Posts for Comicalflop


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I could test the bunny hopping and aiming/shooting/sensitivity. But I feel that Qdq with a vengeance was not what makes a TAS trivial, but the Quake done double quick co-op. that was an amazing vid, and was practically perfectly executed for sheer brilliant co-op strategies, like shooting each other in the back with shotgun, completing objectives separately, and shooting a grenade in the exact spot for the other player to jump off of. the early grenade/rocket launchers coupled with team play made all levels significantly faster, and Quake 64 does not have co-op play.
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mostly it was the song that was overlaid that I didn't like (I couldn't figure out how to get the normal game music playing) and also itd be nice for the .m64 to verify if it desynchs on us or not. I'd also love to see a co-op of some sort, however I have mentioned on IRC a few times that I personally do not believe that we have the skill needed to make N64 two player runs with two separate screens and two characters capable of completely separate 3D movement. all 2+ player runs on this site have the characters that are controlled on the same screen (nightmare on elm street, lost vikings, sonic 2/3, etc.) and in 2 dimensions. if you can handle it though, all the more power to ya.
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yes vote. this was fast paced, and the poor camera could not keep up. a great demonstration taking a racing game above and beyond expectations.
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L4yer wrote:
AKA wrote:
Thats pretty cool I like how you just fall down the sky scraper and enter points relavent to the objective, although I must ask why couldn't I get any sound.
Which sound, there is two files in it, I know it's sorta hacked having dual audio .mp4 but I don't have any mkv tools that can handle h264 in avi (I captured it with that). Try installing this http://www.cccp-project.net/download.php?type=cccp and use Media Player Classic that comes with it. To get the in game sound, right click one of the icons that appears in the taskbar and choose the other audio option.
if you send me the .m64 I can encode an AVI... I justed tested encoding with MK64 and came out with a pretty good vid, so I think I can produce something of good quality with sound.
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Great video. I saw one cheese, I didn't bother to look for the other. You made playing around with the guards very fun, as was shooting the helicopter thingies (whatever they are) out of the sky. I've actually watched the-elite's vids with music playing over them, and I personally hate it that way. I'd much rather prefer to hear the game itself. also, the video is 2 hours long?
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yay! I can only imagine how painful it was to deal with desynching, optimizing everything, and making the programmer trick work. I congratulate you, and wish you the best of luck for the rest of this run. (based on my observations from WR vids, future levels should be fast and awesome to watch. IMO, you're through the most painful part.) time for the newbishness: "OMG WIP PLZ!!!!"
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Fabian wrote:
comicalflop, unfortunately we'd also need to find a very fast scrolling autoscroller, like the one in SCW. That might be a problem.
that it would. It still is a great TAS tactic for SCW.
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they did arise some comments. I'm trying to get your first linked video to see how much height is gained from boosting off of a shell, but the link is down. I want to see how much height is possible and if there's any speed run potential in the maneuver. edit: woopsie, apparently 2 player vs. mode started playing too quickly just like GP 2 player. I don't know if this is what I had happen before, but hrumph. More importantly, I realized that vs. mode in fact does not keep an in-game timer, thus removing any sort of cool world record breaking potential that it had. so, it looks like unless the speed problem can be fixed in 2 player GP (maybe it has to do with whether you're recording or not?) then Time Trials beating all world record on 16 courses is the ideal run. edit: hm those MK64 players are really good. I'm curious as to how trivial beating their times is. did some testing and it takes 23 frames to charge up an MT, optimally. For straights, what would the optimal amount of time between each MT be? it's possible to do one right after the other in rapid succession, do start charing a MT as soon as you finish one, but is it better to let the MT go for a little whole as you're facing straight for a while? like how long does a MT last, and is it more beneficial to start charging the next one at the end of your boost or in the start/middle? MT Sidewinding I'm checking with mariokart64.com to see if this is a good strategy or not. Edit: after a lot of discussing, I concluded that This is the proper and fastest method. I did some very thorough calculations/observations, and found the optimal time to start a MT after the first one begins to fade. I also found a slight speed boost from the beginning boost that utitilized one of the minor glitches mentioned here. "what I did find is that the speed boost from the green light goes to 80, and it stays at that speed until the boost is over. 75-80%% through the boost, if you jump and start a MT, your speed actually goes to 83ish for a brief moment. This is probably due to the small glitch where when you jump at the end of a speed strip you maintain the same boost speed for a little while longer, mush like in other games sliding on ice or other slippery surfaces and jumping at the end to keep the sliding speed (Sonic, Rayman 2, Megaman X, etc.) The game probably considers the boost at the beginning of the race to be the same kind. that, coupled with MTing sidewinding in a very straight pattern is what caused the gain in time, but I also think some of it has to do with using Yoshi. I'm restarting and using the strategy of the second video I posted. with more in depth looking at optimiziations and stuff, because you're speed decreases a little when powersliding, it's good to start your MT as soon as your speed reaches a little above your maximum normal driving top speed. let's use the 70-80 range assuming using Yoshi. when the MT is in effect, your speed is 80. when driving at top normal speed, it's 70. when powersliding, assuming you're driving on the pavement, your speed will drop to 70. The speed takes more time to drop from 75 to 70 when the MT is done than starting to MT as soon as the speed decreases to 75. The optimal time to start a MT is when your speed has reduced to about 73; by then, when you start powersliding, you'll still be at the same speed as if you were still driving at top normal speed."
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I'm not sure if that is the best method for displaying ROM info (TAS suitibility, if it has a TAS, link for WIP/test run, screen shot, description of the game) but it's actually a great idea. I made an account there, I might have to check it out. If it's easy to make those pages, it might end up being the method. Pilotwings 64 has a lag problem; the V/I's ranges between 30 and 40, when it should be 60, making the game slower than it is due to lag. may be due to plugin choice, I'll try the others and see if this occurs again.
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that is actually a great find! running underwater is very useful, and if the physics of how it's done is not different from SMW, then maybe it can be applied to the 96 exit.
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nfq wrote:
mwl wrote:
Don't you get it? It's meant to be a joke...
The joke is that I knew it was a joke.
unless you're joking that you did know it was a joke when you didn't... um yeah.
Mukki wrote:
Whew, I think I've solved this particular desync. Now on to the next Deku Flower *shudders*
yay! how many deku desynch flowers are in the whole game? that's strange though, the first two flowers at the very beginning of the game you seemed to do successfully. hm.
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yes vote. back and forth, each submission better than the last. I was most impressed by the tiny improvements you made that I was able to detect, and your camera angles were much better.
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That is a good separation of the types of ROMs. I really suspect sports games to not make for good TASes, and the japanese ones very few people are familiar with, but there are gems there (Sin and Punishment ;-p); and its handy to have them in the separate categories. Your list is superior, so I'll try to change that today, and possibly create the chart where all data will be.
JXQ wrote:
There's no need for the tilt on this page. Everything before "However, it is the goal of this page to create a few things:" could be removed without losing the page's focus. You sound like the back of a game box.
I made the aims of the page (the 7 goals) come first for straightforwardness, then put the long introduction afterwards, because despite being alittle long it still has a lot of useful info in it. Currently working on updating the list to separate it into the three categories.
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Uh oh. That doesn't sound good. I hope it isn't a dead end either, you've done so much for this game and it'd be a shame to have it go to waste. Keep at it, but if you can't get it to work, that'd be very sad.
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laughing_gas wrote:
This is getting weirder ... when I playback my movie in non read-only mode, loading a savestate should initiate a re-record. However, when I load the savestate Mupen actually plays back the movie using the input from the beginning, but inserting it into the savestate. For example, if in the very beginning I press the start button rapidly to skip cutscenes, and my current savestate is in the middle of a heated battle, when I load the savestate in non read-only mode, instead of re-recording it will show me pressing start rapidly in the middle of the heated battle. Anybody encounter this problem before or know of a solution? EDIT: Another major problem: while I'm making the movie, if I save and load states frequently, Mupen will just stop recording. This has never happened in Snes9x or VBA or any other emulator I've used.
Yes, I have had this happen to me before where it'd be doing the beginning input of the movie file in the middle of a battle like you describe. when going from read only mode to recording, and vice versa, I always just replay the movie file, which makes the ROM reload. This is slower to do, but I never experience problems doing it this way. I have not experienced the second problem. You basically mentioned your own solution: don't make/load savestates so fast.
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only editors (such as myself) can edit the actual page. (to note, the phrase 'feel free to edit this' really is only limited to the few number of editors here.) major/minor contributions from non editors (the majority) should be directly PMed to me or posted here so that I can add them in. Bisqwit got the huge list of ROMs up. next up is make the large chart where all data will be, and make a section at the bottom for additionaly information for each ROM, which can be linked to in the chart itself that will bring you down to the respective game. (I'm thinking linked numbers, that directly brings you down to the number [#1] brings you to [1] at the bottom seems easier rather than making separate web pages for all ROMs.)
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L4yer wrote:
Looks fine to me, using jabo 1.6. I agree SotE would be awesome as I haven't even seen speedruns of it. A wiki would be good but there aren't many n64 tasers so it might not be very useful.
Hm, maybe I didn't fully test out all plugins. or that my computer was being nasty. My guess is the first one. I'll take a look at it tonight (makes me wish I didn't delete the ROM :-P) SotE would be awesome; I played it once, and got stuck at the AT-ST inside the building, the thing would not die. I bet that on Jedi mode, given full tools, it could be pretty cool. Doom is very dark, and very fast. and the hardest mode is pretty hard. I also don't know if any of the PC glitches (like wall hugging and other such things) are featured. Plus there's no speed runs to watch, but I did find a good walk through for it. I went ahead and made the Wiki page. My hope is to have myself and others fully contributing to it, making graphs, charts, and other stuff testing every ROM known and completing all the goals I listed. There would be more N64 TASers if: 1) the emulator/Exp Pak didn't suck (not something we can control yet) 2) there was such a page with all research done for them; what games would be suitable, what plugins to use, etc.
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Titus Kwok wrote:
It could be interesting to see someone destroy Turok 2... I just remember spending hours running around some of the levels and not finding ANY of the objectives, plus the addition of headshots would make combat pretty quick.
Turok 2 is for speedrunning inferior to the first one. big desynchs, terrible controls, and worse gameplay. Scratch off all Star Wars games except Shadows of the Empire. tested them all; Rogue Squadron and Battle for Naboo don't play at all in mupen, and the podracing game is Exp Pak, which means it'll likely desynch, but also (and more interestingly) the picture alignment is off. The screen of the game itself has been shifted down, meaning that the bottom 50% of the screen is the top 50% of the actual game, the bottom 50% of the game won't appear, and the top 50% on the screen is what would normally be up there. _________ <-- extra 50% on top of the mupen screen that you can see that is not in the game _________ <-- the top 50% of the game screen, which is the bottom of the mupen screen ------------- <-- the bottom 50% of the game screen that does not show up in mupen very weird, I have never seen a N64 ROM do this. It's a shame, there were speedruns done for the time trials, and it has extremely clean/excellent graphics and potential high speeds. you know, if people want I can make an excel graph or create a wiki page that lists all N64 games that have available ROMs, and systematically rate them for if there is a run for it, how well it runs, whether its Exp Pak or not, potential entertainment/technical quality, and other goodies.
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heck, I wonder what would happen in other places with elevators. that was pretty cool.
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no, it needs to finish uploading.
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Looked good. definetly shoot the Great Commander in his crotch. see if you can iterate with the arwing's movements/shooting pointing out how inappropriate the game is.
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mmbossman wrote:
I think your problem may be game specific also, games like Turok, and from what I hear, JFG, have 0 desync problems. Games like Majora's Mask, and other games that utilize the expansion pack, do tend to have problems (last I checked Mukki was up to 51). I got lucky by choosing a game that likes to do what it's supposed to:)
The list is of course much greater on both sides. Many other N64 games don't desynch, Like SM64, SF64, Kirby 64, etc., and then many do (even ones without the Exp Pak, like OoT). I should probably be compiling a list of ones that do desynch and incorporate that into the N64 wishlist. speaking of which, I need to update that with new N64 games I find to be good, and maybe a comprehensive list of "desynch, don't play yet". My suspicion is that desynchyness does have to do with the Exp Pak, but I'm not completely sure.
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mmbossman wrote:
laughing_gas wrote:
What do you mean? Straferunning is also present in PD.
Um, I think he was talking about movement in real life, as in "I'm going to run this 100 meters in 7 seconds by running sideways and forwards at the same time!!!" Cuz yeah, that really works well for me... probably explains why I fall down all the time when I go out jogging. EDIT: Speaking of doing impossible things like running faster diagonally, I've discovered that Turok is a second cousin of Jesus, since he can not only jump again and again on water, but he can actually run across the surface too! I'll post some sort of WIP when I get farther.
My young brother Edge once tried to do his gym class by running like in Naruto with his arms behind his back. Needless to say he was told to run normally to conserve oxygen. Not only can Turok jump on water, but run across it too? wow. I gotta see that. Pretty soon he'll transform into a Flying Spaghetti MonsterTM and convert people.
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A Runnelid wrote:
The reason one lap was so much faster for DP1 (the 2nd course) is that the back of the kart hit the wall as he was hopping around (much like in GV1, the third course), allowing for a tighter turning circle. This changes the approach/angle for the upcoming lap, and it is slower as a result.
Aha, yes that's the reason. Saves me from looking closely at it myself. Good eye.
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I'm not relle sure. you'd have to ask Huffers, he did that course. My guess is because of the jumping he did to gain acceleration and such. if you relle want I can take a close look at that course, but essentially from what I said before the kart physics are hard to control and it's generally impossible to make the kart do the exact same thing that it did before due to control. the speed is varying, and there's always bound to be slight differences in what happens when you get to the exact same spot. but that's just my guess. if it bothers you alot I can take a closer look.
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