Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
While I am anxious to see a run of this game, the fact that the Japanese ROM 'works' is a matter of opinion, and I get the impression that only an experienced TASer is going to have the commitment and perseverence for a run of this game.
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
The trick that wasn't included in my collection and I was able to record due to an autosave was in Crystal Caves. It's Chunky's banana inside theglass igloo near the music igloo. Basically jump out of the water and press B to due that flip move so you can clip through the igloo and get the banana. I did it right near the banana. And is it known that when you fight K. Rool, as Diddy you can shoot both targets from one side of the light?
It will be much easier on the route planning to do a 100% run, and it makes a very entertaining movie too. This came up with Banjo-Kazooie also.
And this one will take dedication like nothing else. The final runtime could very well be over 3-5 hours, although I haven't looked into any of the tricks.
If any experienced TASer wants to grab this one once the compatibility issues get sorted out, PM me or something and I'll look for some RAM addresses.
That didn't stop people from making a 100% run of Super Mario 64 AND THEN obsoleting it...though, granted, you need to only collect 120 stars, not 201 golden bananas. Uh, what exactly nabs you the extra ending movie, the one with the cast trying out for another game?
Why, oh, why do I even <i>try</i> to understand my own species?
I tried to just play this game NORMALLY a couple times on the console. I never got past the tutorial since I couldn't figure out how to make the jerk dive under water. (I never had the instruction booklet) I don't actually know anything about this game. I want to watch the SDA run, but 5 hours isn't exactly something I want to sit through if I've never even played the game before. And if it's anywhere near as glitchy as Mario 64, I don't think a TAS would be a good choice for a first viewing. Though from what I hear, it's a good game. It's seems I'm one of the very few people on earth that really liked the DK rap. I had an mp3 of it once that didn't have any of the back groung Sound effects. It's an awesome song.
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
If there were any information, it would have been posted here.
Currently, mupen's emulation of this game sucks majorly and noone with notable TASing skills has taken the game into their list of projects.
If you don't understand why this is the case, you're welcome to try yourself. Please note that the Japanese version is the only version I have got in-game without crashes.
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
Just checked out and compiled rev328, not working for me with the (U) [!] rom, the intro rap isn't skippable and afterwards the video plugin (glN64 and Rice) just freeze so that I have to kill it via console. Any special settings required maybe?
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
ShinyDoofy wrote:
Just checked out and compiled rev328, not working for me with the (U) [!] rom, the intro rap isn't skippable and afterwards the video plugin (glN64 and Rice) just freeze so that I have to kill it via console. Any special settings required maybe?
Here are my settings:
rom loaded successfully
80 37 12 40
ClockRate=f
Version:1449
CRC: ec58eabf ad7c7169
name: DONKEY KONG 64
Manufacturer: Nintendo
Cartridge_ID: 4f44
Country : United States
size: 4096
PC= 80000400
md5 code:9EC41ABF2519FC386CADD0731F6E868C
eeprom type:0
init timer!
memory initialized
[RiceVideo] Disabled SSE processing.
[blight's SDL input plugin]: version 0.0.10 initialized.
[RiceVideo] Disabled SSE processing.
[RiceVideo] Found ROM 'DONKEY KONG 64', CRC bfea58ec69717cad-45
InitExternalTextures
Initializing OpenGL Device Context
(II) Initializing SDL video subsystem...
(II) Getting video info...
(II) Setting video mode 512x384...
Tungsten Graphics, Inc - Mesa DRI Intel(R) 945GM 20061017 x86/MMX/SSE2 : 1.3 Mesa 7.0.3-rc2
[RiceVideo] OpenGL Combiner: Fragment Program
[JttL's SDL Audio plugin] version 1.3 initalizing.
[JttL's SDL Audio plugin] Initializing SDL audio subsystem...
[JttL's SDL Audio plugin] Allocating memory for audio buffer: 65536 bytes.
[blight's SDL input plugin]: Couldn't open joystick for controller #0: There are 0 joysticks available
Starting r4300 emulator
R4300 Core mode: Dynamic Recompiler
Audio: jttl_audio
Video: Rice Video
RSP: Mupen64 RSP
Input: Blight
After further inspection it looks like we can't get in the game yet.
What the...! ¬_¬
The only difference is that my eeprom type's 1 instead of 0 (how to change? may this be the important part?) and that I'm having an nVidia 7800GT. Same CRC, same MD5, same core (dynarec x86), same evrything - "Mupen64 RSP" = "Hacktarux/Azimer hle rsp plugin", right?
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
ShinyDoofy wrote:
What the...! ¬_¬
The only difference is that my eeprom type's 1 instead of 0 (how to change? may this be the important part?) and that I'm having an nVidia 7800GT. Same CRC, same MD5, same core (dynarec x86), same evrything - "Mupen64 RSP" = "Hacktarux/Azimer hle rsp plugin", right?
Yes... as for the eeprom... I'm not sure, it might be a mupen64plus.ini (it's gziped) setting. You can possibly find mine in the issue tracker...
Donkey Kong 64 simply screams: TAS me! Those stupid Banana Fairies move too much for anyone to capture without wasting a lot of time and effort. I hope someone makes a TAS soon.