Posts for CoolKirby

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Mupen64-rr is very prone to desyncs, and Majora's Mask may just be the worst in that regard (because it uses the Expansion Pak). Unfortunately, if your movie desyncs, there's nothing we or anyone can do to fix it. All you can do is go back and do the part over again, sorry. It may take a lot of tries to get a movie that does in fact sync. Good luck with the rest of your run!
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That would explain it. The last two runs should have crashed if the authors hadn't have pressed Start, while the older ones were going to run to the credits anyway. I did some testing and it seems that the game will crash with a colored or garbled screen with values of 0-129 of that subroutine and jump to the credits with values of 130-255. I'm going to try and roll the credits without manipulating, but I don't know how to make sure this address rolls the credits.
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SoulCal wrote:
Once I find a way for me to record the N64 video
I've heard of speedrunners recording their runs to DVD. You could try that (assuming you have a DVD player), and then you wouldn't have to buy any additional recording hardware/software.
SoulCal wrote:
The N64 framerate is very jumpy, and dips below 30fps quite often, so idk if a recording would skew the timing on video playback, would it?
I wouldn't think so. Real-time speedruns are recorded from the N64 as well (and timed based on that). And I would think that the N64's lag patterns would be constant (deterministic) across multiple replays of the same run. So whatever video you record from your N64 should be of the correct console time.
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Looks good so far! I don't see anything that looks improvable.
FractalFusion wrote:
I don't really want to spend more than 40K rerecords on it though.
At your current rerecording rate, you would accumulate a little more than 41000 rerecords by the end of the run. It will probably turn out to be less, though, since you're getting the hang of things by now. If you don't mind doing almost 40K rerecords, I think this will turn out to be a nice-looking run.
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GhostSonic wrote:
GhostSonic wrote:
GhostSonic wrote:
This syncs on PRG1 too. I just thought that was worth noting.
This is no longer true as of the latest improvement by TASEditor. Crashes to a pink screen.
It also doesn't sync on the new PPU, just crashes to a garbled screen. Interestingly, the older runs I tried do sync.
Is that going to be a problem? The new PPU is supposed to be more accurate. Would that make his run illegitimate?
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TASeditor wrote:
After trying alot I managed to remove some lag frames. So this is now three frames faster.
Did you ever upload this WIP? I don't see it in your userfiles.
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Oh, sure! Here you go.
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Check out the links on just this page: Brody's speedrun, the Game Resources page for this game, and the routes for Jellyfish Fields and Downtown Bikini Bottom are a great start to learning what can be done with this game.
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I've only been using 2.2.1 and his movie works fine with that.
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Works perfectly for me (in FCEUX 2.2.1). Thanks, feos!
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MESHUGGAH wrote:
The only reason I'm optimizing what others do is because I don't want to TAS but it's easy with MUGG's lua script from Thread #57: Kirby's Adventure.
Oh, wow, that's amazing! It looks incredibly helpful for optimizing this game. Thanks for the link!
jlun2 wrote:
@TASeditor The wip you posted shows a pink screen at the end instead of the credits. =o
Huh? It syncs for me (on USA PRG0).
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Yeah, I think you're right. But like I said, everyone would probably have to agree. If we went that route, we could just replace the submission file and add the rest of the authors. EDIT: Thanks, feos!
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feos wrote:
Probably the final movie would need to be marked as a co-authorship of you all.
I think the standard way to do it is to put the name of everyone in the submission text. We could make this a co-authorship (I'm all for that), but everyone would have to agree to it (and I don't think MUGG wants to be a coauthor if it'll be published on this site). By the way, how do you people measure subpixels and lag? FCEUX's lag counter doesn't seem to work, and I've never worked with subpixels.
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Don't worry, Warp, it'll obsolete the current glitched run. Nice work, TASeditor.
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That's right, Spikestuff called "suboptimal" before anyone else. And I know it doesn't matter which ROM version it was made on, but I went ahead and made a version of MUGG's improvement on PRG0 that also ends on the frame with the Start button press, just to make things easier.
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hegyak wrote:
1 2 3 4. I declare a frame war.
This was already a frame war. Didn't you see the previous comments?
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Ah, I see. I agree that you should take your time and make a resync workflow that can turn out better encodes for all of these runs. Best of luck in getting it done!
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I haven't played the game, but I really liked this run. It definitely looked optimized, there were some neat little tricks, and it was nice and relaxing to watch (like the recent Braid TAS). Yes vote.
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Nice improvement! I found it very entertaining. This is a great game for TASing, as Zeupar said. Yes vote.
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This is definitely a run fit for the Vault. No vote. So since a run completing a certain game mode has already been published in the Vault, setting the precedent as Tanooki Teabag said, what's stopping this run from being published too? It's not the encoding of the run that's been delaying it for almost three months, is it?
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Saved another frame over TASeditor's movie. I'm impressed with the ingenious improvements you all found. To think I was trying improve this for hours last night but didn't find anything like this. :P
MUGG wrote:
"eeeh" means "eeeh!? didn't see that one coming"
Oh, okay. Thanks for your comment!
Spikestuff wrote:
Spikestuff wrote:
Still think it can be improved.
I hate myself.
Don't. This is a good thing. The new run looks a lot better than my old one, and won't be obsoleted as quickly.
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Wow, I picked the wrong day to take a vacation. I'll see if I can join this frame war.
GeminiSaint wrote:
Um, how does that glitch work? What makes the game skip to the credits like that?
It's not yet known.
MetalStorm wrote:
Could that little waterfall inside of the slope be considered "water" as well?
Unfortunately, no.
MUGG wrote:
eeeh
Uh...what are you trying to say? I'd like to know what you think of it if you have something you wanted to say.
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TASeditor wrote:
Good job, CoolKirby.
Thanks!
TASeditor wrote:
I also was making a run of it.
You were? How far did you get?
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That's great news! Thanks for sharing all your findings.
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itsPersonnal wrote:
I'm not sure if it's been posted on here before or not, but you can skip sandy without the saving glitch. it's a very hard trick, I'd TAS only, but really it can be done non-TAS. Pretty much what you do is disable the hand, then go behind the Jellyfish Fields taxi thing, then you can fall through the ground and fall under the invisible wall that the old method for skipping Sandy had to walk around, if you a really well timed bubble wand then jump, its possible to grab onto some random polygon on the other side of the wall and pull yourself up, and since the random polygons don't count as the "out of bounds sand" the hand wont grab you if you do it fast enough. (because as you all know, the disable hand glitch doesn't disable "out of bounds sand")
Wow! I don't think I've seen that in this thread before, but that would save a lot of time. Thanks for sharing that!