Posts for DarkKobold


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jlun2 wrote:
Does the optimal route invlove pacifism too? If so, then it would be redundant to add a "Pacifist" branch.
This is what I was thinking.
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Fixed.
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Tub wrote:
Is that an assumption or well researched knowledge?
Guesstimation - even if it is a little slower - it won't be the minutes different that any other "1 character per frame" game has.
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There is a thread here that has a WIP that you can compare yourself to. It has been abandoned for some time, I believe.
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pcsx2-rr - It has been out for a while, but is extremely desyncy. Yes, I made up a new word.
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flashthe wrote:
FF9 TAS appears to be complete, 7:59 http://www.nicovideo.jp/mylist/26876167
It will be interesting to see where Lil Gecko's TAS ends, since there shouldn't be a diff between english and japanese text.
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OmegaWatcher wrote:
huh. weird. I thought the "warps" category was about "in-game normal" warps, not "crazy glitching" warps. Anyway, obvious yes vote.
It is - this still uses in-game warps, and the warpless will still use the level end glitch.
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Khonsu wrote:
Hi everyone, im new to the forums but not the site. Been interested in doing a TAS for a while now just worked up the nerves to join the forums and check it out. Seen a post for a "how to" gonna check that out. After viewing the tut is there any good games for a newbie like myself to try out before moving on to big projects?
Pick a game you love - Even if you don't create a submittable TAS, you'll appreciate it more if you actually care about the game you TAS. That is always my suggestion for a starter TAS.
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feos wrote:
Do you mean killing Zitz right after the Rat Race? That may be tasted.
Yeah, if you kill Zitz as part of the ending of the Rat Race, does the level end supersede the game over screen? If so, you could save quite a bit of time.
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feos wrote:
Japanese version doesn't allow to call LevelEnd after jet death (or we shall try due to improved method of calling it).
I've been wondering - is there anyway to kill player 2 at the end of a level - so the game over-rides the gameover screen with the level end screen? Perhaps by timing the right beatdown... you could skip the game-over countdown.
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SoulCal wrote:
DarkKobold wrote:
So, there is an MSP protoboard on sparkfun - http://www.sparkfun.com/products/584 I already have MATLAB. You obviously just soldered to an N64 controller... what else is needed?
I was given a license to a program called "Code Composer v4" by Texas Tech, which is what is used to program the MSP. The license can be expensive if you get the full version ($795), but maybe this will help. http://students.byu.edu/~cs124ta/references/downloads/CCS/ccstudio.htm Another program called "IAR workbench" can also be used to program the MSP, but the free version of that has limits on how large your code can be (I think 4kB, which my code is larger than). Of course, with this being TASvideos, I will not mention the "other methods" to obtain the software, wink wink. You also need a debug module (USB to JTAG) to even put code on the MSP. Some can be about $100. http://www.ruiva-fastproto.com/msp430-usb-debugging-interface-mspfet430uif-p-53.html I would HIGHLY recommend getting this MSP, since it is the one I used, and it already has an SD card mounted on it. (Mounting one yourself will be a pain) http://www.olimex.com/dev/msp-169lcd.html This way you wouldn't have to change my code at all as to which connections I'm reading the SD card from. It is only $15 more. For the smaller things: an SD card (a few $), a set of hex screwdrivers to open the N64 up ($7 eBay), and a N64 controller or two to break ($?). I'm creating a project on Instructables.com of my process. I'll provide code and all that when I get around to it. I'm very bad at explaining things in a technical manner so bare with me.
Hmm, I can't seem to see any advantages of the MSP over say the Atmega (arduino) platform. Likewise, the overhead on getting the MSP going appears to be much higher. I'm assuming that your capstone lab already had all of these items available, which is why you went with that platform. This may be doable on the cheap by sticking with the arduino platform. As a side note, the capstone that I took, and later TA'd for, used the PIC microprocessor. Thus, most of my early projects used PICs. Now, I stick to arduino, since the startup cost is low for every project.
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Brandon wrote:
DarkKobold wrote:
Brandon wrote:
Edit: Not sure why you clarified by editing, but sure. So are you suggesting that we have a non-named branch, warpless, and 1p warpless? That seems fine.
I was already clarifying in my post while you wrote yours. I'd assume the new warpless will be 2 player, and faster than the one player - thus, the 1 player category would be obsolete as well.
Is there no benefit to having 1p runs? I thought we supported such branches.
Only when it is faster than the 2+ player - at least, that is my interpretation. EDIT: Or it adds something substantially different.
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Phallosvogel wrote:
Since the movie is actually done on its original system, shouldn't it be tagged as "Console-verified"? I know, the term console is completely out of place here but technically speaking it seems right to me.
#1, it doesn't apply - the PC isn't a console. #2, it is a wrapper - someone could claim that alone invalidates it. #3, if every windows game is automatically considered console-verified, it seems pointless to include it. Console-verified is a special case.
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Brandon wrote:
Edit: Not sure why you clarified by editing, but sure. So are you suggesting that we have a non-named branch, warpless, and 1p warpless? That seems fine.
I was already clarifying in my post while you wrote yours. I'd assume the new warpless will be 2 player, and faster than the one player - thus, the 1 player category would be obsolete as well.
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Brandon wrote:
"Warps" is a better branch name than any%. There should only be one warped run, but I still defend both warpless runs. Also feos, considering that you have improved your original submission a few times, I'll just wait for acceptance to encode.
Actually, this should have no branch name, really. Look at Super Mario 1-3, for example. They are all any%/warps/whatever, however, they have no branch name. "any%" is assumed for games that don't have a subtitle. Also, 2 player seems unnecessary as well. Look at Super C and Contra - I believe the only time the "2 player" branch is required is when 1 player would be faster - Given the new glitch to skip the racing in level 3 - 2 players is still (most likely faster) with the hyperball gameover.
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SoulCal wrote:
Master of Puppets wrote:
If that is the case, then that's even better. But he did say "However I did have to modify the HELL out of the m64 to play it back right, but all frame and button data is the exact same (just some formatting)." So to me it somewhat sounds like he had to insert a bunch of blank frame here and there, but I am most likely wrong, and like your answer much better!
Like I said, just ask how I did things. I'd be glad to answer. Here is my process for modifying the m64 file: 1. I used this TASedit v1 tool to convert the m64 to a txt file. http://www.bluetoaster.net/emu/tools.htm 2. The txt file created has some data at the beginning of it (it says what game is being played, author name, frame count, etc). I just delete this stuff from the beginning of the file, leaving only the frame number and controller data. 3. I use a program called MATLAB to edit the file into 16byte chunks; every other 16byte chunk is button & joystick data. The reason for doing this is because of the processor I am using, the MSP430F169; it only has 2kB of memory, and has no way to have a file system (i.e., I can't read .m64 or .txt files directly). It has an SD card on it (the txt file is put on the card), but you can only read in raw byte data. Making the MSP read the SD card data is a lot simpler my organizing it so every occurrence of the A,B,Z,etc buttons occur at every 16th,16th+1,16th+2,etc memory addresses of the SD card. Here are examples of my modification process 1. m64->txt http://www.2shared.com/document/NBNMC6YM/fMario.html 2. txt->txt via MATLAB http://www.2shared.com/document/K81Uf-eH/MarioTest.html And that's it; I didn't have to add or delete frames to get it to sync, it is straight up the same button and joystick data and frame numbers.
So, there is an MSP protoboard on sparkfun - http://www.sparkfun.com/products/584 I already have MATLAB. You obviously just soldered to an N64 controller... what else is needed?
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SoulCal wrote:
sgrunt wrote:
Brandon wrote:
If you'd like to have your videos used as verifications on site[...]
I feel compelled to dispel the notion that we have formal standards on what should and shouldn't be in a verification video - we don't. (I think we can at least agree that the console actually needs to be shown in the video and that the run needs to be completed, though.)
I feel compelled to show the console and walk around the TV to show nothing else is connected. I also like to talk a little about it and explain what it is (some of my YouTube subscribers thought I programmed an AI to play, or it was actually me.) I'm currently recording the 120star TAS btw.
You'll note that SM64 has already been set to console verified. However, I would like to see the technical write-up for this. It would help if we could make it cheaper and easier to reproduce.
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Bisqwit wrote:
Actual games usually update the sound in one of these three places: The NMI, which runs at the same rate as the framerate of the console (about 60.098 per second); the APU-generated IRQ, which is about 60.000 times per second, or in the main code after polling for the NMI flag (60.098 times per second, minus lag).
Are there any games that have noticeable music slowdown due to lag? I don't remember this ever happening.
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lapogne's submission sync'd for me, and is amazingly well done; especially the boss fight. I figured my bot would at least beat his first level - this isn't the case.
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haslomaslo1 wrote:
I quit. The emulator is too slow and clunky. Maybe in a year or two, once things improve a bit. The bare minimum of what I need: - Running at 15 fps minimum. - Mouse button status clearly displayed. What I'd actually like on top of the above: - Easy memory watch. - Undoing savestates. - Adjustable slowdown. - Running at 30 fps, which is still not ideal but much better. - Frame advance working with the virtual keyboard selected.
There are a few things that you can do, such as set hotkeys for the virtual keyboard, so you don't need to click it individually. However, I have to agree that JPC-rr is too slow to do really intense games like this. Perhaps Ilari could attempt to implement his changes which would increase the speed. You may want to check out my PSX Warcraft 2 TAS. While using a controller sucks, it is easier to TAS at the moment.
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FatRatKnight wrote:
I've finally recovered enough from my sickness to work on an update. Not that I'm at top condition yet, but I'm no longer stuck in my bed now. Unfortunately, I have no success getting the submitted movies to sync. I'm largely using the default settings in PSXjin v2.0.2 if anyone's wondering. Submitters were DarkKobold and lapogne36. Let me know what settings are used, and whether the movie syncs for you. I'm having these technical difficulties right now.
I can do an MD5 on my bin file tonight.
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What a horrible game. And expensive too. Yes vote.
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Eye Of The Beholder wrote:
Unfortunatelly, using the goal sphere in Bowser castle doesn't trigger the credits, the goal sphere just brings mario to the overworld map. If it doesn't trigger the credits, the game is not beaten.
I tested it - and interestingly, it does let you exit bowsers level with start+select. Just a thought - YI3 is always done before YI1 because of yoshi... but if you exit the level instead of dying, there would be less backtracking. How much time is lost completing the level instead of dying?
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AKheon wrote:
If only there were some nice MK3-only glitches that would set this game apart from UMK3... time.
Yeah, this is how I felt. UMK3 is one of the best movies on the site. I only really saw two unique glitched fatality types in this movie; the first being the most interesting. Meh vote.
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Toothache wrote:
Lemmings TAS WIP part 4 (snc76976) Nicovideo (account) Nicovideo (free)
This is so full of awesome. I hope he submits here.
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