Posts for Comicalflop


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you need to delete the .fla file, let the movie play, and let it desynch at the intro 'enter letters' screen. after it desynchs there, play the movie file again, without deleting the .fla. that's what i need to do to make it work for me. try that out.
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Since the missions are the same form the PC, using a cheat to see whole map, taking a screenshot, and then using that as reference should work just as well. BTW, I don't remember if this was looked into or not, but was making a Terran base float and land on minerals to start mining, or on top of an enemy base to make it explode, found to work in N64? I still have not fully worked out the kinks of getting a TAS to work. As I was telling Flagitious, my gln64 video plugin for the game got screwed up somehow, and no other plugin I've found renders the game as perfectly as it did; no others make the game work in small things lik getting drones to morph into units or buildings, and other minor, yet crucial elements like that. the game can be sped up a little bit in play, but still not as fast as fastest PC speed. and I've yet to find a concrete way to get units to run past enemies, except to follow that unit in frame advance and test which frames to press ^C to cause a frame of delay on the unit's part not to occur.
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Not a chance. What it does do is make you lose weight as you rush to the bathroom to throw up from dizziness (IMO)
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I'm with adelikat. playing with turbo functions of games can be fun, but that was not aesthetically pleasing at all.
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Already got it covered. (the topic was originally something different, and I changed it, so my real 150cc progress doesn't start until halfway on the first page, and officially on the 2nd page.) So yes, I already go there for ideas, and post my videos for them to see as well. I'm TASing this for two audiences :-p When it comes down to it, my main MK64 helpers are Fried and Weatherton. Occasionally another Karter at the other site will make a suggestion, as was for the original Luigi Raceway route, but I keep open to all ideas from anyone. And pretty much all the kart experts at that site are interested in this :-p edit: weatherton is currently encoding the flower cup test run. edit: Flower Cup test Run
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very nice little trick right there. when redoing a linear game like this, it won't take as much effort to redo, since you'll know where to go and what to do, and maybe find some frame savers here and there. keep up the good work!
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*gives in* oh, alright.
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Randil:
erokky wrote:
Do you mean L and R? L is bound to the same button as fast-forward and R is bound to the same button as unpause, so you see me pressing those R periodically throughout the run. R doesn't affect anything other than toggling between view modes on the overworld map I think.
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technically it's not optimized, but it's getting incredibly close. Redo shroom #3, finish the lap as per Fried's suggestions, and then it's go about the next 2 laps mostly the same manner, with all the testing of routes out of the way.
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As AKA, Raiscan and myself discovered (and have mentioned before), using Rice 6.1.1 video plugin makes it synch up perfectly, despite it not being the same plugin as Mukki's. Try using that.
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Savestates are very fragile with this game, I always just put mupen in 1000% speed and watch from the beginning to be absolutely sure that everything synchs. I didn't make any savestates when I watched the wip, so can't help you out, sorry. Fantastic segment btw.
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already voted yes as soon as it was submitted, having watched it and helped throughout with it during the making of. it was an honor to have worked alongside this, even though none of my significant TASing went into the actual product. and it's an excellent way to demonstrate the new techniques found in a run without having to wait many months, and 3 second improvement to an already tight movie; goes to show how much frames saved can really add up.
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This was really well done. when going for the metal cap it seemed you jumped too far into the silvery pool, a dive would probably be better than the longjump. Once or twice I swore I saw non-optimal angles. But overall this was incredibly good, and many spots I'm like "wow! That was different and faster!" How much time did this stage save?
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comicalflop wrote:
I'm going to leave this as it is until I have both of two things: -concrete 100% TAS route (working with Mukki to procure) -record reset mupen.
No, but that does. 4 play throughs of YS for 100% equals incredibly boring ending sequence 3 times when you beat Baby Bowser. And as for OoT, looks like I'm waiting for 4 things now: -pause delay fixed -record reset mupen -100% TAS route completed -ladder zip done successfully
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It's a picture of a controller. Interestingly, I find that to be yuck, and prefer the nitsuja style display input.
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mwl wrote:
I can try to help with the route later, time permitting. Also, we still need a patch to get rid of that damn pause lag, right?
Both would be good. However the latter would require a redo, as it would on Guano's part as well, if a new mupen (the one with record reset? winky winky Nitsuja?) had recent changes to remove the pause delay.
AdmiralJonB wrote:
I think it's the emulator core, but i'm not completely certain.
I know for certain PJ64 had these changes implemented to remove the pause delay. I know the cores are different, but maybe from looking at PJ64 the changes in mupen could be made as well.
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Yes I check a site, This one written by none other than David "Marshmallow" Gibbons. What had happened is that I've redone the whole thing 3 times, and during the 1st I forgot to get that melon, so in the 2nd I had forgotten also because the starting point was after that, and the 3rd needed to go and fix that. But now I got it, and did a 30 melon check by getting all in the 2nd page (as seen in the Poochie vid I posted) to make sure the maths all worked out. I just need confirmation if #30 can be attained sans Poochie.
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I don't know about you, but that was fucking entertaining as hell. I've watched all of the old AVI's of the missions plenty of times, and that was incredibly new, varied, and awesome.
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ugh, I blundered yet again. God I hate 1-1! I missed a melon in front of one of the Pak E. Derms, just before the race, fortunately it didn't take me long to go back and redo from there. But damn I hate it when I miss something as obvious as that. this course has so many damn hidden melons it's driving me nuts. I'm wondering how to do the next page however. It'd be a good idea to skip Poochie, because despite tool assistance he'd still slow things down since I'd have to wait for him at the end. However, melon #30 I think is dependent on Poochie reaching to the end (or something else) and I don't want to miss the requirements for it. I made an AVI of me going through in real time collecting all 30 so that I know where they are; but if I skip Poochie I may end up at #30 without it spawning. does anyone know what circumstances must be filled for it to appear? Poochie Route
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With good reason.
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By that he means back to working on it tomorrow, not wip ready by tomorrow. hope that clears it up.
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update time. just got the slingshot, gained another 6 frames upon entering the slingshot room (don't know how many frames I'm ahead at the moment, last I checked 6.15 seconds.) 500+ rerecords, and I still have not replicated the zip. it's beginning to frustrate me. I do know that as the ladder falls it does push you away slightly; I crouched next to the wall as it fell, and in frame advance watched it push me out a little. This is not something as easy as in Goldeneye where you just switch weapons; this was a freak occurrence and I so far have not been able to do it at all. I'm going to leave this as it is until I have both of two things: -concrete 100% TAS route (working with Mukki to procure) -record reset mupen.
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I plan on using all 4 emulators to watch the submission, but I'm in favor of a non highest possible quality AVI being made prior to actual submission (option #1). Like the SC2 TAS, it's going to be very difficult for the many people anticipating the run to watch it; some people have FCEU, but many of those that do don't know how to set up the 4 emulators, so it would be in the interest of the entire audience to have an AVI. I think the AVI shouldn't have publishable quality in mind, (i.e. not take too long to make, and not have to be 100% crisp) and possibly include showing input like one of the AVI wips, just to show the entirety of the input, even if it won't be included in the final, published AVI.
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you make me embarrassed to be an American, and thus eligible for whatever mission you're planning. edit: ok, pulling troops out of Iraq I'm for, however your forum etiquette I do not support in any way.
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Jabo's 1.6. WIP was good Sami... I was going to encode the wips of this run, but the levels are too long. mupen encoding high quality on my computer is about 5 frames per second, so anything longer than 2 minutes of .m64 takes FOREVER.
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