Post subject: Ape Escape
Joined: 2/15/2009
Posts: 329
This was my next big idea but after the analog controller required screen it goes black and stays black. I thought analog input had been implemented.
Working on: Legend of Legaia, Vagrant Story
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If this were to happen I'd be all for a 100% run. I don't remember what that entails exactly but I remember having a tough time with some of the time trials.
Joined: 2/15/2009
Posts: 329
I think its something to do with analog being hacked in. In either case these are the last screens displayed before fading to black and freezing. Analog turned on Analog turned off
Working on: Legend of Legaia, Vagrant Story
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exileut wrote:
I think its something to do with analog being hacked in. In either case these are the last screens displayed before fading to black. Analog turned on Analog turned off
You are trying this with v2.0.2, and dual shock emulation on or off?
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Joined: 2/15/2009
Posts: 329
2.0.2 dual shock emulation on/off doesn't seem to do anything Selecting either the analog or digital option box in controller configuration gives me the two posted screens
Working on: Legend of Legaia, Vagrant Story
Joined: 2/15/2009
Posts: 329
This is the correct image showing the dual shock is recognized. natt is troubleshooting with me. The emulator hangs a few seconds after this screen disappears. This happens on the PAL demo disc as well as NTSC-U.
Working on: Legend of Legaia, Vagrant Story
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Joined: 5/22/2012
Posts: 26
I'm new here and hoping this is the right place to put it, but I was considering TASing this game as well. Unfortunately I have the same error as everyone else who's gotten past the Dual Shock screen with PSXJin, although several Ape Escape TASes have been done. Does anyone know the way of getting to the 'new game' screen?
Player (19)
Joined: 5/22/2012
Posts: 26
Still haven't gotten Ape Escape working in a re-recording emulator, but I have found some more potential useful stuff. http://www.twitch.tv/ihavenonamesda/b/325402389 A glitch that lets you clone a monkey, capturing it twice. The game will still eject you from the level after catching n+1/n monkeys, except in that one particular spot where you could potentially repeat that catch infinitely due to the level exit trigger being beating the boss. http://www.twitch.tv/ihavenonamesda/b/333363861 http://www.twitch.tv/ihavenonamesda/b/333364198 I don't even know what caused this, but 4 monkeys I'd already caught re-appeared in Western Land and I could catch them again. The effects are the same as for cloning a monkey the other way. It's in 2 parts because my internet dropped halfway through, but the first duplicate catch and the last duplicate catch are shown, along with the final percent (100.4). This was done on my main file. Obviously both of these are pretty much TAS only strats-the first monkey clone was after 20 minutes of realtime loading a savestate to replicate what I did once, by accident and the second the realtime runners and I are clueless on.
Spikestuff
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I have no name wrote:
Still haven't gotten Ape Escape working in a re-recording emulator, but I have found some more potential useful stuff.
Same here :( Hopefully when Bizhawk adds PSX into it then it should be fixed.
WebNations/Sabih wrote:
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Player (19)
Joined: 5/22/2012
Posts: 26
http://www.youtube.com/watch?v=3tjXwPxz6yM Another little trick, maybe saves a bit of time over a triple catch at the gong iof manipulated right. It skips the animation of the stuff coming out of the wall completely. Just got to keep waiting for that BizHawk PSX so I can make an actually good TAS of this game :P
Joined: 8/7/2013
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Hey, just a little note to say that I've got Ape Escape working on PSXjin! You can find details and a patch at https://code.google.com/p/psxjin/issues/detail?id=38 .
Patashu
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hyperbug wrote:
Hey, just a little note to say that I've got Ape Escape working on PSXjin! You can find details and a patch at https://code.google.com/p/psxjin/issues/detail?id=38 .
Our hero! *swoons*
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hyperbug you're about 1-3 year(s) late. Dec 22, 2010 Sep 13, 2012 <- Youtube version We're not waiting on psxjin to apply another update (either v2.0.3 or v2.1) as last true update was May 2011. That's why we're camping out for bizhawkpsx. As they're newer and it's our team so we can discuss things (Common Crash 3 Patch).
WebNations/Sabih wrote:
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Spikestuff wrote:
hyperbug you're about 1-3 year(s) late. Dec 22, 2010 Sep 13, 2012 <- Youtube version We're not waiting on psxjin to apply another update (either v2.0.3 or v2.1) as last true update was May 2011. That's why we're camping out for bizhawkpsx. As they're newer and it's our team so we can discuss things (Common Crash 3 Patch).
No problem, you're welcome :) But seriously, right, we were aware that there was already a TAS of the NTSC-J version, but we specifically wanted the NTSC-U version to work on PSXjin, *now* :) The patch can be taken or left; either way I had great fun in reverse engineering the game and working with Martin to see why a game with such a bug in it could still work on a real PSX! I'm interested in seeing the repo for bizhawkpsx and possibly helping out; is there a link to it around?
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NTSC-J didn't work to begin with either. latest bizhawk revisions (converted)
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If you are interested in helping out with BizHawk and it's PSX core, throw adelikat a message about it. The BizHawk repo is here if you want to look at it: http://code.google.com/p/bizhawk/
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So............ (click image) Just to prove sync and bypassing screen. I chuck random input together and it syncs. Link to video
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000E54A0: player speed? 0-127 000BF689: X location 000BF68D: Y location 000EC23E: character state 0, stationary 2, creeping 3, walking 5, running 8, jumping 9, airborne/falling from jump 16, going prone 17, going prone 2 18, standing from prone 19, moving while prone 27, taking damage from enemy 14, climbing top of tree/gripping ledge 15, standing up on top of tree/hanging from ledge 34, dying 35, dying 2 36, falling from top of tree 37, landing from top of tree 38, running into wall 41, pushing against wall 47, sliding down steep slope 48, standing up from slide 53, doublejumping 54, falling from doublejump 55, landing from doublejump 57, gripping tree 58, shimmying up tree 59, shimmying down tree 128, swinging time net/idle animation 129, stun club extended/time net extended/idle animation 2 130, putting stun club away 131, putting time net away 133, swinging stun club 134, swinging stun club 2 135, swinging stun club 3 139, stun club spin attack This is not an exhaustive list. I only tested in the tutorial area.
Working on: Legend of Legaia, Vagrant Story
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Part 1: Link to video Part 2: Link to video
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Post subject: Stalking Included
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Part 3: Link to video It's mentioned that the run is a bit unoptimized at certain points. Which the runner is aware of (Forgot to mention that on last post).
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Part 4: Link to video Part 5 (final): Link to video Time: 1:22:34.38 re-record count:194913 Youtube Version: Part 1 | Part 2
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Post subject: the TASing starts (again)
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I've done a very quick and dirty test in which I catch two monkeys and discovered two tricks! First trick: when a level starts, you can't do anything until you land, except using the sword. And by using the sword, you can turn the character before it lands. This allows to save some time, since the more you have to turn, the more time the character will require to start walking. Second trick: after you've catched a monkey, you can't move right away, but if you switch to the sword you can resume moving earlier. By the way, I've yet to figure the best way to move, but I got the impression that both camera direction and character direction are necessary to know, so I've made a pretty script that shows them on screen, along with positions and speed values. Enjoy! https://pastebin.com/tmjAzcRU Edit: I found a video featuring some RTA strategies: Link to video Edit 2: I think I found the base logic for micro optimizations. The game uses 16-bit values for X, Y and Z values, and since the movements speed consists in very small numbers, the value rounding while walking diagonally can make a difference. For example, walking straight along an axis (0°, 90°, 180°, or 270°) results in a maximum walking speed of 28 space units, but when walking with a different angle, the travelled space (calculated by Pythagorean theorem) can go up to ~30 units. So, by using precise analog input values, we can exploit the game's poor calculations to save some frames there and there. And in order to make this simpler, I've made a script that shows multiple frames' speed values on screen (just like I did for GBA Crash)! Enjoy. https://pastebin.com/DHtHF0J4 Edit 3: Some videos I found, just for documenting strategies. Link to video Link to video
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