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Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
ROM is Jet Force Gemini (U) [!]. What could be a problem is that you need to delete the .fla file in the mupen save directory. You'll know you've got it right when the name I choose is just z, and it goes through the entire huge intro. It'd be cool if I could choose my name comicalflop really fast, but z is the absolute fastest name that I can choose. In the Mupen thing, when selecting movie playback, just like Nitsuja's Snes9x improved it'll say if the right ROM and settings are chosen. As for AVI, does anyone want to try making AVI/.mkv WIP's? DeHackEd, bkDJ? someone else really brave?
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Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
I don't think you need worry about it being rejected because of the cut scenes; the rest of the movie should make up for it. Remember there are RPG runs on the site. As for the run itself. It's looking pretty good. The animation of that model reminds me slightly of the Quake guy. And that can only help a run! Hmm... I think I need to play through this game again.
Player (206)
Joined: 5/29/2004
Posts: 5712
Heh, it took me a while to realize I had to delete the save file. At first I thought I just had the wrong plugins, but it didn't matter. I went back and tried the test run, which had worked before, and noticed that it started at the second level rather than showing any of the introduction. Keep going! You're sure you're always taking the straightest path? You're sure you shot that sniper drone as soon as possible?
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 1/23/2005
Posts: 73
Location: Pekin IL
Ahh, one of my Favorite n64 games. I've beaten this game multiple times. Its long, repetious, and hard, but well worth the time and effort. I imagine a first TAS could get this game to around 3:40. The SDA run is good but shows exaclty why a TAS would be great of this. Analogs are hard to perfect real time. 28 seconds ahead of the SDA run is awsome. I'm gonna have to rom this to help with the run as much as i can. As for encoding AVI's, if someone can link me a good FAQ on how to do it, i can devote my machine to doing it. Hosting would also be an issue for myself.
Skilled player (1099)
Joined: 8/26/2006
Posts: 1139
Location: United Kingdom
Comicalflop -- AVIs aren't difficult to make. Download xVid and use it as the codec and encode away. Obviously, it isn't this simple if you were encoding for the site, but for our purposes it works fine.
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
ArcadicGamer wrote:
Ahh, one of my Favorite n64 games. I've beaten this game multiple times. Its long, repetious, and hard, but well worth the time and effort. I imagine a first TAS could get this game to around 3:40. The SDA run is good but shows exaclty why a TAS would be great of this. Analogs are hard to perfect real time. 28 seconds ahead of the SDA run is awsome. I'm gonna have to rom this to help with the run as much as i can. As for encoding AVI's, if someone can link me a good FAQ on how to do it, i can devote my machine to doing it. Hosting would also be an issue for myself.
getting as many people to start playing this game and look ahead for any time savers is going to be a huge help for me, as well as finding the trigger for each insect door that turns from red to green. if you'd like to encode that's fine, because I made WMV's for my SSB run but each AVI that I encoded and then made to WMV took up about 1 GB on my hard drive for a 30 second fight. I only have 6 GB free. and I'd like to devote as much time to working on it, as opposed to making AVI's as well. So if someone is up for it, that'd be much appreciated. I'm probably more than 28 seconds ahead as of now, when I first got to the first "area cleared" I was 40 seconds ahead or more I think. Strafing plus perfectly aimed shots really reduces the time. and of course it's estimated, because I don't know if the playing speed of the SDA AVI is accurate.
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Joined: 1/23/2005
Posts: 73
Location: Pekin IL
Yeah i cant promise i'll find anything, but i will look. Also i am a very busy person so if i go unheard from for weeks its not uncommon. I got plenty of HD space to burn. (120 gig empty hd? why? i think i got it for 20 bucks)
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
120 GB? wow. thanks for offering to look for stuff. as this is gonna take months to make a few week absences is fine.
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Emulator Coder, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
I can make an AVI in an hour or two, once I eat and fix some (fatal) bugs in glide64.
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
wonderful. In the first half hour of gameplay I'll be posting WIPs of each "area cleared" section, and later on for each world that's done. (and of course, a WIP of current progress regardless of completion of world/level for anyone that asks.) AVI's for each world would be roughly 4-8 minutes, usually not longer (I think, haven't actually measured.)
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Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Alright, fixed the underground section to be ~3-4 seconds overall faster, hitting the crate with the key earlier/faster, hit more ants, avoided all shots (except for falling damage in the waterfall thingy which is unavoidable), got a few more explosions in (you can shoot the ants' grenades out of their hands hehe), and generally improved everything. Improved underground section Goldenwood WIP One VERY interesting thing I found is that head shots (where the ant's head flies off their thorax) is manipulatable, based on what frame you shoot them, so you see more head shots in the underground section to prove this point. (and it saves bullets.) However, what is better is that for doors requiring triggers, an ant that loses its head automatically goes ghost without "suffering" which saves a lot of time. This is a huge deal, meaning door cans be opened much faster with all head shots.
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Experienced player (829)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
Soooo much cleaner and better looking! The damage taken is obviously needed (from falling) and everything else looked great. And that's good news about the drones dying immediately with a proper head shot. Keep up the good work!
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Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Thanks. I realized at the end that I had redone without taking unescessary damage at all. And that I made many shots against drones that are not on screen. I take two shots into the wall, but that makes one of the off screen drones far away come running faster and I could set up a better angle with an auto-aim shot with my strafing, because if I kept running I'd get close to him without a good angle to shoot. Since I'll need to be running pretty much 90% of the time it's a good tactic to start using to make drones come closer for a better straferun shot, since with straferunning it's possible to accidentily pass a few enemies. Should take another day or possibly two to finish Goldenwood. I'm looking foward to more drone battles, finding out how much time I'm gonna save at the end of the level, and figuring out the physics of machine gun firing- there's a lot of recoil on the machine gun, and I wonder if that recoil can be directed to make Juno force the gun's succeeding shots to move towards the next enemy. That'd be so cool, but difficult I can imagine. Probably the same mechanics as making that moving snipe shot on the sniper drone.
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Joined: 4/30/2006
Posts: 480
Location: the secret cow level
argh, I'm getting a desync in the second room... he runs in, jumps into the pool of water, then when he goes to jump out he gets hung up on the edge. Rom is Jet Force Gemini (U) [!].z64, raw data is checked, anything I might be missing?
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
do you have the correct ROM settings? is the .fla file in your mupen save file directory deleted? if the first time it failed, did you try rewatching it again? (relates to the .fla file thingy.) Last thought: I'm not sure if I have raw data checked or not. besides that, I'm not sure, since no one has described a desynch in the middle of the run so far, only problems in getting it start which is all due to wrong ROM or the .fa file thing, which makes it work, so I don't know. Probably one of the three I mentioned, as I'm 100% sure it doesn't desynch. If it still doesn't let me know. I have reviewed my movie from the very beginning to make sure it absoletly does not desynch. Don't worry, we'll hopefully get it to work for you.
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Joined: 4/30/2006
Posts: 480
Location: the secret cow level
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Yes, I use gln64 video setting. You have Jabo's. Try switching to gln64, that should make it work. Off topic, but which looks cooler: or
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Joined: 4/30/2006
Posts: 480
Location: the secret cow level
didn't help... I have noticed I don't have the TAS input plugin 0.6, where do I get that?
Joined: 1/23/2005
Posts: 73
Location: Pekin IL
the right looks cooler, while the left looks better quality wise. I vote Left. I believe once in my lifetime i owned the stratagy guide for this. I'm gonna dig that up to help me remeber locations of everything. Saving even 1 backtrack is a big deal in this game. Also good to know you can manipulate HS's. 1-2 seconds can probly be shaved off of every kill to open the door. and their are alot of those doors.
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
The TAS input plugin can be found here. It is mostly only useful for those making the TAS, as it contains popup windows that specifically help in making N64 TASes... to those viewing, they don't need it, unless they use it as the standard input plugin for other N64 TASes that they're making. Didn't help? huh... That'd be so cool if you could find that strategy guide, that'd be totally amazing. Do you think it'd also have maps? just finding it would save backtracks for sure. hm, I remember in the Banjo-Kazooie thread someone was making 3D rendering of maps, I wonder if the same can be done here... I've watched a lot of the SDA run (of course I'm going to be reviewing the 6 AVI parts of that run like 1-2 times a day) and I think that, in many rooms head shots and general TASing can remove 10+ seconds if not drastically more per room. A lot of the rooms are not done sloppily but tool assisted can shave off a lot of time.
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Joined: 4/30/2006
Posts: 480
Location: the secret cow level
tried using that plugin, got a different desync...
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
This is weird, are you remembering to delete the .fla file every time you try and watch it? I have to stop offering input as of now because I have an essay that's due in 5 hours, and it's 4 in the morning. Keep at it, make sure ROM settings are right and be sure to delete that .fla file.
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Player (206)
Joined: 5/29/2004
Posts: 5712
Hey, why isn't the second controller connected? Aren't you going to use Floyd to shoot some things later on?
put yourself in my rocketpack if that poochie is one outrageous dude
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Nope. Too hard for me to control/multitask like that, and based on my tests of shooting enemies and never needing infinite ammo, not nescessary. In the future after this gets done I might consider doing a 2 controller run with Floyd, but as of now since this is the very first run of this game and shooting multiple enemies is gonna be fast anyways, I though I'd do better without it. My goal is to use frame advance and extreme timing/precision to take out numerous enemies out all at once and very quickly, and to conserve shots throughout the whole run, making Floyd essentially useless except for the Floyd missions, which from what I've heard are mandatory. Don't worry, there'll be PLENTY of nonstop shooting and fast action keep viwers satisfied.
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Player (206)
Joined: 5/29/2004
Posts: 5712
Oh, I was just thinking you might not have to sacrifice a straight run to the goal as much if you had someone shooting for you. But maybe not. Just know that only 3 out of 6 Floyd missions are necessary, and 2 of them are obvious. The other is in S. S. Anubis, because it gives you an item you need to trade for a ship part.
put yourself in my rocketpack if that poochie is one outrageous dude
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