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Post subject: Super Smash Bros. Melee
Former player
Joined: 11/18/2004
Posts: 37
Action Replay with SSBM can unlock some pretty nifty things. One of them is a "development mode" the programmers used for debugging but never took out. The main attraction here is you can play SSBM by advancing the frames, so I've been trying out creating some super play runs in the single player mode as of late. It's a lot harder than the emulator speed runs, though, because there's no rerecord... you have to start over everytime instead. I've made two videos so far: http://www.khakain.com/tinister/samus.swf http://www.khakain.com/tinister/ylink.swf Videos were made by taking screen caps every other frame and then sticking them into a flash file going 30fps. Just thought a couple people might be interested.
Joined: 6/14/2004
Posts: 646
Those look awesome! All you need to do now is extract the sound effects and music, and have them play in sync with the action. You can use the display in the top left to get the breaking sounds for the off-screen items.
I like my "thank you"s in monetary form.
Joined: 1/1/2022
Posts: 1716
Funny thing is those two videos are barely faster than the actual WR's for SSBM (they can be found at SDA).
nesrocks
He/Him
Player (247)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Joined: 4/2/2005
Posts: 27
Location: Phoenix, AZ
Very awesome Too bad fights with computers would be very difficult with just frame advance and no re-records
Former player
Joined: 5/31/2004
Posts: 375
I don't know if I should link directly to the vids, but here are a couple forum topics related to a very cool vid: [URL]http://boards.gamefaqs.com/gfaqs/genmessage.php?board=516492&topic=22905957[/URL] [URL]http://www.smashboards.com/showthread.php?t=48700[/URL] And a TAS of the first level in "adventure" mode: [URL]http://www.smashboards.com/showthread.php?t=54449[/URL]
Post subject: Tool Assisted SSBM run
XIF
Joined: 2/7/2006
Posts: 58
Just created my account after lurking here and mongering a crapload of time attacks here. Now this doesnt exactly belong here perhaps, but i think this community could appreciate this run through of SSBM Adventure mode 1 stock no damage. created by SuperDoodleMan with help from Doraki, Nord, and Nigzel. http://rapidshare.de/files/12478424/Adventure.wmv.html PS: while it is fast, it aims more for the WTF THAT WAS AWESOME factor.
<3 time attacks
Joined: 1/22/2006
Posts: 31
Is the game tool assistable? Obviously yes. Will that exact movie make it? Probably not... I don't often see movies that use external sounds and special effects in the archives. It is a cool one though.
Player (206)
Joined: 5/29/2004
Posts: 5712
I liked that you used FEUER FREI!
put yourself in my rocketpack if that poochie is one outrageous dude
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
Wolfman2000 wrote:
I don't often see movies that use external sounds and special effects in the archives.
I'm guessing he couldn't capture any audio with this method of recording, so he (or someone) added some music to avoid it being completely silent.
Former player
Joined: 5/31/2004
Posts: 375
DO A BARREL ROLL! Goddess, I've been hanging around GameFAQs too damn much. So many references.
Joined: 6/14/2004
Posts: 646
Use the boost to get through! They're on me! I'm getting careless! You're good, but I'm BETTER! Cocky little freak! Oh, I could spend hours quoting Star Fox 64.
I like my "thank you"s in monetary form.
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Do I dare ask if its possible to develop this emu to be considered as a future official GameCube emu rerecording?
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
XIF
Joined: 2/7/2006
Posts: 58
using AR to go into debug mode, the guy who made the movie was able to use a feature which is essentially frame advance. The sound, however, doesnt slow down with it >_>
<3 time attacks
Joined: 9/23/2005
Posts: 8
Wouldn't this technically be segmented (hint:note how the score changes...and also Brinstar clearly being a composite picture :() and also done by multiple people (read the credits)? This is SS would be sheer madness (namely because if your playing it at 1 frame at a time thats allot of time...). Still a cool movie worth watching...I remember seeing this when only the first level was done and yes even that took a few hours...
Joined: 3/18/2006
Posts: 971
Location: Great Britain
It is segmented. It was done by more than one person.
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
What is SSBM? Plz, be more informative next time when creating topic.
Player (206)
Joined: 5/29/2004
Posts: 5712
Super Smash Brothers Melee
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 4/30/2006
Posts: 480
Location: the secret cow level
holy crap that was cool anybody know if AR works like this on any other GC games?
Joined: 1/21/2006
Posts: 117
Depends on the game. Thing about SSBM, is that a lot of the debug code was still left in the final versions but hidden, and that's why Action Replay is able to access it.
Joined: 4/30/2006
Posts: 480
Location: the secret cow level
that's what I mean... for a well-polished game like this to have that still hanging around, there've gotta be a million of 'em with junk like this left in the code, you've just gotta find it guy I know works for ATI, he's a programmer... works on the screensavers and stuff that they do. He was showing me one, and I was like, "yeah, I've seen this." He starts banging keys, and all of a sudden he's pulling up meshes, textures, all kinds of stuff, because they left the debug menu in. Sometimes it's easier to just hide it than to remove it entirely.
Active player (315)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
hey, did he type ^^v v<><> B A?
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Former player
Joined: 6/4/2006
Posts: 97
Location: Everywhere including nowhere
Titus Kwok wrote:
guy I know works for ATI, he's a programmer... works on the screensavers and stuff that they do. He was showing me one, and I was like, "yeah, I've seen this." He starts banging keys, and all of a sudden he's pulling up meshes, textures, all kinds of stuff, because they left the debug menu in. Sometimes it's easier to just hide it than to remove it entirely.
Especially if you'll need to debug it later. That's more likely than not why Nintendo left it in SSBM. That game went through two revisions, and I've personally never heard of the changes made.
...?
Joined: 7/26/2006
Posts: 53
pirate_sephiroth wrote:
hey, did he type ^^v v<><> B A?
I thought it was ^^vv<><> A B
Joined: 3/18/2006
Posts: 971
Location: Great Britain
BTW, the method used for making this doesnt incorperate savestates... hence why it takes a looooooooooong time to create a SSBM run like this.
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