Experienced Forum User, Published Author, Active player
(354)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
All times are for perfect-score runs
Albatross Nest (HangGlider): 00'29"27
Balloon Crash (Rocket Belt): 00'19"99
Novice Rings (Gyrocopter): 00'48"76
Indeed it would... just watched the 2007 WIP and tried some TASing on this game myself.
I think the previous WIP is rather unoptimized and can be improved on (for instance the first Hang Glider mission was beaten by ~a second by Stefan Mahrla non-TAS)
I found some interesting things but unfortunately... there is too much desynchs. I used Mupen v2 rerecording v2 + reset but it desynched before actually playing any level. I will try some more times but I suspect the desynchs will be too much an obstacle for me.
(note the same thing happened to me in Goldeneye and 1080 snowboarding.... my Snes9x TAS experiences are *so* much better :P)
edit:
Ok done some more trying on the first HangGlider test (Albatross Nest)... this game seems interesting to be optimized tbh, unfortunately... more desynchs pester it's progress so at the moment I still do not know whether I will continue
non-TAS time = 0'40"81 (http://www.youtube.com/watch?v=Es34-IZKcQU)
TAS time = 00'29"27 (cannot capture avi :/)
pretty nice difference if you ask me :( shame on the desynch monster!
edit2: lots of desynchs but the first test succeeded
edit3: Okay I realize Stefan Mahrla doesn't claim his vids to be speedruns but they are the fastest times I could find.... anybody got better ones?
Experienced Forum User, Published Author, Active player
(354)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
I just played the first level of Blast Corps on this as well (which doesnt emulate on Mupen) so I'm all for.... unfortunately I cannot contribute anything to the development of it
edit: note that it did not emulate perfectly at all and would not be at an acceptable state for this website.... however it did get me to play :)
as a complete emulation-code newbie.... how compatible would 2 different emulators' code be? (as in... maybe the code from 1964 can be inspected to find fixes for mupen?)
Experienced Forum User, Published Author, Active player
(354)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
I watched it and it looks very nice
I've only played KuruKuru Kururin (gba) but watching this was very fun to me
From what I can tell it looks very good technically as well
(yes vote)
Experienced Forum User, Published Author, Active player
(354)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
good to hear, thanks
Humm remember the same happened with my Young Merlin submission? :x
I just tested with a fresh download of this Snes9X v1.43+ v11 (beta15 + lua 0.06) for Windows.
ROM info (as provided by the aforementioned Snes9x):
hope that helps in making it work....
Experienced Forum User, Published Author, Active player
(354)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
Oops very stupid mistake :x will fix later (when i'm not in a rush) cheers for clearing that up
edit: fixed that now
Thanks, the conversation before the credits also changes
you can easily watch the non-100% ending by walking to the side thus preventing the warners from picking up the 24th script
Glad you liked it and thanks for the feedback!
Experienced Forum User, Published Author, Active player
(354)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
That's not so hard to imagine tbh :P Did you play the game?
Thanks
Yeah in the water world sometimes a sequence of coins jump out of the water, the last coin (when collected) spawns the script.
Experienced Forum User, Published Author, Active player
(354)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
It only releases at a fixed angle, the moment in time of release is dependent of the pendulum's length... we do not know the height of release (because we do not know the length of the pendulum) and thus not the amount of kinetic energy
I think you need to solve:
(amount of time for sound to arrive) + (amount of time in flight) = 5s
first term depends on the distance, thus on the horizontal velocity, thus on the speed
second term depends on the vertical velocity, thus also depends on the (same) speed
hence we need to rewrite such that speed becomes our only variable
edit: after that we know the kinetic energy, which equals the energy gained from losing height (while on the pendulum)... from which we can calculate the height-difference between point-of-release and initial point. Then some trig to get the pendulum's length
Experienced Forum User, Published Author, Active player
(354)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
I liked watching the movie, but I believe a more interesting result is possible. I don't know the reason for the cancellation btw. Also not sure about how to compare to other TASses of the same game
This should definately not be a limitation in a TAS
Experienced Forum User, Published Author, Active player
(354)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
I watched the run on youtube before (and linked it to this site), having played the game it's a very nice movie to watch! However I have no idea if it's of any interest for ppl that haven't played the game...
personally I'd love all variations of runs on this.... dmg/no-dmg, real/ingame-time
edit: oh and i voted yes because I think the run is good quality (other ppl will have to decide on entertainment :P)
Experienced Forum User, Published Author, Active player
(354)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
The more important question would be whether it is emulated properly i think?
because if it synchs with an input-file, basic luck manipulation is always possible simply by trial-and-error
just my 2c
Experienced Forum User, Published Author, Active player
(354)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
Whah, that's just awesome! Wyster are you going to replicate that or trying for even faster? :) Not sure if simon was playing from the same savestate as you are.... not sure if it'd matter either :P
Experienced Forum User, Published Author, Active player
(354)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
I am not sure if I am getting you right, but you are using TAS Movie Editor to create the full TAS?
if so:
You should use FCEUX to do most of the TAS creation by using save-states and re-recording
TAS Movie Editor is mostly used to alter input files after they are already created (for instance to change the moment of a jump in a side-scroller)
Experienced Forum User, Published Author, Active player
(354)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
Ahh thanks, it works :) and I found out that switching to other windows with the emu playing tends to make it desynch (don't ask me why :D)
surface 2 looks good. You (and Rising as well if i remember) run to a point where you shoot the camera through the wall/forest... is this the point where it loads or where it gets in line of sight?
in the second case it may be possible to do with a grenade throw? kind of obvious so I'd expect you already thought of that (and then there's the issue of manipulating a 2nd grenade vs small amount of time saved...). Either case comments are welcome :)
any new strategies on bunker 2 (compared to RT's)?
I don't really understand why he slaps the first guard (rather than throwing a knife in the 2nd's head)
good luck on maniping hte guards there :/
Experienced Forum User, Published Author, Active player
(354)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
ah yeah I've seen the "strandbeest" things on telly before :D (it's a dutch word.... translates to 'beach-beast')
He's been working on that for quites some years though because when i saw it it was ... at least 3 years ago and probably way more
good find on both :)
Experienced Forum User, Published Author, Active player
(354)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
1) Select the frame you want to edit
2) In the menu bar, click edit -> view editing console
3) Make sure you select/activate the controllers you wan. Default = all disabled, meaning no input will be overwritten
4) enter the input you want
5) hit the 'update' button
edit: 6) Don't forget to save the file
Experienced Forum User, Published Author, Active player
(354)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
I believe it means (in english)
The command in "0x01d1f7a5" points to the stack at "0x00000000"
The procedure "read" could not be passed on to the stack
Experienced Forum User, Published Author, Active player
(354)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
Where's the feedback ppl? :/
I wish my mupen would run it properly :x any chance someone could put your mupen dir online somewhere (no ROMs/Movs ofc... just the app, plugins and settings) ?
Otherwise I'll be awaiting an encode
Experienced Forum User, Published Author, Active player
(354)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
How about shooting some arrows, then launch a chu, then some more arrows, and time it so that the chu is the last hit and that you have exactly enough time to perform a slide?
i have no knowledge about any of the zelda mechanisms but maybe it's possible to take damage (manip a hit from goth to you) to get the bow away faster?
sorry if these are completely silly ideas :P
Experienced Forum User, Published Author, Active player
(354)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
Oh man I can't wait to see it :x unfortunately it desynchs for me at the yellow jinjo in MMM
(with Mupen64 reset recording v2, same plugins, 1 controller, win Vista 'run as admin')
Experienced Forum User, Published Author, Active player
(354)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
I'm on another forum where they use a button that someone has to press to uncover the spoiler
imo it's a perfect system (and can also be used to hide large amounts of text (e.g..... a TAS route, a bunch of code, etc)
example: http://forums.utassault.net/showpost.php?p=1517751&postcount=16
(in his sig)
edit: oh and the syntax is just:
Experienced Forum User, Published Author, Active player
(354)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
I hope I'm not saying something completely stupid here..... but proper emulation is not the same as TAS capabilities? as far as I can tell from the google code base issue, TAS functions are not yet ready?
(no flaming plz :P, I hope as much as anybody else that it will work so )