Joined: 5/11/2012
Posts: 14
There is no good N64 emulator. What makes you think Project 64 is any better?
Editor
Joined: 3/31/2010
Posts: 1466
Location: Not playing Puyo Tetris
I have to ask, What are the major issues with the Gamecube port or VC version of Majora's Mask? Would a custom WAD file be "accepted"?
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Joined: 11/8/2012
Posts: 49
hegyak wrote:
I have to ask, What are the major issues with the Gamecube port or VC version of Majora's Mask? Would a custom WAD file be "accepted"?
GC lags like shit, and VC has some weird texture glitch that people dislike Apparently project64 1.6 is gonna be implented into bizhawk at some point.
Joined: 1/3/2006
Posts: 334
I dont know what makes everybody think that this will actually happen? Im sorry if I missed something here but the last thing I heard about PJ64 is that one of the developers claims most of the sourcecode for himself and that its very unlikely that it will ever get released to the public. In my eyes they are money-griefing pieces of **** that havent released an update to the general public in ages and dont plan on doing so in the future. The open source issue with PJ64 has been going on for so long I really cant see the change coming. Correct me if Im wrong though.
darkszero
He/Him
Joined: 7/12/2009
Posts: 181
Location: São Paulo, Brazil
Phallosvogel wrote:
I dont know what makes everybody think that this will actually happen? Im sorry if I missed something here but the last thing I heard about PJ64 is that one of the developers claims most of the sourcecode for himself and that its very unlikely that it will ever get released to the public. In my eyes they are money-griefing pieces of **** that havent released an update to the general public in ages and dont plan on doing so in the future. The open source issue with PJ64 has been going on for so long I really cant see the change coming. Correct me if Im wrong though.
It's on github. There's some forks, some had some activity but they also seems to disappear. There's also two different google code projects. Thing is, no work is being done, but code is certainly open. I have one copy in my computer and I managed to build it with some minor fixes.
RachelB
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Player (132)
Joined: 12/3/2011
Posts: 1579
HiipFire wrote:
hegyak wrote:
I have to ask, What are the major issues with the Gamecube port or VC version of Majora's Mask? Would a custom WAD file be "accepted"?
GC lags like shit, and VC has some weird texture glitch that people dislike Apparently project64 1.6 is gonna be implented into bizhawk at some point.
Probably not, seeing as its legal status is still unknown.
Joined: 4/23/2012
Posts: 78
Location: Italia
Is there any news about the Majora's Mask TAS? I mean, the one of ~1 hour and a half...
Experienced player (603)
Joined: 2/8/2009
Posts: 656
Meshidaru wrote:
Is there any news about the Majora's Mask TAS? I mean, the one of ~1 hour and a half...
uhm, ohm, ehm, ahm, what do you mean? It has been published 1,5 years ago already.... http://tasvideos.org/1851M.html maybe you were talking about something else, if so, sry.
Joined: 4/23/2012
Posts: 78
Location: Italia
Sorry I speak english very bad, my mother tongue is french. I did mean: do you have any update for the kind of TAS (because some improvements were found, isn't it?). By the way thank you for your answer and I love your TASes :)
Joined: 12/9/2011
Posts: 25
Location: California
MrGrunz wrote:
Unless we get payed for doing the 100% TAS or unless we manage to gather a team of like 10-15 skilled TASers, a 100% is sadly never going to happen.
Let's give this some thought. The latter--gathering a large team of skilled TASers together--has happened. See SM64. The former, however, is what I wish to explore.
MrGrunz wrote:
The amount of work and time necessary is simply way too huge for it to be worth it.
Grunz, given adequate resources, time and incentive, how long would it take one person to plan and implement a 100% TAS of this game? Are we talking months? Years? I'm willing to throw money at a 100% TAS of MM. How much depends on a number of things, foremost being how much effort is actually required to implement such a thing.
(04:58:27 PM) DarkKobold: cock plz k thnx bai
Joined: 11/8/2012
Posts: 49
I'd be down to start a MM 100% TAS "team", if there's enough interest.
Joined: 12/6/2008
Posts: 1193
Either you guys don't know just how horrible mupen is, especially with MM, or you are insane. So... should I have you commited?
Mitjitsu
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Banned User
Joined: 4/24/2006
Posts: 2997
How long is a 100% TAS likely to be? Just getting it off the ground due to route planning problems would be a feat in itself. Its likely to be a 2+ year project if you want it done to the standards of the current any%. I will admit if I had the money I would pay someone to work on it full time for a year.
Former player
Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
Someone should just do an unoptimized testrun with the current RTA route (or a slightly altered TAS-version of it). This would make things much easier. But there's still Mupen...
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Experienced player (603)
Joined: 2/8/2009
Posts: 656
I still wonder if it is actually possible to set up a way to donate for such a run while the TASer only gets access to the money when he really does the run. A 100% TAS would probably take something around 4:00:00 to 4:30:00. Planning the route would be a massive pain in the ass, because planning out the perfect route for the any% with all the "where use how many bombs/chus" already took a few months and many test TASes. I guess planning the 100% route out this detailed is even impossible, you'd have to write some kind of concept route instead, which always has some alternatives you can do at certain parts if you finish something earlier or also backups routes if you need more ingame time for something than expected. You'd have to ignore planning the "where use how many bombs" part and simply put a bomb route together while TASing. You see, due to the ingame time system of Majora's Mask together with the limited amount of explosives planning a decent route is already a huge obstacle for a 100%. Add in the fact that Mupen sucks (averagely you get a desynch ever 5-10 seconds in laggy places and believe me, almost every place in this game is a laggy place) and we come closer to the reason why this is most likely never going to happen. I worked on the any% for 2 years (route planning excluded). Of course I did not work on it everyday and always had a few days in a row at which I did nothing at all, but for one person this would simply take way way way too long. We'd need a team, that is a fact. For now there are 3 people, that are capable of coauthoring such a run: Swordless Link, me and Sam I'm actually not really motivated to start another full game run within the next months and I guess Swordless Link is also not a huge fan of Majora's Mask anymore. Sam would probably be up for a shorter run, but certainly not for a 100% TAS. There's also Bloob, but I'm not sure if he would want to TAS Majora's Mask, because I think he has ever even touched this game. Mitjitsu could probably also be part of such a team, I'd simply have to teach him a bit new stuff :P Oh and TylerArtrip should also have the skills for this, so we'd have 6 potential people at the moment. Maybe we can get a hype for this run somehow in the future and gather a team, but for now it's not looking too good.
Joined: 7/20/2010
Posts: 25
I just lurk and I don't claim to know very much, but doesn't it make more sense to start a fund to fix mupen first, instead of giving money to skilled players working with horrible software? Or is mupen beyond repair and a new TAS-capable emu would have to be built from the ground up?
RachelB
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Player (132)
Joined: 12/3/2011
Posts: 1579
stootab wrote:
I just lurk and I don't claim to know very much, but doesn't it make more sense to start a fund to fix mupen first, instead of giving money to skilled players working with horrible software? Or is mupen beyond repair and a new TAS-capable emu would have to be built from the ground up?
Mupen is garbage, and not worth fixing. Though on that note, are there any n64 emulators that aren't complete shit? Preferably ones written in c++? I may be interested in implementing rerecording support in an n64 emulator, if there is any worth while.
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4038
RachelB wrote:
Though on that note, are there any n64 emulators that aren't complete shit? Preferably ones written in c++? I may be interested in implementing rerecording support in an n64 emulator, if there is any worth while.
Wasn't Project64 being considered for a time? Or was that the one that's closed-source? Even if it is, though, the developers could be politely requested for the source for use in a TASing fork, right?
RachelB
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Joined: 12/3/2011
Posts: 1579
CoolKirby wrote:
RachelB wrote:
Though on that note, are there any n64 emulators that aren't complete shit? Preferably ones written in c++? I may be interested in implementing rerecording support in an n64 emulator, if there is any worth while.
Wasn't Project64 being considered for a time? Or was that the one that's closed-source? Even if it is, though, the developers could be politely requested for the source for use in a TASing fork, right?
Project64's source was leaked a while back, but nothing can really be done with it without permission from the rest of it's authors. I've no interest in tracking them down to get it.
darkszero
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Joined: 7/12/2009
Posts: 181
Location: São Paulo, Brazil
There's also mupen64-plus, but I don't know how stable/working it is. From what I tried, it's multi-platform (nice) with no gui. It also don't have rerecording, but that could be fixed. I have interest in helping in a decent n64 emulator, however I simply don't know where to start with all this crap around.
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Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
RachelB wrote:
Project64's source was leaked a while back, but nothing can really be done with it without permission from the rest of it's authors. I've no interest in tracking them down to get it.
List them and I might do the task for you if it means you will implement rerecording to Project64.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
RachelB
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Joined: 12/3/2011
Posts: 1579
Uh, Zilmar and Jabo are the main developers, but i have no idea who else has worked on it, or who owns the copyright.
Joined: 12/6/2008
Posts: 1193
I don't think there is a better N64 emulator thanPJ64... even that one could be better, but it's acceptable. I hope somebody can persuade the copyright holders to let RachelB use it. We really need something better than mupen. It's embarrassing that GC/Wii TASing is now better than N64 TASing. Alternatively: I have heard good things about 1964 and that one is open source: http://code.google.com/p/emu-1964/ Can't be worse than mupen, can it?
Mitjitsu wrote:
How long is a 100% TAS likely to be? Just getting it off the ground due to route planning problems would be a feat in itself. Its likely to be a 2+ year project if you want it done to the standards of the current any%. I will admit if I had the money I would pay someone to work on it full time for a year.
I would project about 5 years, with the current mupen. One thing I forgot: With MM savestates in mupen are really unrelyable. That means you have to play back from the start ... all ... the ... time. The longer the TAS gets, the longer it takes to play back. It was horrible with the any% run. Just imagine how it would be with a 4 hour 100% TAS...
Joined: 12/6/2008
Posts: 1193
Great find by SVA: http://www.youtube.com/watch?v=rf_Ssqp6ejA This might save time in a new any% TAS. Would have to be timed, though.
Post subject: Super Swimming
Joined: 11/25/2012
Posts: 22
I have a question for Mr. Grunz, what are the 3 ways to super swim? I'm thinking of beginning to TAS this game and want to know the possible ways to super swim, I only know one of them. not sure if this is the place to ask or not.