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I hate to be the killjoy, (and I hate repeating myself from 1st reply of topic) but why are we still strategizing? The camera movement does not work in any mupen video plugin.
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well, here's two quotes that say the other two bonus games would be interesting, so that's 3 out 3 bonus games that would be cool.
That, plus the mention of how difficult getting perfect scores, the hassles of planning an any% route would be, (and maybe Tragedy's initial interests) leads me to believe that a 100% TAS first would be ideal.
PilotWings is 8 mb, so i don't know if this is why it is desynching...
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This is a good point.
This runs gets 100%, which you cannot beat.
This aims for entertainment, which is subjective. there is no clear definition of how to make a run that improves entertainment, since it's not a quantifiable value. To my knowledge, I don't know of any submission that beats a run purely to make it more entertaining without any gain in time.
If memory serves, this uses boost whenever possible, and some pretty damn fast boss fights too. For the route that it takes, it might be the fastest possible.
This makes me wonder as well if it's obsoletable, it has no clear reasons for improving beside running a different route.
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*COUGH* Sin and Punishment *COUGH* Knife's Edge: Nose Gunner *Cough* Starfox 64 *COUGH*
oh look, I horked up 3 different excellent TAS candidate railed shooters. How about that?
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the beginning of Meteo could probably do with some bombs, as well as some other tactics I've been playing around in my head to not miss anything in the first 20 seconds.... and as the person working on Corneria is finding out, gaining more points compared to yours is incredibly difficult might not even be possible, but who knows, having 2-3 more points might be slightly possible)...
and if netplay ever works with mupen, I already have dibs with DeHackEd to play JFG together.
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Super Mario 64 is known to be an incredibly stable game.
for PW and FD, are either of those ExP Pak? if not, then:
you might be making/loading savestates too fast
Or more likely, the game is dropping random input frames, which can cause desynchs when TASing frame precise movements.
I know that you have made test runs for both games using some rerecords and not frame precise movements, which is the kind of "desynch test" I make for games that I study. If you keep getting desynchs, then most likely it will be a problem for you. if you want I can make desynch test runs for both on my own, and see if the problem is on your end or the game's end.
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I'm actually more referring to the plethora of N64 games that have actual automobile cars, like the kind you drive in the present. To, me, they all seem the same so I'd be bored out of my mind to test them all. F-Zero X is more of a futuristic racer, and is already tested but is still surprisingly not taken yet.
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This does in fact work. if your move ends on frame ####, make a savestae on ####, use frame advance a couple of times, then load the savestate at ####, and the move file should be ####. I notice this consistently works when uploading to microstorage or for submitting.
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Added this "test run" to the tas.shtuff Fighter's Destiny page. tonight or tomorrow I will download the ROM and take a look at it, and give my verdict on what I think of the game and if it might have potential. It'd be nice to have more N64 fighting games join Mortal Kombat, but inevitably some might be worthy while the rest fall under the Super Smash Bros. category of great game, not so great TAS.
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a request for me to test Ridge Racers N64 has me wondering.... There's a ton of Racing car N64 games, anybody feel up to testing all of them to see which is best? I myself do not appreciate car racing as much (having not played any), which is ironic considering what game I'm working on. needless to say, one of them someone might become interested in running.
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you can tell by the vote results that exactly 2 people have watched it and voted. which really makes the entire thread so far an excuse for people to be making arguments about something not related to the submission at all, but the submitter's name and the qualms it raises in people.
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I'm not sure, having not played the game enough on my own to know the difference... I saw mentioned that increased speeds by bouncing can be achieved at the cost of points, so in that regard an all perfect points run would be slower.
But I don't know enough what constitutes any%/100% in this game to give a final verdict. If you described what the differences would be between the two goals, and what the projected speeds attainable and overall movie length are I could help more.
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there is no order. you probably weren't paying attention, and one snuck in from behind. Also, they move slower when time itself is slowed down, which makes it easier to not miss one. in normal/sped up time, they move faster, making it way more likely that one sneaks in form behind and steals the cow.
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I linked the wrong .m64, so I fixed it. reclick the link and it should be the correct one. and try not to double post.
(it was rikku's JRB wip that was first linked.)
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"SRM" is the SRAM file. There probably should only be one in your save directory, namely the one I linked way back at the start of the WIPs, the one that has 150cc unlocked.
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However, this part confuses me because a few people (more than just Angerfist) have reported this. any ideas on why some people have the ROM simply freeze, even in normal playing?
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You need to beat the aliens in a humiliating, entertaining and awesome way, if nothing else than the fact that they scared the crap out of me when I played as a kid, and deserved to be punished for doing so. my 2 cents.