Post subject: Pilotwings...
Joined: 1/1/2022
Posts: 1716
In seeing some of the videos the extraordinares have done, I feel inspired enough to put together a video of Pilotwings...my personal favorite game for SNES...I've played the game enough to be able to do a variety of tricks, all of which I would...of course...show off if the video comes into actuality...1.Skydiving, pulling the chute at the very last possible moment...and landing on the bonus target each and every time...2.Rocketpack, doing the entire level backwards...as well as bouncing off of the balls to make curse words and such...:) 3.Plane, coming in for a landing perpendicular to the strip at a 65 degree angle, and being able to get a perfect landing...4.helicopter, entire stage from only a few feet above the surface of land or water! Too bad it isn't too easy to make videos for N64, because there are many great things I can show from my fave N64 game, Pilotwings 64, as well...such as the glitch in which you can fly so high into the stratosphere the level is as small as a dot...and the entire sky becomes distorted colors, and your speed goes into the thousands of miles per hour...And, too bad the glitch of Jesus Christ silhouette in the snow cave was removed by Nintendo for the USA release...
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
I advise not to put together any pilotwing videos until the DSP1 team finishes emulating the chip. Currently PilotWings is buggy here or there and should be played at it's fullest.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Post subject: make the vid
Joined: 1/1/2022
Posts: 1716
dude....i got a membership to this forum just to post a request for a Pilotwings video...i loved that game when i was a kid and i played it all the time... make it ASAP pretty freakin' please
Joined: 1/1/2022
Posts: 1716
well sly fox, maybe you can give me some ideas of what you'd like to see in the video...It wouldn't be overly difficult to make considering I have lots of experience playing the game.
Post subject: Pilotwings same deal
Joined: 10/23/2004
Posts: 7
Location: Nanaimo, B.C., Canada
i'm actually working on the same thing! I'm new here.. but i assumed someone would be doing pilotwings as well. Yeah, my goal is to make a video, bug free, of the fastest possible runs from start to finish of every airfield. so far i've only done the first four before the heli mission. Since i'm new here i have a question and i didn't know where to ask it, so i'll start here. I'm using ZsnesW at the moment, since it seems to run well on my computer, and i have the videos stored. When i submit them will they be then reviewed and put in avi or mpeg format? I see all these time attack videos and i can't replicate them, cuz game videocapture programs are too slow, and space consuming.. and i don't have a video out or in on my video card. I'd appreciate some input :P thx.
"Your only notable qualities are insanity, and patience. STUPID patience!" -Danthrax
Former player
Joined: 9/12/2004
Posts: 184
Location: Austria/Styria
Danthrax wrote:
i'm actually working on the same thing! I'm new here.. but i assumed someone would be doing pilotwings as well. Yeah, my goal is to make a video, bug free, of the fastest possible runs from start to finish of every airfield. so far i've only done the first four before the heli mission. Since i'm new here i have a question and i didn't know where to ask it, so i'll start here. I'm using ZsnesW at the moment, since it seems to run well on my computer, and i have the videos stored. When i submit them will they be then reviewed and put in avi or mpeg format? I see all these time attack videos and i can't replicate them, cuz game videocapture programs are too slow, and space consuming.. and i don't have a video out or in on my video card. I'd appreciate some input :P thx.
Zsnes doesn't have Rerecord function, right? Yeah... Sry but I think you gotta redo that whole stuff on Snes9x to get the movies on here. The movies here are all made with the help of "slowmotion" and "rerecord"-functions of emulators, and as Zsnes doesn't have that sort of stuff I don't think you can do this movies that perfect without rerecords and slowmotion.
Former player
Joined: 6/27/2004
Posts: 550
Location: New York
See the site's FAQ for help on making movies(along with the other pages such as Rules & Guidelines). You'll have to experiment a little bit with Snes9x to get the hang of it, but it's pretty simple to learn. Good luck, and feel free to ask for any help(might not want to post future questions in a console-specific forum).
Post subject: getting started
Joined: 10/23/2004
Posts: 7
Location: Nanaimo, B.C., Canada
Blechy wrote:
See the site's FAQ for help on making movies(along with the other pages such as Rules & Guidelines). You'll have to experiment a little bit with Snes9x to get the hang of it, but it's pretty simple to learn. Good luck, and feel free to ask for any help(might not want to post future questions in a console-specific forum).
I read most of the FAQ before i got here, but i was kind of eager to get going so i skipped a few parts. I get the basic ideas about how to make my nes movies.. So now i realise that i'm trying to do a Speedrun, and not a Timeattack. No frame slowing, no corrections etc. I also spent a good 40 minutes reading almost all of the faq's and procedures of converting videos to .avi movies. There is only one very good question remaining: How do i make record my SMV videos on the Snes9x? I've downloaded it, set it up, and it works great. Looks really impressive.. but after tinkering with the options and doo dads i can't find a single thing that says anything about video recording.. and at Arc's superplays site there's also plenty of explanation of what to do once you GET an SMV.. but none as to how to get one in the first place? I know this is a chore to read, but i've tried my best to find out on my own.. but i'm kind of stuck. Thx again for your patience and help.
"Your only notable qualities are insanity, and patience. STUPID patience!" -Danthrax
Post subject: Re: getting started
Former player
Joined: 9/12/2004
Posts: 184
Location: Austria/Styria
Danthrax wrote:
Blechy wrote:
See the site's FAQ for help on making movies(along with the other pages such as Rules & Guidelines). You'll have to experiment a little bit with Snes9x to get the hang of it, but it's pretty simple to learn. Good luck, and feel free to ask for any help(might not want to post future questions in a console-specific forum).
I read most of the FAQ before i got here, but i was kind of eager to get going so i skipped a few parts. I get the basic ideas about how to make my nes movies.. So now i realise that i'm trying to do a Speedrun, and not a Timeattack. No frame slowing, no corrections etc. I also spent a good 40 minutes reading almost all of the faq's and procedures of converting videos to .avi movies. There is only one very good question remaining: How do i make record my SMV videos on the Snes9x? I've downloaded it, set it up, and it works great. Looks really impressive.. but after tinkering with the options and doo dads i can't find a single thing that says anything about video recording.. and at Arc's superplays site there's also plenty of explanation of what to do once you GET an SMV.. but none as to how to get one in the first place? I know this is a chore to read, but i've tried my best to find out on my own.. but i'm kind of stuck. Thx again for your patience and help.
Are you blind or do you just have an old version of this? ;] File>Movie Record Get the newest version here: http://www.lysator.liu.se/snes9x/ , if you haven't already
Post subject: Re: getting started
Joined: 10/23/2004
Posts: 7
Location: Nanaimo, B.C., Canada
Are you blind or do you just have an old version of this? ;] File>Movie Record Get the newest version here: http://www.lysator.liu.se/snes9x/ , if you haven't already[/quote] Well. Last time i got my vision checked i was close to 20/10... But the version i have has File - Options - Input - Sound - Window - Cheat - Netplay - Help on the menu bar. i've read all of the readmies that come with it that explain how to use it. really straightforward for setting it up and all that. So far i haven't found a single thing that has the word "Video" and "Record" in the same area. I've been playing with it now for quite some time, testing some of my roms on it. There isn't an SMV config or anything. So. I dunno. Maybe i'm just stupid. The version is: Snes9X v1.42 for Windows. (c) Copyright 1996 - 2003 Gary Henderson and Jerremy Koot. (c) Copyright 2002 - 2003 Matthew Kendora and Brad Jorsch. I saw a 1.43 under production where i downloaded it, which was the link directly from the site. So I dunno. I guess somebody could briefly tell me how THEY record videos and i could go from there. Hopefully i am just missing something vital here, but in the past i haven't had trouble figuring out programs, so go figure.
"Your only notable qualities are insanity, and patience. STUPID patience!" -Danthrax
Post subject: Re: getting started
Former player
Joined: 9/12/2004
Posts: 184
Location: Austria/Styria
Danthrax wrote:
Are you blind or do you just have an old version of this? ;] File>Movie Record Get the newest version here: http://www.lysator.liu.se/snes9x/ , if you haven't already Well. Last time i got my vision checked i was close to 20/10... But the version i have has File - Options - Input - Sound - Window - Cheat - Netplay - Help on the menu bar. i've read all of the readmies that come with it that explain how to use it. really straightforward for setting it up and all that. So far i haven't found a single thing that has the word "Video" and "Record" in the same area. I've been playing with it now for quite some time, testing some of my roms on it. There isn't an SMV config or anything. So. I dunno. Maybe i'm just stupid. The version is: Snes9X v1.42 for Windows. (c) Copyright 1996 - 2003 Gary Henderson and Jerremy Koot. (c) Copyright 2002 - 2003 Matthew Kendora and Brad Jorsch. I saw a 1.43 under production where i downloaded it, which was the link directly from the site. So I dunno. I guess somebody could briefly tell me how THEY record videos and i could go from there. Hopefully i am just missing something vital here, but in the past i haven't had trouble figuring out programs, so go figure.
www.snes9x.com wrote:
1.43 WIP1 is out. oh look! a WIP Release!!! Major features this time around include Movie support..
Snes9x 1.43 WIP-1 for Windows: http://www.lysator.liu.se/snes9x/1.43-WIP1/snes9x-1.43-WIP1-win32.zip Snes9x 1.43 WIP-1 for Linux: http://www.lysator.liu.se/snes9x/1.43-WIP1/snes9x-1.43-WIP1-linux-x86.tar.gz
Joined: 10/23/2004
Posts: 7
Location: Nanaimo, B.C., Canada
All right man. Thanks, i'll get it in order now. Sorry to bother you, but you don't have to be sarcastic about it.
"Your only notable qualities are insanity, and patience. STUPID patience!" -Danthrax
Post subject: Speedrun video
Joined: 10/23/2004
Posts: 7
Location: Nanaimo, B.C., Canada
Hm. So here i am, 2 days later, i've got all my video making stuff figured out. thx for all of your help. I've been working on pilotwings for a day straight now.. i can do about 3/4 of the tricks you've mentioned, but landing the plane at a 65 i'd have to see :0! Anyways. I need someone's opinion who has played pilotwings a fair bit. I'm trying to do a speedrun of the game as fast as humanly possible on one run, with no video cuts or corrections, and no slowdown. So far i've almost finished what i wanted.. but i screwed up right before the end and as anybody knows who's played pw.. there's no room for mistakes. Anyway my question is: Should i try to do a speedrun of all of the modes of the game? (which is debatabely the "whole" game) or would it be viable to submit the normal mode (first 4 airfields + mission) and the advanced ( same 4 just more points needed) separately? the reason i ask is cuz i want the video to be speedy, AND entertaining. I'd want to set a record for how long it takes to get to the next "Pilotwings Advanced" title screen. I dunno. I kind of consider them two different modes instead of the same game from beginning to end.
"Your only notable qualities are insanity, and patience. STUPID patience!" -Danthrax
Post subject: Re: Speedrun video
Joined: 10/23/2004
Posts: 7
Location: Nanaimo, B.C., Canada
Danthrax wrote:
the reason i ask is cuz i want the video to be speedy, AND entertaining. I'd want to set a record for how long it takes to get to the next "Pilotwings Advanced" title screen.
I forgot to add that i thought it would be pretty repetative if i played the whole game again. I would be doing exactly the same things i did for the first 4, except i might have to throw in one more bonus stage or event tops.. then the copter mission is identical, with more turrets. The game can be REALLY entertaining if you make a fun video.. but will get boring fast after the first speedrun through.
"Your only notable qualities are insanity, and patience. STUPID patience!" -Danthrax
Joined: 1/1/2022
Posts: 1716
you directly recording the avi...? In recording normally , in playback the game doesnt mimic the moves properly...at least on my end...As far as the time attack...You would definitely want to do the entire game from beginning to end...including the advanced stages...
nesrocks
He/Him
Player (247)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I think this game deserves a TAS now. I was playing it and i noticed some things that can save time: - obviously not finishing the whole level if you don't have to. get the amount of points you need to barely pass. See which level can be finished quick without wasting a lot of time. Skydiving levels are the fastest, you may to go to bonus stage there so you can crash your plane later after getting through enough rings etc. - sometimes it might be better to get a little more points than needed, to change what the instructor says right after (to a shorter message). - when skydiving, dive head first for speed - RESETING might prove usefull. When you reset and choose continue, the password is already there. I think this can be used to skip some text when you get a new license. All these things i said are based on me watching the game on my super nes, so they are prone to error. Anyone making this will of course want to test it all.
nesrocks
He/Him
Player (247)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Well snes9x doesnt record this game correctly. Somehow, the rotation of the character is not stored in the savestate (every time i load a savestate at the skydiving mode, the character is reset to horizontal position, no matter what position he was when i saved)
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
FODA wrote:
Well snes9x doesnt record this game correctly. Somehow, the rotation of the character is not stored in the savestate (every time i load a savestate at the skydiving mode, the character is reset to horizontal position, no matter what position he was when i saved)
This is fixed now. (The case you described made it really easy to test.) See this thread. I think a TAS of this game would be pretty good. I have some questions/comments about it: - How does it choose which bonus stage to take you to? It seems like the layout of the penguin one is randomized, with there sometimes being a 70-point spot but not always. - Are there any tricks for going fast in the airplane or hang glider levels? I assume so because even for the really straightforward ones I always get a terrible score for "time" - It looks like the rocket-pack levels might be even faster than the skydiving levels, or at least second-fastest, but its bonus game seems slow... - Reset can't be recorded in Snes9x, unless you meant there's a soft-reset button sequence.
nesrocks
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Player (247)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
nice, glad i helped somehow and thanks for the fix :)
nitsuja wrote:
- How does it choose which bonus stage to take you to? It seems like the layout of the penguin one is randomized, with there sometimes being a 70-point spot but not always.
I'm not sure either, it may come apparent during the making of a TAS
nitsuja wrote:
- Are there any tricks for going fast in the airplane or hang glider levels? I assume so because even for the really straightforward ones I always get a terrible score for "time"
I always get perfect time bonus for the airplane and hang glider (except that i rarely land the hang glider correctly). On the airplane i just accelerate max 99 and then i hold the brakes when landing.
nitsuja wrote:
- It looks like the rocket-pack levels might be even faster than the skydiving levels, or at least second-fastest, but its bonus game seems slow...
Maybe but I'm sticking to a wild bet that the skydiving levels are much faster.
nitsuja wrote:
- Reset can't be recorded in Snes9x, unless you meant there's a soft-reset button sequence.
Humm.. i didnt know if reset could be recorded or not, and i don't think there's a soft-reset button sequence...
Player (150)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
I would rather see a run that aims for the highest score instead of a pure speed run.
Nach wrote:
I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
RT-55J wrote:
I would rather see a run that aims for the highest score instead of a pure speed run.
A run aiming for highest score would have to purposely do poorly on some levels to postpone advancing to the next set of levels, so I think fastest would be best.
Joined: 1/1/2022
Posts: 1716
Fastest time to 100% completion, in my opinion. Get a perfect score on the first try in each event and otherwise cut corners to save as much time as possible... Does that sound good?
Former player
Joined: 12/22/2006
Posts: 193
Location: Flowood, MS
As a person who has never played this game before and is only relying on a Gamefaqs walkthrough and a hefty sack of intuition, am I on the right track for a 100% run here? ZMV: http://thepowerofsneeze.com/pilotwings (u) !.zmv AVI
<adelikat> tony hawk is porn for me <Comicalflop>my mom is hot
Experienced player (614)
Joined: 4/24/2005
Posts: 612
Pretty good and fun so far. Seems you're going for utmost completion which is great. I know this game pretty well but you really won't need much help. Looking forward to more progress so good luck.
Post subject: Pilotwings
XIF
Joined: 2/7/2006
Posts: 58
So i'm a lurker... I mean, a really really old lurker. I've been following I dunno how many TASes from start to finish and reading up on various strategies since like 2004 or earlier. I have a little experience with speed running (used to do break the targets in Smash Melee before I got competitive in vs.) but I've always wanted to try my hands at a TAS. Specifically Pilotwings just cause there isnt a TAS already. (Or am I mistaken?) I know some of the basics and the dos and donts. I'm gonna use SNES9x v 1.43+ v 9, and I know how to use Frame advance and save states. But I wanted to ask some questions. First off, I know for alot of games, people use memory watchers for position, speed, etc. Where do I get it, how do I use it properly, and whats the right way to go about finding the correct memory address for such values? Pilotwings is (for me anyway) notorious for loopy animations trying to make it 3-D, so the ground is always flipping out in disorienting ways, and just knowing the value for the acceleration, and especially the turning would be immensely helpful. What is the right way to go about the actual recording? Do I just create a savestate from the start and test one by one the optimal frames? (For instance, I couldnt tell you the earliest frame I could press start at to bring up the menu automatically at the start screen). Would I just simply set a savestate at the beginning, create another one before each frame I test to see if start then will bring up the menu, and just repeat it until I get the result? Are there any other helpful tools I might want to use outside of that? Is there any menu option in snes9x to perhaps set and stop a frame count (like a timer for frames) and what is there to display the overall frame number of recording? I did a couple of preliminary testing on the skydiving stage in the A Class (first) stage. Like: 42 frames to open the parachute roughly 105 frames if you open it while falling at max speed (pointing straight down) for your rate of descent to drop to a non crashing speed You dont start turning for about 2 to 3 frames on button press and you stop turning for around 3 to 15 afterwards (How long you were turning affects this). for each change in body position for flipping, starting at full horizontal face down, it takes 8 frames, except the first takes 7, and to position yourself full vertical, it takes 63 frames of continuous input of up or down to point straight down (or up if you will). Altitude gets updated once every 4 frames The values generally oscillate between 16 feet and 17 feet at each update of altitude. My tests for face or feet down showed that while the values were equal half the time, feet down showed it as 1 foot closer to the ground than face down. I dont know whether either one will be faster than the other, but I think face down is better, pointing face down at the very beginning allows you pass the first 2 rings without at problem, and simply facing back up for a little to get to the third, whereas feet down threw me back too much, which brings me to: A break down of flipping (minimum frames is the amount of frames for body position to change minus 2) 7 frames to change body position the first time you ever turn 8 frames to change body position to any position not previously at 6 frames the first time you go to the previous position you were just in (i.e forward 8 frames, then back 6 the first time to return to previous position) 5 frames every time after that to go to the previous position. 10 frames if you input for the minimum frames, and then resume flipping. This applies only to the first body position change and it doesnt alter subsequent changes if the button is held, and only if the position is not one you were just in, you may also resmue flipping before the actual change has happened, you can go two positions forward by doing 16 frames up; or 6 frames up, wait 2, and then 10 frames up for 18 total; or 6 frames up, wait 1, and 10 frames up for a total of 17 frames 4 frames if you do minimum frames to change body position, and use the 2 extra frames to go the other direction. It is then 3 frames if on that stacking of flipping, you use minimum frames to then use the extra time to go back once again. After than it is 4,3,4,3,4,3, etc... going forward or backward doesnt affect this, only what the previous position was (in essence, which direction you were going in the first place. now it gets a little tricky, this was continuous input (holding down.) the frames are cumulative, you could push forward for 1 frame, wait a second, and then press forward for the other 7 and do the turn. minimum frames apply here too, like this: up wait wait wait wait up wait wait wait wait up wait wait wait wait up wait wait wait wait up wait wait wait wait up so over 30 frames you press up interspersed for 6, and then the next frames nothing will happen and then the one after that body position will change (8th frame total) If you hold up the extra 2 frames until body position changes, it changes your falling angle from if you were to press the minimum number of frames this is from like 2 or 3 hours of testing, it was confusing at first because at first it seemed kind of random when I was turning when my body position would change but I think this is the entire breakdown. I need to do further testing for turning as well, and the actually parachute is gonna be a nightmare, and even though alot of this info is unnecessary, I think its nice to have an idea of how the game works. EDIT--------------------- I have a couple smv files showcasing the different things that happen under the above rules. I'll try and put them up tommorrow.
<3 time attacks