on this and Maui Mallard when I can. When things slow down early March I will start really working on this, as I will keep following Man o cheeses route. I will get this done, right now I have improved the opening slide part a great deal of frames, over what I had before. I will also compare it to Flop's WIP.
[19:16] <scrimpy> silly portuguese [19:16] <scrimpy> it's like spanish, only less cool
Editor, Experienced player (883)
Joined: 7/20/2011
Posts: 345
Anyone plan to do this any time soon? I would love to start this game but I'm not sure I'm ready to hop over to N64 being so inexperienced. However it's one of my favorite 64 games and I'd love to see it TAS'ed. Any thoughts? Edit: This game is definitely not glitch proof, as this youtube video I found shows. It is definitely a neat glitch and can apparetly be used in several locations if done right. It seems like it would be fun to experiment with, but I'm not sure if it can actually make the game faster or not.
Current thoughts: Hachiemon (J) for GBA.
Editor, Experienced player (883)
Joined: 7/20/2011
Posts: 345
Well I decided I would try this game, even though I've found mupen64 to be completely frustrating. I did a test up through the starting area (the teensie king(s)). I think I'm getting the hang of TAS'ing using this emulator, and this WIP is in no way final. I haven't thought about a route plan for the game yet as I'm only testing at the moment. With the SDA run however, it shouldn't be too hard to come up with an effective lum route. I found a trick in this section involving Z, where I can grab a ledge that's normally out of reach (right before the globox kids). This saves having to run to the murfy text block to get up there. I also incorporated the Murfy text skip at the very beginning, and the globox kids text skip (though probably not as best as I could have). The sliding section at the beginning is weird, I looked at Comicalflop's WIP and compared it to a certain frame near the end. According to that I ended the sliding section about 40 frames ahead of his? I'm not too sure because it looks awkward like I didn't quite optimize it right. So a confirmation on whether it's faster would be appreciated. Anyway, here's the file. I haven't come across any desyncs quite yet luckily. http://dehacked.2y.net/microstorage.php/info/73445903/Rayman2_exxonym.m64 Edit: I updated the file above with one that completes the globox kids text skip more effectively (don't have to fly over them).
Current thoughts: Hachiemon (J) for GBA.
Editor, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
I was under the impression mupen had a severe emulation glitch that would prevent one from completing the game, at least that's what I remember from when I last talked to funnyhair.. How's the PS version different from this N64 version (I thought N64 was generally worse, or had less lums that could be collected or something along those lines).
Editor, Skilled player (1405)
Joined: 3/31/2010
Posts: 2086
MUGG wrote:
I was under the impression mupen had a severe emulation glitch that would prevent one from completing the game, at least that's what I remember from when I last talked to funnyhair.. How's the PS version different from this N64 version (I thought N64 was generally worse, or had less lums that could be collected or something along those lines).
Other way around, the PSX version only has 800 lums, I'm not sure about the other differences. In general, I think the N64 version comes the closest to the PC version, which I actually played as a child. Hence, I also prefer to see that version ran. Anyway, do keep up the good work, Exxonym, I'm most definitely looking forward to it.
Player (116)
Joined: 5/13/2009
Posts: 700
Location: suffern, ny
There is a Dreamcast version. I'll look into that one too. Ill also redownload Mupen and the Rom (I just got a new computer.) Good luck Exxoynm. There are lots of things, I remember a few, much information is on teh SDA page. I'll Look in this weekend. EDIT: Allow me to elaborate on why I could not finish it. Comicalflop, who initially had begun working on it, showed me why he could not finish the game. There is a boss, in a level that has to be fought to move forward. you fight the guy on a series of platforms. The problem was, Mupen would not make the platforms appear. He showed me this, and I was on the begining of the game, and this was like 45-1hr into the run, so I lost interest. But from what I understand there is a New version of Mupen? if that is the case, it might work. I'll ask comicalflop where he got stuck, so I can see where it is, and If anyone wants to help. Exxonym, I will post here If it does work, and pm you.
[19:16] <scrimpy> silly portuguese [19:16] <scrimpy> it's like spanish, only less cool
1 2 3 4 5 6 7 8