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That was already discussed before, read back.
0×A presses is about the only interesting thing going on with SM64 right now. Any% has been done to death and without a new route it won’t improve by anything but a few frames and look virtually the same as the last 4+ any% runs.
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I’m always surprised by how much zeromus is active in the forums and interacts with the community. Every time I’ve gone on IRC asking stupid questions about emulators he’s the only one who even answers most of the time. He’s a nice guy. I’ve had to deal with noobs from a position of power before, and I know how annoying it can get. Just wanted to let him know that I appreciate him.
To dekutony I’d say that you need to grow some backbone and not get offended by everything. This topic should’ve been over after the first 3 posts, but you felt attacked and focused all of your posting in that direction rather than trying to understand what the answers you were given meant. I don’t want to make it sound like you’re completely at fault here or anything, you’re probably very young so it’s understandable, just saying. Natt’s answer was definitely on the level of being entitled to feel offended, I wouldn’t consider zeromus’s to be so.
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A lot of work… 4702 rerecords… hmm… I don’t buy it. Would this actually be faster than the published run if it followed the same 100% definition?
Edit: @Adelikat: Didn’t expect a newcomer to be using that, fair enough.
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Sorry to hear that. I suggest you use browser zoom rather than inconvenience everybody else with bolded text, though. If you’re not sure how to use the browser’s zoom function, try holding down the Ctrl key and pressing + or - for zoom-in and zoom-out. That might work. If it doesn’t, Google how to use zoom with the browser you’re using.
The way you phrased the question now is a lot better, I understand it but I don’t know the answer, sorry. Someone else might be able to help.
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Lol, what emulator even is there for N64 other than Mupen?
A TAS without an input file is worthless. Wherever it’s published it should contain the input file.
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Any% TASes must start from clean SRAM. So no, it wouldn’t be allowed.
I’d also like to be able to skip cutscenes for Mega Man ZX so it’s comparable to RTA, but that’s not how TASVideos works.
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Thanks guys.
I went to 9.11 because it adds a scrolling bar in the Lua window and you can mass-highlight cheatcodes in the Cheats window so it’s easy to delete them in bulk. I’ll try to be careful with SRAM and hope nothing goes wrong, but if I’ll run into SRAM problems again I might just go back to 9.9.
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Encode: https://www.youtube.com/watch?v=_IZAPyJFsVE
Didn’t really check, but I should be 64 frames faster than the published TAS by this point. 1 frame for each of the walljumps, 62 frames for Giga Aspis.
Edit: Actual comparison:
Lag
70 – 72 lost 2f, I think that’s due to going from v9.6 to 9.11
72 – 74
73 – 75
85 – 87
1905 – 1907
1917 – 1919
1920 – 1920 saved 2f, possibly again due to emu ver differences
1933 – 1933
1934 – 1934
1935 – 1935
1936 – 1936
1937 – saved (Giga Aspis start)
1938 – 1937
1939 – 1938
110f saved from selecting Vent (with 2f lag lost). 3f saved in A-1 (2 from lag, 1 from walljump). 3f saved going to Giga Aspis by better walljump and full speed dashing to start the cutscene, all 3f are saved during the cutscene walk. 62f saved on Giga Aspis, 61 by better RNG manipulation and 1 by better lag manipulation (at least on this one I was correct…).
Good thing I went and compared. No idea how, but I had 2 more lag frames right at the start of input after the intro cutscene (savestate’s fault). Saved 2 frames by cutting them off.
Edit: Don’t know why Moth/Rolan didn’t do this, but I just improved the intro by 95 frames. After picking a character, you can press either A or Start to quickly skip the animation. Now the input file should be good. Didn’t bother to check these things earlier because the game is super easily hexable, so I wasn’t really worried. /// Oh man I’m getting ridiculous lag now.
87 – 87
1907 – 1910 lost 3f for some reason
1919 – 1922
1920 – 1925 lost 2f for some reason
etc.
So I lost 5f in lag (for some reason) but saved 95 by skipping that animation. So a total save of 90f, not bad. /// My save is adding up to 92f. I don’t understand. Maybe the animation skip actually saved me 97 frames… wasn’t very meticulous in calculating that. /// No, it really is saving me 95. Wtf.
THIS ***** EMULATOR KEEPS PLAYING AROUND WITH THE ****** SAVE DATA. ****** ****** **** WHY CAN’T IT START WITH CLEAN SRAM EVERY TIME HOLY ****** **** IN HELL ********!
“1920 – 1925 lost 2f for some reason”
I don’t understand how I ever got the 1920 but it’s not happening again. Probably **** save data bullshit. With 1922 a 92f save sounds right. I think that’s a total of 272 frames saved so far.
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My despawning cheat allows me to check for things that affect RNG steps. I figured out the spinny blade enemy. The blade does 9 steps when destroyed, and each chain part does 2 steps. Since the top chain is always visible, you can get at the least 11 steps, and at most 15 steps when all chain parts are visible (meaning the blade is down).
Tried new route.
16760 73299994 + 38 steps. Improved 1 step and 1 frame. Not nearly enough…
Edit: I FREAKING DID IT!!! NEW ROUTE TO ADVANCE THE RNG 44 STEPS AND GIGA ASPIS SYNCS!!!! YESSSS!!!!
Now I’m trying to save the lag frame, and in fact it advances the RNG 2 steps more so now my manipulation in-level is too much LOL. I don’t want to change it though, it looks so cool.
Edit: Saved the lag frame. Everything syncs. I have achieved a truly perfect Giga Aspis fight. MARVELOUS!!
Video to come. Might as well upload the input file in the mean time: http://tasvideos.org/userfiles/info/23719392473820814
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I guess I could throw an update in here.
Suuper is slowly working through the missions, and is currently on Mission 4-1. Yes, there has been a ton of work done behind the scenes, the levels 1 TAS Masterjun posted has been widely improved upon as well. I’m not sure if Suuper will make any progress public before the full run is done, but be sure it’s being worked on and it’s great.
I also have a treat about Mission 1-Boss sitting on my PC about how its TAS has evolved into its current form, which is really different from what is done in the one Masterjun posted, and it’s super cool. I’ve just been busy with a bunch of other stuff so I never ended up making a video for it yet. I’m also not that great at encoding… now that I think about it I might just ask a friend to encode it for me. Don’t know if Suuper wants to release an updated levels 1 before I upload the 1-Boss vid, but I think he’s fine with it.
So, I might soon upload a vid about the Mission 1-Boss TAS, and the whole thing might get done before the year’s over. Maybe.
By the way I think there are like 10 frames total of my input in the TAS so far, I’ve mostly been idea guy, suggesting a few things here and there.
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Correction: it starts much, much earlier. Address 0x02153A00 (26 total slots, 5408 bytes). Its value: 0x00000000. This is a pointer. Also, this isn’t just enemy data, it’s more like an “object” area. NPCs use it (when spoken to?), and things like Giga Aspis’s rocks from his attack use it too. Strangely the biometals don’t use this area during cutscenes, nor do items use it as far as I can tell.
+0xD0 offset for the next one.
0x02153AD0 value: 0x02153A00, points to the slot before itself.
Image of before and after an enemy spawns: http://i.imgur.com/ohqcNVp.png
Before:
+0x8 and you get a 0x06. What does this mean?
+0x20 and you get a byte that counts up for each slot. Starts at 0x49 (ends at 0x62). What does this mean?
Everything else is empty.
After:
The pointer now points to the next usable area as opposed to the area just before it. At some point it points to 0x0215E804 which is outside the “enemy” RAM area but that just points back at a usable slot within it and finishes the loop. Dunno why it has to go to 0x0215E804. There could be more weird pointers like that.
Other 2 bytes untouched.
X/Y pos/speed, health and other such information is inserted.
If all 26 slots are used up, nothing that uses that area will spawn anymore:
https://www.youtube.com/watch?v=hxpuS7HZJsc
0x0215E800 points to slot #26 at game start. Maybe if I looked at what reads that address I could figure out where the inserting of data comes from? Idk what I’m doing.
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Maybe you could find a course ID that loads before each race and hack that to go from #1 to #last with Game Shark or something. Or maybe you’d need a hacked ROM. I don’t know how to do either.