Posts for Comicalflop


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so will DK jungle, Frappe Snowland, and Yoshi Valley. Although optimizing those will also be tough in their own little way, as there's precious little time for movement so everything has to be perfect, I have to test many times what's the fastest strat for getting flaps, and see if any item boxes are close by to grab mushrooms from. That, plus aim to beat the WR's despite not starting with 3 mushrooms. Update: The end of Luigi Raceway is so close! Almost there!
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Titus Kwok wrote:
I think you have to jump to get the star.
correct. One of Rikku's'AKA's submissions (I forget which one) had the mupen termination bug, and the very last frame, A to jump, was removed, thus making Mario not complete the game as the star hung over his head.
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Rikku proved in his 16 star that skipping every star animation using the lobby glitch is the fastest. About JRB, I was both impressed and a little disappointed. I personally felt that some things were a little slow (mr_robert_z found a faster way to get the star in 1st star in his CCC, and there were other little suboptimal movements) and not choosing not save instead of save after every star (very minor, but you did do it in the 16 star for frame saving) but then for the most part, there was nice optimization, and good time savers (the red coins star was particularly fantastic.) So feel free to continue, it's overall good stuff.
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Here's me playing Donkey Kong Country 2 any% up until Bramble Scramble, at which point I gave up. It's segmented, using savestates at the beginning of each level so that i don't die, in between levels no savestates. this should be a funny little comparison between my 102% TAS and my actual playing.
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The wait was well worth it. Looked great up until the decoder for obvious reasons. some stable N64 games just have a random desynch every now and then. For Jet Force Gemini, an incredibly stable and well emulated game, I've had only 2 desynchs for 1 hour 20 minutes of input. For desynch heavy games, like Majora's Mask and other Exp Pak games, there's certain areas that have more desynchs than others or simply drops frames every now and then. so for this, I'm guessing it's either a random deysnch that can be easily fixed by restarting from that point, or you might've loaded states too fast or slightly out of order in some way (which may happen in other emulators, but to my knowledge doesn't occur with mupen very often/at all. my guess is it's the first, and simply starting from that point will fix it.)
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Alright, will add the info to tas.schtuff. I see you also have a test run, which I can also include in case you decide not to do this and someone else might. Did you notice any slight errors in the game, or did Rice emulate it perfectly? And you have Pilotwings in reserve, which I must say is a VERY good "TAS fallback" if Fighter's Destiny doesn't work out.
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Tragedy wrote:
AKA wrote:
Fighters Desiny was the first acclaimed half decent beat em up on the N64. Personally I think the game has too many repetive fights since you only really ever fight 2 people in the game, that Kung Fu master guy whos very easy to beat but teaches you a new move every time you win and that Joker guy who is a whole different story.
The fights are repetitive, yes, and it's damn near impossible to pull off combos that look nice. If I pushed myself to make a movie, I'd just try to show off more than be fast, since the fastest way to win every fight would be to manipulate 3 Counters. Thing is, though, that the "Arcade Mode" (too lazy to remember real name) is usually really short, so ADHD run-watchers will be able to sit through it. I'd like to do Survival, though it'd get pretty repetitive after the first... maybe 20 fights? Still, if I made a run, I wouldn't submit it. I'd just post it on Microstorage and share for kicks ^_^
hm, good ideas. a test run would be best, in trying to make one fight as interesting as possible to see what happens. I know I'd watch it.
Tragedy wrote:
Once I get my schedules organized, I'll take a shot at it ^_^ I used to be a freak when it came to Pilotwings. I'd write down every strategy I'd have and all that. Good times. Unfortunately I was like, 8, and those papers have been lost. Forever.
Do it do it!! OT, yay 1,500th post!
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It's very circular progress, not linear. First, there's optimizing every single movement, which makes a maximum of 3-4 seconds (mostly less) gained after 6 full hours of TASing work, which usually needs to get redone again until absolutely perfect. I was on lap 2, about to do a mylestyle when I realized I'd have a shitty time trying to get a mushroom on pure luck like I did last time. the only thing that can manipulate an item when you already have one in reserve (the blue shell held behind the kart) is kart movement, so I'd have to mylestyle over and over again until I ended up with a mushroom by chance. (a mylestyle takes at least 1,000 rerecords. the latest one I did took 1,700.) However, a new trick was discovered and used to successfully skip a lap. This has great potential to either skip one or two (I'm unsure yet) laps at the beginning, so I'm going back (saving all prior progress in a separate .m64 if I fail to pull off this new stunt) to see if more time can be saved. It might lead to a completely new new route. My hope is that no future course takes this much time to do. So far (yet) I know of no other trick as difficult as the mylestyle, however that could easily be proved wrong, especially as Weatherton, myself, and the mariokart64.com people devise exceedingly diabolical shortcuts. So progress was slow, slowed again as I experiment with this new discovery, and will continue to be slow. (Luigi's Raceway is supposed to be the easiest of all the courses =D) The end result will, I guarantee, be even more fantastic than the 1st version.
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Shaded Spriter wrote:
I meant the first run on SDA. (we did have the first wii run already.)
and it wasn't Twilight Princess! Weak.
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yay, after 15 hours of downloading I'll be able to watch in crisp AVI form!!
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Quest 64? no comment..... Pilotwings 64 and Star Soldier are up. They're both good, grab 'em while they're not taken. edit: a certain look at mupen showed me that it IS much easier to take a screenshot from mupen then downloading one from google. ^^ oopsie. I might go and replace all the games where I did that, ones that have a bad screenshot quality.
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the .m64 is already on the 1st page.
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mmbossman wrote:
L4yer wrote:
Terrible job!!
Nice and constructive... terrible job to you too
theenglishman wrote:
I like the mime act;) And now for a post with a little most substance. I liked it for the most part, especially 2/3 of the way through with the three quarter crescent shape, however... it's a pretty game, but I hope that's not all there is to the game. Running through a wheat field for 40 minutes would get dull damn quick.
L4yer's post was a joke. read the subject of the post. In the future I actually might convert the AVI's to .wmv format, because I actually came up with something much cleaner and sharper looking with it, and a much smaller file size. It's not 40 minutes of running through a wheat field (interestingly, it doesn't even happen, it's only the main character dreaming.) there is plenty more different levels in different environments in the rest of the game. To quote a famous phrase, 'stay tuned' and you'll see just how gorgeous and varied the game is.
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Please make actual content when posting, don't leave it blank.
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I must say I loved this segment. All the little things made this entertaining and optimal at the same time. and for those that hate holding Tab when fast forwarding... set the speed to 1000%, it'll go as fast as holding Tab but it's much smoother, so it's not painful to watch or hold down any buttons.
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Vidar wrote:
Raiscan wrote:
Jabo can do everything!
It can't be an RSP plugin! OHHHHHHHH :o .. or make me breakfast. That'd be cool :( Word has it that project64 got Blast Corps to work fine on their emulator. Does that mean the next release of mupen64 will have compatibility with it too? I really wanna see some destruction =D
if I ever learn how emulators work, I'll make a plugin that fixes people breakfast. DK64 and Blast Corps work on PJ64. sadly it is not rerecording. it is the hope that the next release of mupen will have more compatibility and possibly fix desynch issues. haven't done much testing in a while, mostly in editing what's already there and managing new docs created by other people. the good news is that about 1/3rd of the ROMs have a doc, so we're making progress. (kudos to whoever tests Tigger's Honey Hunt or any of the Elmo games.)
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Raiscan wrote:
Are you so sure about that? Or is this just a PC specific thing? Because I'm pretty sure using the same settings as the person who made it yields higher success rates than just picking Rice for everything. Slightly more on topic, I look forward to the next WIP you post Mukki.
I don't use Rice for everything. but specific to this game (AKA included) using Rice plugin as video makes the game synch better than the movie's default settings or gln64.
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delete the Rice.ini.... I probably should do that. using the same plugin does not work as well as using Rice for watching the wips.
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Post subject: ArtMoney: mupen external memory watch?
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Mupen is known to be the emulator without a search cheat function, making RAM searching/watching not feasible. However, there was an external RAM searcher/changer that works for any application, that might have immense usefulness for N64 TASing: ArtMoney I downloaded and tried it out. It does not slow down the speed of mupen at all when running, and I was able to use the filter function to narrow down the possible speed RAM address down to 4 addresses. It's there that I ran into problems. I noticed that even though mupen would be paused, the values in the ram addresses would change every now and then, and other values were in the millions. it did not seem that it was exactly what I was looking for, and it seemed the 4 addresses I found were not specific to the game, because they kept changing even though they shouldn't since mupen was paused. if anyone wants to download this program and figure out how everything works, and verify that they can filter one address that helps for one particular game, that'd be much appreciated to the rest of N64 TASers that can benefit from a memory watch.
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yes, it is possible to wall jump. walljumping is based on mario's ability to get his foot lodged in the wall, not based on his size.
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Agreed, that was fantastic. I wonder about the large number of bumping into walls in the 1st and 2nd lap, were those necessary? Saturn, from what I know some of these are known yet were never incorporated perfectly into a run/movie, but some are incredibly ambitious tricks thought up by the Huff man himself.
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Huh so it can. I only knew about N-Rage and TAS Input Plugin.
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you mean N-Rage? Jabo is video/sound plugin, not an input plugin.
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DK64_MASTER wrote:
<NesVideoAgent> New reply by comicalflop (General: Problems connecting to IRC): http://tasvideos.org/forum/p/117877 (uh oh) <DK64_MASTER> HAHAAHAH <DK64_MASTER> cf got owned <erokky> rofl Hmm the whole site got knocked up :(. backup plan ftw? http://chat.wikizine.org/cgi-bin/cgiirc/irc.cgi Bah, maybe not, it only allows you to connect to specific channels on freenode...
yeah, I just tried that and got blocked from #nesvideo channel. "*** Access to channel #nesvideos is blocked" *sniff sniff* I smell bullshit.
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uh oh. "This account has been suspended. Either the domain has been overused, or the reseller ran out of resources." doesn't matter if I'm using Tor or not, I can't use IRCatwork.com anymore.
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