Posts for DeHackEd


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Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
DK64_MASTER wrote:
I got a few questions though: Why does Bowser's face show from the get-go in the portrait that is supposed to look like Peach? Is it the emulator's fault? IIRC, Peach is supposed to fade into Bowser. Also, how come the background for the Bomb-omb Battlefield portrait room look very dark, and quickly change to light as soon as you enter the portrait? Is it the AVI's fault, or the emulator's fault?
The AVI is a perfect rendering (give or take the smudging you expect from H264) of what my video card gave. You also neglected to mention that when bowser is defeated (all times) he disappears completely rather than slowly dissolving. I could try switching video plugins, but this one works perfectly and doesn't seem to glitchout 2d objects. I wanted to let anyone watch the movie. Finding the ROM and making the emulator work are dark arts in themselves. Minor visual mistakes are tolerable for now.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
I patched version 4 to compile and work under Linux, fixed the desync and audio quality bug (independently of nitsuja's and bisqwit's efforts). http://dehacked.2y.net/Mario64-testtas-16stars-spezzafer.zip Mirror: http://www.animeconnection.net/dehacked/Mario64-testtas-16stars-spezzafer.zip The mirror is likely faster, but please go easy anyways. And by that, I mean NO DOWNLOAD ACCELERATORS.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Yoshi can bring someone up to 100% damage in like 8 seconds if they're stupid enough. But it's a lot of hits for small amounts of damage. Personally I play as Falcon. One hit with the Falcon Punch can decide the game if the enemy's at least at 70% damage. For a speedrun, you'd want a character who can do lots of damage fast and has at least one powerful horizontal attack (maybe a throw). Falcon might qualify, but so might JigglyPuff. If we're stuck with the first 8 characters, I'd probably be happiest with Pikachu.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Can we get source code to version 4? (Or at least a patch against v3).
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Successfully patched and working under Linux. Mario 64 plays successfully (until the last level where it desyncs) and stream dumping (my AVI making setup) is working about as successfully as TNSe's 'ninja mario' movie.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Oh I hate to do this...
  • Dropping of those ball enemies is the LAGGIEST of the helicoptor actions. Avoid it.
  • You were a bit too far to the right just before Vile appeared and his airship had to move to correct for it.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Takes damage to save time? Yes, but when you get smacked down by the large blades, it does a LOT of damage and you need to heal up (slowly) via the tetrad. There's a heart pack you pick up which may justify a single hit, but my gut says that healing up hurts more than it helps.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Point taken. Page updated.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
I regret to inform you that the same information can be found in Hex Editing, though not quite as plainly.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
If you want a unix system, I could give you an account on my machine. After much tweaking and generally appeasing the linker I was able to get it to compile. Running it is another matter, one which is of lower priority than the midterm I'm writing within the hour.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
I don't mean to be rude, but do you check if these things compile under non-windows platforms? Your platform-independent code (mostly vcr.c) is LOADED with windows only code, like calls to MessageBox. No no no! You're also missing a config.h file at the top level, or some method of generating one.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Set sound rate to 44.1 KHz or 48 KHz
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
The only (potential) flaw I noticed was when you punched through the monsters-only block in Castle #2. You were twitching while you did it so it might not have been avoidable. Other than that, I think you know what my reaction is...
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Kinda disappointed that there's no WIPs...
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
It's part of the source package for bittorrent. You'll need python to run it, either with cygwin or the win32 package at python.org Note: it's a command-line program, and so is btfriend.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Super-rapid-fire X-Buster is faster in taking down the Spark Mandrill miniboss, but that measurement was made without the ability to overcharge the Strom Tornado (read: the miniboss came down to ground level like he normally does given the chance). Storm Eage's sub tank: the current console speedrun grabs the tank from the otherside of its little containing room. This might be worth considering along with using the boomerang to snag it.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Impressive... Rough run issues aside, you seem to be missing the point of charging shots against bosses. Shoot the normal shot at maximum range, and use that air time to charge. It minimizes wasted invulnerability time against bosses while charging. It's worthless against Storm Eagle though. It seems to defy logic, but for the minecart, it's best to maximize airtime. Your dash-jump speed is greater than the sum of your minecart speed and your dash's speed. In my X1 run, you'll see what I did, and it turns out to be fast, even though I have to dash normally on the ground vs flying directly into Armadillo's anteroom. I'm not sure what the problem with Sting Chameleon's heart tank is. I can see that visiting his level at any time after Boomer Kuwanger is reasonable, but I don't see any benefit to doing it out of order, except possibly to save a few frames on the stage select menu. You're nothing thinking of Chameleon Sting'ing Storm Eagle, are you?
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
I've gotten work done on an improved version of my current minimalist run. I've already improved the intro stage by ~25 frames in various ways, and I'm not even done with it yet. There's already work started on the 100% run as well, but not by me. Here goes nothing.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
About X1: There are already claims on the 100% run (nospoon I think, and wodball mentioned something about it once and havn't heard from him since) and the minimalist run (me, for improvement). And I'm quite sure that the any% run would be the minimalist run.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Somewhere deep in Capcom's software development labs, people are crying themselves to sleep. Yes. Very yes.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Here's your SMV back. I hexed the rerecord count to its apparently correct value. http://dehacked.2y.net/X2-minimalist-wip.zip Edit: Sorry FractalFusion.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Looking pretty good. Your first ladder looked good. For the second one, you might want to change your route slightly. Jump off the wall a bit higher - it looks like you lose time in the air trying to reach the ladder. Your vertical speed drops as you move up. It would be a better use of momentum to make each climb slightly longer than to have a single climb much longer, assuming the number of climbs remains constant. X stalls for a frame when his feet lose contact with the ground (read: jumping) while dashing. Although landing right on the edge of the floor looks good, this is a factor to take into account. Jumping entirely over some small steps would save you this stall frame. Ignoring the edge and claiming large amounts of horizontal space might also make its way into this equation. Not accepting RARs is because I don't have Windows so I can't use WinRAR. Linux RAR capabilities suck, notably I can't make them, so I generally refuse them.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
I present you with two major options: 1) One of the hosting sites listed elsewhere in this forum ( http://dehacked.2y.net/microstorage.php is pretty popular) 2) Use another format. I hear ZIP has been pretty popular for the last decade or so.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
You might want to zero out the rerecord counter. Also, I make a policy of not accepting RAR files, mostly because I can't use them. Otherwise, go ahead and use what you want.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
In X1, optimal climbing is achieved by releasing B for one frame every 20 frames. 19 isn't enough to keep contact with the wall depending on the height, and higher numbers are slower. I tested this using a script to enter the input for me on Sigma 4. There are exceptions. In the case of places like Flame Stag's level, places to stand would be well suited to a landing and rejumping rather than pulling yourself up the wall.
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