Joined: 6/7/2008
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Wow. I'm scared now. And above that, I'm brutally anxious. An 8-day Pikmin TAS would be the highlight of the entire week. A TAS of a 7-day run, or a regular speedrun, but with 8-days would be probably make my entire month.
I'm Espyo from the SRB2 Forums. Current project: A Pikmin fan engine, Pikifen
RachelB
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Has anyone tried tasing the first pikmin? I tried last night for a few hours with 3.0-228, and nothing seemed to fix the constant desyncs. Before i go try older versions at random, has anyone gotten it to work well before? edit: just tried r7318, and played the first day at full speed, and the first 10k frames synced perfectly, with a small desync towards the end. I only used 2 rerecords though, and there is a desync bug with save states in the older revisions, so i'll still need to see how it goes with actual tasing, but otherwise i can deal with a desync every 10k frames if i have to.
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You may want to test this version. But be warned, it's rather buggy.
RachelB
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I'll give it a shot, thanks. or i would, if mediafire wasn't erroring out on it.
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Here's the download from the Dolphin website for Dolphin 3.0-183 (should be the same as 3.0-159 [ss]): Windows x86 (32-bit) download Windows x64 (64-bit) download
Joined: 12/6/2008
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Newer dolphins also have that fix. So it is unlikely that using that version helps anything. Btw. the progess they make on SDA is really fun. Now they are down to 7 days. Maybe 6 is possible.
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6-Day Completion has been done. http://www.youtube.com/watch?v=E2-lQB6Z_SQ
RachelB
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Interesting. Day 2 finishes with <1 second left, and starts with flowers. Gonna have to see how that goes in a tas without flowers. I still need to see day 3+, but looks promising.
Joined: 7/11/2010
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Wow. I never thought something faster then 9-day was possible. Then I see a 6-day video! I saw that there is a way to kill the positron generater clam using only reds (using an out of bounds glitch), then you push it toward the land. The only problem is, he has to restart the day when the part is almost out of the water. If there was a way to get it all the way up, and if the first day ends when you get the engine, not a ship part (which I'm not sure about) could you finish the Impact Site in one day? It would take a while but you have infinite time on the first day.
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It ends after you collect either ship part.
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Here's the video for the positron glitch, with another video here exposing another method of getting your pikmin into the upper section. Both equally useless however, since to get out of bounds you need an upgrade not available on day 1, plus moving the PG into a position where reds can reach it requires ending the day, plus day 1 automatically ends when you grab either ship part, so clearly 6 days it the absolute minimum now. That trick might be useful in a red-only Pikmin run though, since there are similar glitches which allow you to take a few of the other parts. But of course in a TAS, do we aim for real time or game time? Well considering it took around 10 mins extra on day 1 to grow flower pikmin, which move and attack about 50% faster, and we use them for about 30 mins, I'd say it'd still be better in the long run to have a long boring day 1.
RachelB
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Pretty sure the positron generator can be pushed up without ending the day. Aiming for game time in a game that only tracks days would be incredibly silly. Real time or gtfo.
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While a 6 day run is incredibly awesome, the amount of days elapsed is irrelevant to a TAS. As it stands, it will probably come down to a 7 day TAS being the fastest for game completion, unless advancements are made in the 6 day.
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Exceptions can be made. See the Kirby's Dream Course TAS that aims for 1) least amount of turns per hole and then 2) fastest time.
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Keyword there is exception, which I doubt will apply here. I see no reason a slower 6 day would obsolete a faster 7 day. Especially when considering the fact that the 6 day simply spends more than twice as long on the first day, which has no time limit. But of course, no judgments can be made before the actual TAS is created.
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If you were to check this post in the SDA thread, you'd see there's people already figuring out whether the 6 or 7 completion would end up being faster in real time.
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I wonder if it'd be possible to finish day 2 of a 6 day run without wasting time waiting for flowers on day 1, if it was perfectly optimized?
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Or you could get them all flowers right away, then if it were optimized perfectly, you might make it in time.
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Scepheo wrote:
If you were to check this post in the SDA thread, you'd see there's people already figuring out whether the 6 or 7 completion would end up being faster in real time.
Actually, I did, which is why I brought the discussion here. It's also possible that their decision could differ from ours.
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You can just go for whatever category's the most entertaining, typically, for a TAS. If 6 days takes too much waiting to be interesting, go 7 days, otherwise go 6, would be my guess on entertainment.
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I have seen some TASes on this site that got boring/repetitive at times... But I still liked them. And there may be a way to do a 6-day run without wasting time on day 1.
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I'd say the real-time taken should be the top priority. Mainly because, if the speedrun requires 7 days, someone will go along and make a 6-day run soon after, without having speed as a first priority.
I'm Espyo from the SRB2 Forums. Current project: A Pikmin fan engine, Pikifen
RachelB
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In the wii version you move at the same speed as you do while walking to the side, while walking diagonally. In the GC version you move significantly slower while moving in any direction other than left/right. Between this, and more accurate controls, wii version should be significantly faster, to the point where doing the GC version would be silly. The problem of course being that the wii version is also much more difficult to work with, and who knows if it will even sync. I tested running from where you first get control of olimar to the onion, and the GC version took 180 frames, while the wii took only 143. And the GC was far more optimized (i made no attempt at all to optimize it on the wii). The difference is rather huge. Hopefully this should allow day 2 of a 6 day run to be done without waiting on day 1. I tried on the GC version, and it didn't seem possible, but between running faster, throwing pikmin further and more accurately without needing to move around like an idiot to adjust aim, it should be pretty easy with the wii version. edit: loading a save state breaks the controls, so this run won't be happening.
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I actually prefer runs on the original console rather than newer versions. Although with how fast the wii version seems, maybe a run should be done on both of them... Although the GC version is faster in a few ways. First, yellow pikmin don't drop bomb rocks when whistled in the wii version, and you can't use the c-stick while walking in the wii version (which I use a lot when I'm just playing the game normally). So I'm not sure which would be better.
RachelB
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First, yellow pikmin don't drop bomb rocks when whistled in the wii version, and you can't use the c-stick while walking in the wii version
Oh, wtf is that. How do you make them drop their bombs then? I'm fairly sure GC version cannot finish day 2 in a 6 day run without growing flowers on day 1, which would cost 5+ minutes. GC is definitely not faster, regardless of such things. edit:
you can't use the c-stick while walking in the wii version
Is false. Also, the save state problem does not exist a few versions back, but it doesn't even come close to syncing, even for just running and around. Never mind this, it was caused by ignore format changes. But still, it's pretty prone to desyncs, so don't think i'll be trying this until wiimote recording is more stable.