Posts for CBright


Post subject: Re: Mario 64
Experienced Forum User
Joined: 1/25/2006
Posts: 7
DRybes wrote:
What someone needs to try now (I'd do it but don't have the knowledge), is making the game perform an opening on a door that's already opened (has the bit set), to see if it overflows and sets an adjacent flag, thus unlocking a different door.
Just tried it; everything works normally. Turns out I was wrong about the key doors though, you lose your key when you open them and don't even get it back if you beat Bowser again. You are confused about code efficiency, I think.
Post subject: Re: Mario 64
Experienced Forum User
Joined: 1/25/2006
Posts: 7
For both star and key doors the game will not let you through unless you meet the requirements to unlock the door, even if the door is actually unlocked.
Post subject: Re: Mario 64
Experienced Forum User
Joined: 1/25/2006
Posts: 7
They are stored in separate memory locations.
Raiscan wrote:
Now with two variables, unless theres something in C I'm unaware of, you would need to check both variables in an assortment of if statements. This seems a bit inefficient considering theres only two keys and only 3 states a single variable would have (along with the fact you can only get the keys in a certain order).
Not inefficient. Plus, there are several other one-bit pieces of information that the game has to store. I'd suspect something like:
if(gameState&SPECIFIC_DOOR_MASK)
	// Open door
else if(gameState&GENERAL_DOOR_MASK)
	// Key doesn't fit
else
	// You need a key
Post subject: Re: Mario 64
Experienced Forum User
Joined: 1/25/2006
Posts: 7
FODA wrote:
When we "remove" the lag in the emulator, we do it the same way as we would do if we were on the console. It's not our fault if the emulator is innacurate, it's our duty to shave off the frames.
So technically the fastest run could be beaten (in real-time) by a previously slower run just by adding the lag into the emulator...
nitsuja wrote:
It matters which emulator(s) you use.
I have tested Project64, Nemu64 and mupen64; none of them have the slowdown when traveling into the big house. And yet there is still lag for the sub...
L4yer wrote:
I still don't believe lag (in an area where it always lags in a game) is reduced during emulation because there would have to be a special set of instructions for that event.
Try it for yourself, there is noticeable lag on the console in parts of RR. (It's also easily visible in Dragorn's 120 star run, he had a bad camera angle on the carpet.)
Post subject: Re: Mario 64
Experienced Forum User
Joined: 1/25/2006
Posts: 7
FODA wrote:
The emulator is programmed to work as close to the real hardware as possible. if it lags in the videogame but not in the emulator (or vice-versa) that's a flaw that should be fixed.
You bring up an interesting point... although, some people may say that lag was not intended and avoiding it is an advantage of emulators, even if different from the real hardware. I suspect that the upcoming virtual console emulator will also remove some lag, but we'll have to wait and see... I must admit I'm surprised that DDD lags on emulators as well, as I've done some tests timing how much faster emulators run (although not in DDD). Some places where you can notice the difference between console and emulator include going to the big house in RR, and opening the front door in BBH.
Post subject: Re: Mario 64
Experienced Forum User
Joined: 1/25/2006
Posts: 7
FODA wrote:
Any coins enemy drops move ramdomly and would desync
That's a shame, I was going to hex edit your first star... ok so it's only 1 star, but it's sort of a drag when the first star doesn't look TA. How does emulator lag work? For the star times competition I've timed strategies on a console as well as emulators, and the emulators were faster because of the console lag.
Post subject: Re: Mario 64
Experienced Forum User
Joined: 1/25/2006
Posts: 7
The thing is Filimonas, those times will be simple to match on a re-recording emulator, and most of them will probably be fairly easy to beat as well (the longer stars in particular, where a lot of small improvements can be made). "Stand Tall on the Four Pillars", for example, is the longest star on your hard list, and would be trivial to beat when you can optimize the boss fight. The reason I can't do it is because I don't have the time to keep restarting the entire level over again to redo the ending. For example, say that you have to complete 3 tricks that each have a success rate of 10%. On an actual console, it would take you about 1000 tries to complete them, while on a TAS it would take about 30 tries. So I guess what I'm saying is that while it will indeed be interesting to compare the two lists of times, you can't run a competition including both sets. And a lot of the times won't be "almost impossible to beat"... it's the other way around... a lot of the TAS times will be almost impossible to beat on a console.