This is a playthrough of All-Star mode on Very Hard difficulty in Super Smash Bros. Melee using Luigi. It is the first ever pacifist run of All-Star mode. The run is completed with an in-game time of 2:38.26.

Settings

Game objectives

  • Beat All-Star mode
  • Very Hard difficulty
  • Take zero damage
  • Deal zero damage
    • Wait, what?
  • Manipulates luck
  • Abuses AI
  • Playaround

About

All-Star Mode

There are three modes in the "Regular Match" submenu of Super Smash Bros. Melee's 1-P Mode menu: Classic, Adventure, and All-Star (which is unlocked once you unlock every character in Melee).
All-Star mode provides the player with 1 life, a damage percentage that is carried across matches, 3 Hearts that can be used between matches (which each heal up to 100% - not a full heal), and the ability to repeatedly buy "continues" upon losing one's life (limited by the number of coins the player has on their save file). The objective is to complete 13 fights featuring all characters as opponents in a random order:
  • 4 1v1 matches
  • 4 1v2 matches
  • 4 1v3 matches
  • 1 1v5 match against 25 Mr. Game & Watches (when one is KO'd, another spawns until there are fewer than 5 left)
Classic and Adventure mode both already have a submitted TAS, so I felt it would be prudent to round out the trio - with a twist.
The CPUs in All-Star mode oscillate between amusingly self-destructive and impossibly frustrating, so I figured that it could be possible to manipulate RNG and the AI to keep them constantly in the former category. The end result contains a surprising variety of CPUs self-destructs, including:
  • fruitlessly chasing the player offstage,
  • failing to keep up with moving stages,
  • running into stage hazards or explosives,
  • moving to platforms that are about to disappear offscreen, and
  • ignoring the fact that, while there is ground on their left and right, there is no ground directly beneath them.

Character Choice

Luigi was the character chosen for this video. Character choice was mostly immaterial, but Luigi does have a few benefits:
  • RNG in his moveset (his side special, Green Missile, has a 1/8 chance of explosive speed due to a misfire, allowing it to reliably travel long distances in TAS)
  • TAS mashing in his moveset (his down special, Luigi Cyclone, gains more vertical distance the faster the user mashes the B button - up to 30 Hz - for 0.75 seconds)
  • Low traction, which gives him high horizontal ground speed while wavedashing with TAS-perfect angles
  • The ability to riff off the well-known meme of "Luigi wins by doing absolutely nothing" (though in this case, it's unfortunately limited to "nothing to his opponents")

Version choice

  • PAL vs NTSC is largely immaterial for this run, though character-specific version differences would cause a desync
  • I requested that Mothrayas make a character unlock movie in PAL in support of a future video I'd like to submit for Melee's Break The Targets (where PAL is optimal due to those version differences), and I didn't want to ask for a second video for NTSC just for this

Stage by stage comments

Start

RNG was manipulated at the start of the run using Savestate's ssbm_rng_manip tool, to search for an ideal lineup of opponents. Upon entering All-Star mode, the order of the 25 characters is set (with Mr. Game & Watch always being last) and the order of stages is derived from this order (each character has their own "home" stage that they're associated with, so whether you play on a given stage depends on whether its associated character is in one of 12 spots in the lineup).
Prior to the beginning of the run, research was done to figure out which stages were most conducive to a pacifist run. While given enough time, any character can be made to self-destruct on any stage with the assistance of items, this was undesirable and avoided where possible.
Five stages were targeted for the 1v3 matches (all others were prevented from being used in the 1v3 matches) as they were known to cause nearly any character to self-destruct:
  • Rainbow Cruise (Mario)
  • Onett (Ness)
  • Icicle Mountain (Ice Climbers)
  • Jungle Japes (Young Link)
  • Fourside (Pichu)
Four stages were prevented from being used, as their home character was not known to be easily made to self-destruct on that stage:
  • Venom (Falco)
  • Great Bay (Link)
  • Pokémon Stadium (Pikachu)
  • Poké Floats (Jigglypuff)
The remaining stages were permitted for only 1v1 matches, or both 1v1 and 1v2, depending on whether or not there were known cases of non-home CPUs self-destructing.
When booting up Melee, each character is given a default ID; when entering All-Star mode, not only is the list of characters set, but also the list of IDs is randomized for future All-Star rolls. The RNG manipulation tool can check not only the default ID list, but also lists after re-rolling, to minimize the time required to achieve a satisfactory lineup. The RNG manipulation tool provided a route which involved traveling to a specific RNG seed (by random selecting characters on the Classic mode Character Select Screen), re-rolling the list of All-Star characters four times, and traveling to another seed (again with random select). This is feasible for (and indeed, the tool was developed for) RTA runs, as Melee's RNG seed does not iterate over time while in menus and the current seed (a 32-bit integer) can be uniquely determined by random selecting at least 9 characters in a row on any Character Select Screen.

1. Fountain of Dreams (vs. Marth)

  • Marth will rarely chase the player offstage with an attack and be unable to recover
  • This is manipulated here by putting Luigi in range of Marth's up special, Dolphin Slash, out of range of the stage

2. Yoshi's Island (vs. Bowser)

  • Bowser is known to have a low-percentage chance of falling through the center of the stage after the Rotating Blocks are broken

3. Green Greens (vs. Kirby)

  • Kirby is known to use his down special, Stone, in front of the player, and will not stop if he lands on blocks that his Stone breaks

4. Yoshi's Story (vs. Yoshi)

  • Yoshi is known to have a low-percentage chance to chase the user offstage in his side special, Egg Roll, or to chase the cloud (affectionately nicknamed "Randall") that travels under the main ground to his doom

5. Peach's Castle (vs. Peach, Mewtwo)

  • Mewtwo can be made to self-destruct using a platform that appears after pressing a pressure-activated switch, but a faster KO was found during testing by manipulating him to airdodge offstage
  • Peach is known to chase the player offstage with an attack and be unable to recover

6. Brinstar Depths (vs. Ganondorf, Luigi)

  • Luigi is known to chase the player offstage with his side special, Green Missile, and be unable to recover (he only uses his side special to recover)
  • Ganondorf will attempt to attack a user in the air in front of him with his up special, Dark Dive, and the rotating stage is timed to prevent Ganondorf from recovering

7. Mushroom Kingdom II (vs. Dr. Mario, Jigglypuff)

  • Dr. Mario is known to chase the player with his forward aerial and attempt to recover to the higher ledge
  • Jigglypuff is tricked into self-destructing by attacking the player on the falling log and being unable to jump off before the log reaches the bottom blastzone

8. Onett (vs. Ness, Zelda)

  • Onett has 4 cars which act as stage hazards when driving right to left; RNG is manipulated so the Pink sedan (the only one which sends its victims backwards) drives by first
  • The CPUs are manipulated into attacking the user right before the car arrives, so they will be vulnerable

9. Jungle Japes (vs. Young Link, Roy, Falco)

  • Falco and Roy are manipulated into running into Klaptrap, the stage's instant-KO hazard
  • Young Link attempts to attack Luigi and misses the stage
  • All three opponents are manipulated into falling into one of the pits

11. Rainbow Cruise (vs. Mario, Fox, Pikachu)

  • Rainbow Cruise travels in a loop; the end of the stage contains several platforms that are actually accessible right at the start
  • All three opponents are manipulated into chasing one of these platforms as it quickly disappears offscreen

12. Icicle Mountain (vs. Ice Climbers, Samus, Donkey Kong)

  • Icicle Mountain can move up or down at varying rates, and contains several sections that can load in any order
  • RNG is manipulated to maximize upwards speed and load sections that the CPUs do not traverse in time to survive

13. Flat Zone (vs. Mr. Game & Watch x25)

  • RNG is manipulated to spawn a Party Ball, and the Mr. Game & Watches are manipulated to attack the Party Ball, opening it
  • RNG is then manipulated a second time to make the Party Ball spawn 4 bob-ombs (a reasonably common occurrence), and the Mr. Game & Watches are manipulated to attack the bob-ombs, KOing them (17 remain)
  • Flat Zone has two possible hazards, the harmless Oil Slick and the deadly Tools; RNG is manipulated to get Tools at the same time as spawning a Capsule
  • The Mr. Game & Watches are manipulated to be hit by the Tools; if they are high enough on the screen when they are hit this is a one-hit KO, otherwise two Tools are required (1 remains)
  • The final Mr. Game & Watch is manipulated to attack the Capsule, opening it to reveal an RNG-manipulated bob-omb (a relatively rare occurrence)
  • The final Mr. Game & Watch is manipulated to attack the bob-omb for the final KO

Credits

  • The credits game was cleared for entertainment purposes
  • PAL has a maximum of 192 credits names, while NTSC has a maximum of 190 (the additional two are European Localizers)
  • Not all names are unlocked on a fresh file; for example, the voice actors for unlockable characters are not seen if the character is not unlocked
  • The character unlock file has 188 names; the remaining four are unlocked with specific trophies
    • An addition to the character unlock file was made in which the remaining credits names were unlocked via RNG manipulating unlocking trophies in the trophy lottery minigame
    • However, unlocking additional trophies changes which items spawn even on the same RNG seed, causing a desync; fixing this would require resyncing the first 11 fights, then remaking the final two fights (and so was not considered reasonable to do)
  • The Youtube dump shows 192 credits names (achieved using a Gecko code to unlock the remaining trophies that was applied after the final fight); the dtm will hit all 188 that have been unlocked
    • The final 3 trophies would be at the end of the credits; the input file is truncated to the last successful hit

Special Thanks

  • Mothrayas, for the unlock movie
  • Savestate, for the RNG manipulation tool
  • tauKhan91, UnclePunch, and metaconstruct, for help with Gecko codes and other aspects of Melee
  • SwareJong, Malleo, and Tales-Carvalho for Lua Dolphin, without which this submission would have taken much longer
  • Plup and iBDW, for allowing me to use their footage on Youtube

Memory: Judging
Memory: Thanks to Mothrayas and fsvgm for confirming sync!
This is a really cool variation on the sorts of Melee TASes we have currently and manages to stand out among the rest. The pacifist goal allows for some really interesting strategies. Audience feedback was great as well.
As all-star is a mode not previously covered on the site, I am accepting to Moons as a new branch.
fsvgm777: Processing.
Note: This might take a fair amount of time.
Also swapped the branch labels around, so that the mode comes first.


TASVideoAgent
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Zinfidel
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Haha this is amazing! Absolutely insane twists on games like this are my favorite type of TAS. Manipulating the ice climber stage to rise too fast for the CPUs is an inventive and entertaining way to finish the stage. I absolutely loved the exploding Mr. Game & Watches too - total madness spawned by what I can only assume was the WeeGee stare. Obvious and enthusiastic yes vote for a TAS that clearly took a lot of work.
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:D
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Noxxa
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Very nice run. The goal is quite clearly very superhuman, with a lot of luck manipulation being required to make it feasible at all. It abuses many facets of the game's AI, stages, and items in creative ways. And Luigi is a funny character to see zooming around with his wavedash and other movement options. Clear yes vote.
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.
CoolHandMike
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Very entertaining! I take it pacifist as "not killing" not "not attacking" since I did see some attacks colliding with other attacks?
discord: CoolHandMike#0352
Former player
Joined: 6/30/2010
Posts: 1107
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Really cool idea, exactly the kind of thing only a TAS could do. I'll abstain from voting until I see an unedited encode.
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.
Patashu
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Extremely entertaining TAS - high quality in that no two CPUs die in quite the same way, and a lot playaround is included. Even if you don't know the game at all it's an amazing watch due to its delivery on an absurd premise. Thank you for making this! Yes vote.
CoolHandMike wrote:
Very entertaining! I take it pacifist as "not killing" not "not attacking" since I did see some attacks colliding with other attacks?
As can be seen at the end screen of each match, Luigi never deals damage.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
xxezrabxxx
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Amazing run. I was entertained and laughed my ass off at some of the CPU deaths. Absolute yes vote.
I like to comment on submissions and look around the site. You have probably seen me before (if you have been around for a while) either on the site, Discord, or any other social media. I recently took up making temporary encodes for new submissions. Also, I never forget to greet Tompa wherever I find him! "when resyncing stuff sucks it's called Resuccing" - EZGames69 “If an emulator stops being accepted to the site it should be called an emuLAMEr” - EZGames69 "oh no discord, everything I say will now be logged forever, sdfsdf, time to hide" - Masterjun "just had to give therapy to a taxi with daddy issues" - psx Current Projects: Mother 3 (75% complete)
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Great goal choice. That was unexpected for me. Excellent work with everything, and I laughed so much with some of the CPU deaths. Yes vote.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
primeElephant
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YES!!!
Ford
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Impressive! That's a yes from me!
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I liked the youtube movie a lot specifically because it builds up how hard All Star Mode on Very Hard is, which greatly enhances the 'Superhuman' aspect of what comes.
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Like the announcer says at the end, "Wow! Incredible!". This is a great playaround TAS.
Noxxa
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I've been able to sync this TAS on a clean Dolphin 5.0 (vanilla) install. Dual Core was turned off, aside from that no settings changes were needed. Sync steps: 1) Start up the game - the game will prompt to reformat the memory card (presumably needs to be formatted for NTSC/PAL region compatibility differences). Select the option to let the game reformat the memory card, go to the title screen, wait until the save symbol disappears, then close the game. 2) Run the character unlock verification file. It is over two hours long, so after you've verified that it starts correctly, take your time and do something else while it does its thing. It ends input at the start of a chain of unlock prompts - you can either go through those, wait for the save symbol to disappear, and then close the game, or just wait for the save symbol to disappear right after the end of input and close it then. 3) Make a backup of your MemoryCardA.EUR.raw and SRAM.raw files inside your Dolphin's User/GC folder. (Optional, but recommended so you don't need to run the verification file again in case something goes wrong) 4) Start up the game, select the 60Hz option when prompted, let any remaining prompts play out (if not done in step 2), wait for the save symbol to disappear at the main menu, then close the game. 5) You can now run the movie file. I've noticed that sometimes the movie desyncs at the start and fails to select random characters during the initial setup (instead it selects Dr. Mario repeatedly) - this seems to be related to the 60Hz option prompt, I'm not sure what exactly causes it. In this case, run step 4 again, then retry. If something else was saved in game, that might also cause potential sync issues - in this case, replace the memory card files with the backups from step 3.
andypanther wrote:
I'll abstain from voting until I see an unedited encode.
I've made an unedited temporary encode of this run (unlisted on YouTube): Link to video
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.
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Thank you all for your votes and comments!
Mothrayas wrote:
I've been able to sync this TAS on a clean Dolphin 5.0 (vanilla) install.
Wow, I was not expecting it to sync on vanilla Dolphin. Awesome.
3) Make a backup of your MemoryCardA.EUR.raw and SRAM.raw files inside your Dolphin's User/GC folder. (Optional, but recommended so you don't need to run the verification file again in case something goes wrong)
It might also be beneficial to make MemoryCardA.EUR.raw read-only, so you don't have to restore it from the backup each time you run the submission dtm. You will get a 'could not write memory card file' error the first time the game tries to save after each boot, which can be safely ignored.
4) Start up the game, select the 60Hz option when prompted, let any remaining prompts play out (if not done in step 2), wait for the save symbol to disappear at the main menu, then close the game.
I believe this step should not be necessary if all the prompts are played out in step 2; and if this step is performed, perhaps the memory card backup should be created after it, not before it.
I've noticed that sometimes the movie desyncs at the start and fails to select random characters during the initial setup (instead it selects Dr. Mario repeatedly) - this seems to be related to the 60Hz option prompt, I'm not sure what exactly causes it. In this case, run step 4 again, then retry. If something else was saved in game, that might also cause potential sync issues - in this case, replace the memory card files with the backups from step 3.
If every single selection including the first is Dr. Mario, then somehow the RNG seed wasn't initialized and isn't getting updated; I've never seen that before. If multiple selections occur until it gets to Dr. Mario, at which point it repeatedly selects him, that's a weird desync - I am alternating pressing A and B, and this can be duplicated by ignoring all the A presses after the first. Perhaps if the 60 Hz prompt is not selected, the game is polling different inputs within a given frame?
I've made an unedited temporary encode of this run (unlisted on YouTube):
Thank you!
Noxxa
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PracticalTAS wrote:
Wow, I was not expecting it to sync on vanilla Dolphin. Awesome.
Dolphin Lua Core uses Dolphin 5.0 as a base, without any changes to emulation itself that I know of, so any valid run made on Dolphin Lua Core should sync on Dolphin 5.0 as well (but it's good to confirm just to be sure)
PracticalTAS wrote:
It might also be beneficial to make MemoryCardA.EUR.raw read-only, so you don't have to restore it from the backup each time you run the submission dtm. You will get a 'could not write memory card file' error the first time the game tries to save after each boot, which can be safely ignored. I believe this step should not be necessary if all the prompts are played out in step 2; and if this step is performed, perhaps the memory card backup should be created after it, not before it.
The steps were just to make sure that you get memory card data that's compatible with the TAS - once the memory card data is confirmed to work it can be set to read-only, but only after that is confirmed.
PracticalTAS wrote:
If every single selection including the first is Dr. Mario, then somehow the RNG seed wasn't initialized and isn't getting updated; I've never seen that before. If multiple selections occur until it gets to Dr. Mario, at which point it repeatedly selects him, that's a weird desync - I am alternating pressing A and B, and this can be duplicated by ignoring all the A presses. Perhaps if the 60 Hz prompt is not selected, the game is polling different inputs within a given frame?
No, I mean the input desyncs and the cursor moves all the way to Dr. Mario's portrait instead of the random select area. It has nothing to do with the RNG. And it would desync because some part of the 60Hz prompt takes a different amount of time to go away, thus causing desyncs with the menu input.
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.
fsvgm777
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I can also confirm this TAS syncs on vanilla 5.0.
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Mothrayas wrote:
PracticalTAS wrote:
Wow, I was not expecting it to sync on vanilla Dolphin. Awesome.
Dolphin Lua Core uses Dolphin 5.0 as a base, without any changes to emulation itself that I know of, so any valid run made on Dolphin Lua Core should sync on Dolphin 5.0 as well (but it's good to confirm just to be sure)
PracticalTAS wrote:
It might also be beneficial to make MemoryCardA.EUR.raw read-only, so you don't have to restore it from the backup each time you run the submission dtm. You will get a 'could not write memory card file' error the first time the game tries to save after each boot, which can be safely ignored. I believe this step should not be necessary if all the prompts are played out in step 2; and if this step is performed, perhaps the memory card backup should be created after it, not before it.
The steps were just to make sure that you get memory card data that's compatible with the TAS - once the memory card data is confirmed to work it can be set to read-only, but only after that is confirmed.
PracticalTAS wrote:
If every single selection including the first is Dr. Mario, then somehow the RNG seed wasn't initialized and isn't getting updated; I've never seen that before. If multiple selections occur until it gets to Dr. Mario, at which point it repeatedly selects him, that's a weird desync - I am alternating pressing A and B, and this can be duplicated by ignoring all the A presses. Perhaps if the 60 Hz prompt is not selected, the game is polling different inputs within a given frame?
No, I mean the input desyncs and the cursor moves all the way to Dr. Mario's portrait instead of the random select area. It has nothing to do with the RNG. And it would desync because some part of the 60Hz prompt takes a different amount of time to go away, thus causing desyncs with the menu input.
Ah, this all makes sense, thanks. Another possibility re Dr. Mario could be that vanilla Dolphin is assuming the dtm contains ~2 polls per frame rather than Lua Dolphin's ~4 polls. That would explain how it could get to the character select screen before desyncing with a longer upward movement than normal, as this is the first point in the dtm where duplicating inputs on consecutive frames would cause a desync. You could verify this by checking whether the menuing is slower than in your encode. Also, I just noticed something in your encode that I also caught in mine after uploading: the aspect ratio appears to be squished vertically by about 10% (based on Luigi's shield, a perfect sphere, being rendered as an ellipse). This hasn't occurred in my NTSC encodes. I believe this can be fixed by changing the Aspect Ratio setting in Dolphin's Graphics menu to "Stretch to Window" and manually resizing the playback window to Melee's 73:60 (ie 584x480 at vanilla resolution).
Noxxa
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PracticalTAS wrote:
Ah, this all makes sense, thanks. Another possibility re Dr. Mario could be that vanilla Dolphin is assuming the dtm contains ~2 polls per frame rather than Lua Dolphin's ~4 polls. That would explain how it could get to the character select screen before desyncing with a longer upward movement than normal, as this is the first point in the dtm where duplicating inputs on consecutive frames would cause a desync. You could verify this by checking whether the menuing is slower than in your encode.
The input polls are read from the dtm the same way, otherwise it wouldn't have been possible to sync the movie at all. It's just some difference with the 60Hz prompt that's causing the input to be shifted. Once that difference is negated, it just syncs as normal.
PracticalTAS wrote:
Also, I just noticed something in your encode that I also caught in mine after uploading: the aspect ratio appears to be squished vertically by about 10% (based on Luigi's shield, a perfect sphere, being rendered as an ellipse). This hasn't occurred in my NTSC encodes. I believe this can be fixed by changing the Aspect Ratio setting in Dolphin's Graphics menu to "Stretch to Window" and manually resizing the playback window to Melee's 73:60 (ie 584x480 at vanilla resolution).
Yeah, the encode was recorded at a 4:3 aspect ratio. Since it was just a quick temporary encode, I didn't bother adjusting it.
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.
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Mothrayas wrote:
PracticalTAS wrote:
Ah, this all makes sense, thanks. Another possibility re Dr. Mario could be that vanilla Dolphin is assuming the dtm contains ~2 polls per frame rather than Lua Dolphin's ~4 polls. That would explain how it could get to the character select screen before desyncing with a longer upward movement than normal, as this is the first point in the dtm where duplicating inputs on consecutive frames would cause a desync. You could verify this by checking whether the menuing is slower than in your encode.
The input polls are read from the dtm the same way, otherwise it wouldn't have been possible to sync the movie at all. It's just some difference with the 60Hz prompt that's causing the input to be shifted. Once that difference is negated, it just syncs as normal.
PracticalTAS wrote:
Also, I just noticed something in your encode that I also caught in mine after uploading: the aspect ratio appears to be squished vertically by about 10% (based on Luigi's shield, a perfect sphere, being rendered as an ellipse). This hasn't occurred in my NTSC encodes. I believe this can be fixed by changing the Aspect Ratio setting in Dolphin's Graphics menu to "Stretch to Window" and manually resizing the playback window to Melee's 73:60 (ie 584x480 at vanilla resolution).
Yeah, the encode was recorded at a 4:3 aspect ratio. Since it was just a quick temporary encode, I didn't bother adjusting it.
Gotcha. Thanks again for doing the encode, and thanks as well to fsvgm777 for confirming sync too.
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After watching the TAS again with the unedited encode, I can definitely give it a "yes" vote. There was some good variety in how the AI was manipulated into all the self destructs and the whole thing was short enough for the gimmick to not get old. Some of the freeze frames at the end were pretty good too. I have a question, though: Would it be feasible to get the "Switzerland" bonus on every fight?
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.
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andypanther wrote:
I have a question, though: Would it be feasible to get the "Switzerland" bonus on every fight?
I'd say it's possible, but likely slower and less entertaining. On top of losing the ability to taunt (which admittedly may be a Luigi-only issue, since his is the only taunt with a hitbox), you'd also be unable to perform any of his special moves or clank with any opponent's hits. Fights that don't achieve Switzerland, and how they would be adapted ("would require additional RNG manipulation" is assumed for all): 1. Marth: could reasonably replace the down-b with wavedashes 4. Yoshi: could potentially replace the down-b with wavedashes, but may need the back-up strat of waiting 5-10 seconds for Randall the cloud 6. Ganon/Luigi: would need to travel past Ganon rather than under the stage; Luigi KO would be less visually interesting unless an alternate strat involving them missing the low platform is found 8. Ness/Zelda: would need to replace clanks with more powershields or additional movement while waiting for the car 10. Mario/Fox/Pikachu: would be unable to manipulate CPUs using down-b (Fox and Pikachu airdodge to avoid the attack, syncing them up with Mario to make the triple KO possible). Possible speed loss. 12. Ice Climbers/Samus/Donkey Kong: could likely replace down-b with more jumping. 13. Mr. Game & Watch x25: could replace all clanks and specials with powershields or movement. So on the whole I'd say yes, but likely at a cost to entertainment value due to increased repetition.
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Thank you for the explanation. It makes sense to not go for the bonus on every fight if it hurts the entertainment value too much and it wasn't your main goal to begin with.
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.
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Shouldn't the label get changed to "All-Star Mode, pacifist"? 🤔
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
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ThunderAxe31 wrote:
Shouldn't the label get changed to "All-Star Mode, pacifist"? 🤔
This was discussed on Discord and it was noted that pacifist is usually first if there are multiple descriptors in the branch name. See http://tasvideos.org/Movies-Moons-C2005N.html