Joined: 7/7/2011
Posts: 2
As an avid Smash 64 player, I think this is the best TAS play-arounds I have seen for this game: https://www.youtube.com/watch?v=5DONfa9_EeA
Post subject: SSB Comparison
Joined: 9/1/2013
Posts: 2
Hello I am looking to do a comparison of the VC and N64 versions of SSB because in N64 you can finish the announcer screen faster by mashing. I have already measured in mupen the N64 version. The only wads of ssb that you can run in dolphin i have found are injects. If anyone has any idea about how to find out how many frames with perfect mashing(start on 1 frame, a on next screen) it takes to skip the announcer please let me know via a response here or pm. Thank you for your time and sorry about the necro
GoddessMaria
She/Her
Reviewer, Experienced player (896)
Joined: 5/29/2009
Posts: 522
Location: Hell...
There are Genuine WADs out there for SSB. You just have to look around for them... I enjoyed watching some of those playarounds. I hope that another shows up! Also, has JP Kirby been tested over US Yoshi already yet?
Current projects: failing at life
Joined: 9/1/2013
Posts: 2
http://www.twitch.tv/pikashy/c/3850982 brace yourself for the horrible sound Kirby has taken the record in the fastest category on US N64. I think JP would be faster as well for the more agressive(in a general sense) AI
Skilled player (1787)
Joined: 9/17/2009
Posts: 5010
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
What are the core differences between J and U version outside of text for this game?
Joined: 2/28/2012
Posts: 162
Location: Philadelphia
A couple characters are changed quite a bit between J and U (namely Link getting nerfed). http://www.ssbwiki.com/List_of_regional_version_differences_%28SSB%29
Joined: 4/8/2014
Posts: 2
Enterim wrote:
A couple characters are changed quite a bit between J and U (namely Link getting nerfed). http://www.ssbwiki.com/List_of_regional_version_differences_%28SSB%29
A lot of those differences are inaccurate or plain wrong. Especially the tier discussion :)
Skilled player (1070)
Joined: 2/5/2012
Posts: 1904
Location: Brasil
Herbert Von Karajan wrote:
Enterim wrote:
A couple characters are changed quite a bit between J and U (namely Link getting nerfed). http://www.ssbwiki.com/List_of_regional_version_differences_%28SSB%29
A lot of those differences are inaccurate or plain wrong. Especially the tier discussion :)
Wow,the wiki is wrong,that's a lil shocking...would you mind commenting the changes or do you have a link for correct info?
I want all good TAS inside TASvideos, it's my motto. TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
Post subject: SSB Multiplayer TAS
Joined: 5/13/2013
Posts: 180
I've basically got the hang of TASing with two players (bare bones basics, mind you) and I've done SOME artful TASes of Pikachu VS Mario, Kirby VS Link and Mario VS Donkey Kong, but not anything professional, just test runs for practice. Anyways, what I need to know is how many frames it takes before a character can attack, move or block again so the whole thing doesn't look like a sausage fest of dumbfuckery. I'd count it all myself but I suck dick at math and I'm still a novice with TASing. So any help is appreciated! Thank you
A wise man once said "Damn, that's one hell of a steak."
Post subject: Get All Characters Using Cheats In BizHawk - HELP!
Joined: 4/23/2014
Posts: 5
Do you use BizHawk to play and record SSB64 videos? Have you figured out how to use the Cheats menu to effectively start the game with all of the characters? If so, please please PLEASE help me out. So I've spent about 5 hours trying to figure this out. Here are the steps I taken to try and do this myself. Gameshark code for all characters is 810A4938 0FF0. So I need to change address 0A4938 to have a value of 0FF0. I open up my N64 ROM. Open up cheats menu. Domain - RDRAM Size - 2 Byte Display As - Hex Change name to "All Characters" Change Address to 0A4938 Change Value to 0FF0 Compare - ???? no idea. same thing??? 0FF0 Not Big Endian so leave unchecked. Hit Add Save Soft Reset the N64 ROM by going to Emulation->Soft Rest. That is when the BizHawk freezes. It seems that BizHawk needs those first 40 frames to compile itself, or the ROM, maybe, and if that Address is set to a specific value on start up, it won't be able to compile??? I really have no idea, just spitballing. Has anyone used this set-up and figured it out. I would REALLY appreciate any help. Thank you
Please help me. I'm stupid.
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
In 5 hours of play, you could unlock all the secret characters :P Edit: You could also find an SRAM online with all characters unlocked. Edit 2: http://www.zophar.net/savestates/n64/super-smash-brothers.html
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.
Joined: 4/23/2014
Posts: 5
So I did that BUUUTTT i don't know how to save the ROM so that it loads with the characters? Which sounds pathetic that I don't know. Is it really easy?
Please help me. I'm stupid.
Joined: 4/23/2014
Posts: 5
Thanks!
Please help me. I'm stupid.
Post subject: Trying to make TAS on BizHawk with all characters.
Joined: 4/23/2014
Posts: 5
Basically my problem is that when you record a movie, you HAVE to do it from "Power-On". If you record a movie from "Now", you cannot load the file. So I need to have all of the characters on start-up, which may not be possible with BizHawk. Can anyone confirm? I tried downloading Project64, but it looks like they don't have any "Frame-By-Frame" function or even recording function for that matter. So I downloaded Mupen64, but I can't find cheats for it and I don't feel like learning how to use a new emulator to make tas videos tonight.
Please help me. I'm stupid.
Post subject: Spreadsheet for BtT/BtP TAS records
Really_Tall
She/Her
Editor, Player (248)
Joined: 9/29/2014
Posts: 123
Location: Scotland
As I recently discovered, [3493] N64 Super Smash Bros. "Break the Targets & Board the Platforms" by Isotarge & Mittenz in 08:05.92 has been outdated for some time, but a new version hasn't been submitted yet because improvements continue to be found by KM. I figured giving a heads up here as well would be a good idea. The following spreadsheet contains a ton of useful information for the game, including all the current TAS and non-TAS records, and anyone interested in improving the current publication should make good use of it! https://docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/
Post subject: Updated strategy for 1p mode speedrun
Joined: 8/18/2011
Posts: 15
Location: Vancouver, BC
Just wanted to mention that a faster way to complete Race To The Finish with Kirby has been found. Could save about 4 seconds on https://tasvideos.org/2842M though it would be tough to get the RNG to line up I think. Updated strategy: https://www.youtube.com/watch?v=Xw5WOLP5LU0&ab_channel=Gi%D0%B2%D1%8Fani This is being played on smash remix's bonus mode 3 where the enemy polygons are at a similar level of aggression to the Very Hard difficulty on 1p mode.
Former player
Joined: 8/31/2009
Posts: 242
Smash Remix 1.5.0 - Home-Run Contest Playaround I made a playaround TAS of the popular Smash Remix mod. Check it out!
Joined: 12/26/2024
Posts: 2
Tell me if this has been discussed before: Turn-based Super Smash Bros. multiplayer TASing. Rules: Let's say that each player gets to submit ONE SECOND of frame inputs per turn. After each turn, both controller inputs are run simultaneously. That begins the new state of the game. If one player finds that the latest volley has placed him in an unexpectedly dangerous position, he has the option to "veto" or redo that turn. To take that turn back. To "take a mulligan". But the thing is, each player on has a certain amount of redos they can play. Say 50. So the variables here are, "how long does each turn last" and "how many redos are the players allowed"? I proposed "1 second" and "50". I think the result ought be exciting and entertaining Smash Bros. TASes.
Noxxa
They/Them
Moderator, Expert player (4174)
Joined: 8/14/2009
Posts: 4104
Location: The Netherlands
Things like that have been discussed before, yes. Nobody has ever gone through the effort of setting up something like that, because it's a lot of work depending on how granular you want to be with inputs before they are shared between the "two" players. You suggest doing 60 frames at a time, but that effectively gives the "players" a 1-second reaction time, which is significantly worse than even real-time competitive play, even with the "veto" system you suggested. It would be quite difficult (and probably a lot of work) to turn that into interesting gameplay.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4066
You might want to check out a game called https://store.steampowered.com/app/2212330/Your_Only_Move_Is_HUSTLE/ , which is designed with this concept in mind from the ground up, rather than reverse engineering it onto an existing game.
Puzzle gamedev https://patashu.itch.io Famitracker musician https://soundcloud.com/patashu Programmer, DDR grinder, enjoys the occasional puzzle game/shmup.