Posts for CoolKirby

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jlun2 wrote:
I've noticed you gain points every time you move. I wonder what the highest score would be if instead of standing in place, you moved back and forth during the waiting periods to rack up points?
Actually, it looks like you only gain points while making progress vertically (30 points every time you move up the screen) and moving left, right, or down doesn't change the score. I think I got almost the maximum score possible in this run, since time remaining is factored into the score (I didn't hit all the lilypads though). And thanks for your honest comment, FractalFusion.
Post subject: Some RAM Watch bugs
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In BizHawk 1.5.3, when I make and save a RAM Watch .wch file with ColecoHawk or SMSHawk and then load it up again later, all of the data types reset to Signed (though their sizes are kept). GBCHawk's RAM Watch gives this error when attempting to load a wch (but loads it anyway) and this error when you try to save said wch (but saves it anyway). Also, in Atari2600Hawk, something I did caused me to get this error while trying to save a watch file and the wch did not save. I haven't been able to reproduce it though.
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You can use a program like this to check the MD5 checksum of your file. According to redump.org, these are the correct checksums: Super Monkey Ball (USA): 391b8e620d8d924f150dc40343ced8a5 Super Monkey Ball 2 (USA): 29dd871cf4a00b2455c9d03e9328e7bd
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Added Risato's suggestion of SMB "minimum buttons pressed" with a link to SMB3 minimum presses in the description, and links to encodes for all movies. If anyone has more suggestions for movies that should be added, feel free to post them here!
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byrz wrote:
Patashu wrote:
Sanity check: Are both of you using the same version of Dolphin?
I use 4.0.2 as does Barhunga and other SMB2 TASers
I think he means you and keylie. Keylie didn't specify which Dolphin revision his WIP was made on.
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Nice improvement! I was entertained. Yes vote!
zallard wrote:
jlun2 wrote:
Patashu wrote:
Punch-Out Wii next?
I support this notion.
Seconded
I also second this.
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Very cool! Looking forward to the submission!
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It's explained in this thread. Dump both the video and audio with an A/V sync build of Dolphin, combine the audio files, merge the audio and video with an Avisynth script into a video editing program, and then save the synced stream as a video file which can be uploaded to YouTube.
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It has been added.
feos wrote:
Please do it whoever can.
I believe anyone with Editor rank or higher can edit that page.
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You can dump video in Dolphin by checking the box next to Graphics>Advanced tab>Dump Frames. This will dump only the video though. If you want audio too, you will have to dump it separately by checking the Dump Audio box in DSP options. The lengths won't be perfectly matched though, so they can't be easily synced. Usually, it will take an A/V sync build to sync them perfectly. Just dumping the frames is the least trouble though, if you don't mind not having sound.
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Are you using this build? It's the one all the PS2 TASes on Nicovideo were made on. From what I've read, this one's still pretty bad, but it shouldn't desync as much. By the way, there should be some good information about how to set up PCSX2-rr in this thread.
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Okay, here's something! There doesn't appear to be any flickering in the glide64mk2 plugin included in the GUI frontend M64PY for Mupen64Plus (even though there is with the version of that plugin that's currently in BizHawk). That plugin also works in the frontend wxMupen64Plus with the dlls from the M64PY folder. From this, I think I can conclude that a flicker-free plugin exists that works in mupen64plus. Do you think you could implement this obviously more accurate glide64mk2 plugin into BizHawk, either as a replacement for the current one or a standalone, fourth video plugin?
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I don't know, I've never used the original mupen64plus. It works in Project64 2.0 though, if that makes any difference.
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After trying it out in Mupen, it appears that the video plugin Glide64 'Final' fixes the flickering problem almost everywhere (except for some minor flickering when buying an item). The only problems I noticed were some minor graphical glitches and the annoying pause menu lag that every N64 emulator seems to have for this game (though that's probably an emulation problem). Hopefully this plugin can be included in the next release of BizHawk (as I don't see it being hard to implement).
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Radiant wrote:
FractalFusion wrote:
Radiant wrote:
These two movies should still have the "2 players" tag, http://tasvideos.org/105M.html and http://tasvideos.org/17M.html
They both have the movie class "One player in a multiplayer game". I don't know if they need a tag (you mean branch name?) or not.
I meant branch name, yes. That's because in this game, one-player mode is actually faster (and we have a run for that) so the two-player version branch needs to identify itself as such.
I think he means those two runs don't actually use two players, so they don't need a branch name. Patashu: Then how about something like "no OAM data as code" for the slower SMW run?
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Thanks for your insight, Patashu. I don't suppose "no sprite glitches" would work for SMW, would it? I'm not sure if goal storage (used in the slower run) counts as a sprite glitch. And if that's the only way to go with Yoshi's Island, then I'll go ahead and change it to "no L+R, no null egg glitch". Oh, thanks FractalFusion!
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If you go for speed, you should do whatever is necessary to beat your opponents as fast as possible. But if you want to beat your opponent in the most entertaining way, then you should beat him/her without Ring Outs. Use the best moves your character has, flashy combos, glitches, etc. until the opponent is KOed. Make the run both impressive and enjoyable to watch without worrying too much about speed.
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Thank you very much for doing something about that run, FractalFusion. And thanks for coming up with a branch name for the Pokémon Blue run! Though, I'm thinking "no glitched warps" would sound just a little better; what do you think? The next order of business is deciding on branch names for the slower Super Mario World and Yoshi's Island runs. They are currently labeled "no memory corruption" because it was thought that the any% runs corrupted memory (to save time), but apparently neither does. The challenging part of this is deciding on a branch name that rules against both of the known game-breaking glitches for each game (brown platform glitch and stun glitch for SMW, L+R glitch and egg glitch for YI) in a single phrase. Otherwise, we would have to use "no x glitch, no y glitch" for both movies.
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It looks like the branch name of [1114] NES Zelda II: The Adventure of Link "warpless" by Rising_Tempest & Inzult in 47:57.05 has been changed to spell out "no zipping, no out of bounds". It's not only too long now but it makes me realize my original wording didn't quite sound right. I'm going to set it to "no zipping, no unintended exits", but someone let me know if something else would sound better. Also, we still have the Pokémon Blue run with a branch name that a couple of people had issue with. Is "no HoF warp" (meaning Hall of Fame) okay, or would that need to be spelled out too, which would make it too long of a branch name?
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Makes sense to me. Thanks for fixing that. And yes, the correct place to put "no warp glitch" would be before "pacifist" if it needed to be noted at all. I made a small edit to that movie's description to note that it also avoids the warp glitch (you can change it if it doesn't sound right).
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Good job! The way you swallow the Wheelie in 2-2 looks nice and fast. I assume it's not any faster to use the beam on those laggy enemies trapped in the staircase before that battle?
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I like the third screenshot because of how it appears normal at first until the viewer slowly realizes that the runner's Rattata is actually a Mew that learned Transform (which would make him/her curious to watch the run).
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But that's what frame advance is for. It's the most precise way to enter input in most emulators. You hold down the input you need and press the Frame Advance button to advance a single frame (1/60 second). That's how most TASers enter exactly the input they want, and it makes it a lot easier to optimize sections than just slowing down time.
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Nice The Fox references. :p You can also drag the joystick dot in the TAS Input window to the desired position (though this is usually less accurate than typing in the numbers as got4n said) and it'll move to that value the next time you frame advance. Same thing with checking the box next to each button. (Also, where it says Up, Left, Right, and Down, those are the D-Pad buttons, not the joystick.) It really helps to be able to see what you're pressing on screen too. You can enable an input display by checking the box next to Graphics>Advanced tab>Show Input Display.
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Here's an encode: Link to video