Posts for Dooty


Post subject: Memory Watching in Mupen64
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sorry if this has already been discussed here somewhere, but I did a search and found nothing. I'm trying to improve one run of the Nintendo 64, but without knowing how to watch the speed of the game it'll take a long time. Is there any way to observe the memory addresses in Mupen64? I tryed MHS, followed bobmario's tutorial, but no luck so far.
I am old enough to know better, but not enough to do it.
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Sadly, the only useful memory address that I found is the acceleration of Sky. The method I used to manipulate the item drop was the same one used by Bablo; wait a few frames before an enemy spawn on screen or slow down a little bit to kill it later, but a memory address would be a lot easier.
I am old enough to know better, but not enough to do it.
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I quite don't remember the old run anymore, but this one's awesome regardless! I'm voting Yes.
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Here's one of the time saving tricks of the new run, frame 27320: but I'm not good at finding screenshots, so any other suggestions?
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Man, that was really sick, RingRush! I even stopped your movie at the beginning to see if there's some way to choose stages because of the SRAM you used, but I couldn't.
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nanogyth wrote:
Needs to be in a "fastest end of input that results in death" category.
That at least would make some sense, to kill Mario faster you must keep pressing right untill you have the necessary speed to end the input and have the same result as if you're still pressing right. It may be a serious submission and LYF may not be a troll, but it doesn't look like too much effort was put into his run, so I'm voting No on this one.
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PizzaBoy wrote:
This run uses a trick that is erroneously called in-game cheat to collect all 75 Kremkoins on Pirate Panic.
Just curious, but what do you mean by this? Is it not a cheat?
All cheats on this game are performed in the character select screen, pressing down a lot of times (I think it's twelve times?), so this is more like a shortcut to play the Lost World when you don't want to worry about the bonus rooms.
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Thanks everyone, I was just lurking to see how the submission was doing, but it seems it is going well :) About the version of the emulator used, it's actually 1.43 v17 svn146 with the aid of TAS Movie Editor, but I was just editing the old submission text and forgot to change this, sorry.
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I'm doing the final boss fight, and since there's no way to make it slower I can predict the length of the new run; 00:45.30 seconds faster than the published 102% run. As you can see by the time saved, the cheat doesn't destroyed the run but instead it adds more gameplay into it, so I'll submit it as an improvement to the 102%. The authors will be the same; Comicalflop, Dooty and NxCy as I'm reusing a lot of their inputs, but it will not be just a make up version of the old run, there's plenty of new strategies throughout the run. If it gets accepted, good. If not, well, it's not the end of the world, the published run is already ours anyway :) I'll submit it real soon.
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ALAKTORN wrote:
here’s part 1 http://www.nicovideo.jp/watch/sm16344609 I don’t know how to link to the one without account…
Copy and paste the nicovideo link here: http://www.mmcafe.com/nico.html they say it's simple as that... and it is! edit: finished watching it, nice tricks by the way.
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yeah, that would be awesome, but a man can always dream...
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Tompa wrote:
The problem is that the camera is moving insanely slow, so you quickly outrun it.
I can confirm how painful it is to deal with those camera quirks, on DKC3, for example, it's possible to reach the target 1000 frames before it spawns in Ripsaw Rage. It would be great if the DKC camera, on all of the three games, worked like Nosferatu's camera, in this game no matter where the camera is, the exit is always there.
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I also think it is a cheat, but there's some accepted runs that uses debug menus, SRAM and passwords. But by collecting all 75 Kremcoins afterward the normal way will kinda make the cheat lose it's advantages. (all of the above are against the rules, or so I think they should be, but it's not a reason for rejection anymore)
Eye Of The Beholder wrote:
Btw, you would try the lsnes, did you find problems to use it?
Yes, I did, but some tricks are simply impossible to do due to the amount of extra lag on the new emulator, also the sound is a little worse.
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The difficult code is okay, I already used it in the 102% run, but the 75 Kremcoins will allow me to have some advantages on the game; there's no need to backtrack for Klubba's Kiosks, I can fight the second form of K. Rool before the first, a long conversation with Cranky will be out of the run and I can show the credits. But, in the description of this YouTube video, the guy says it's not a cheat, but a shortcut, like the Warp Barrels; http://www.youtube.com/watch?v=ZnUCq-Ya7Uc So, I'm thinking about change some of my objectives and make this an updated version of the 102% run; Plays at the hardest difficulty Takes damage to save time Uses a restart sequence Uses warps and a shortcut The authors will be the same as I'm reusing almost all stages of the current run, and I'd like to ask you guys if you agree with that guy about it being a shortcut and not a cheat.
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I did a run a while ago that uses that cheat, here's the original run, I'm mostly improving it now; http://dehacked.2y.net/microstorage.php/info/24087158/DKC2_Patchwork_TAS.smv
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It's a full completion run, I'm going for 102%.
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ALAKTORN wrote:
AngerFist wrote:
Dooty wrote:
Uses an in-Game Cheat
Why?
for hard mode
Yeah, for that too, but I'm also getting all 75 Kremcoins in the first stage, Pirate Panic and that's the "controversial" part... but by doing this, I can eliminate the reset from the run, it also avoids some backtracks. anything else will be needed though, like complete the bonuses and collect the DK coins.
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Okay, I'm back to Snes9x 1.43 doing a run that probably will get rejected, or at least cause some controversy. It's not meant to obsolete the 102% run, although I'll not complain if for any reason it happen :) Here's my objectives; Uses The Hard Mode Uses an in-Game Cheat Do Not Uses a Game Restart Sequence Full Completion, 102% Is a Demonstration well, some parts of the new run are faster/more optimized than the current run, but again it's not meant to beat it. I'm fighting Krow at the moment with an excellent luck; I enter in the first possible frame with no useless eggs.
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Really nice, Yuzuhara_3! I have almost no experience in Zelda games, but from what I saw in this glitched run, it is extremely difficult to improve.
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I'm sure you already tested that, but wouldn't it be possible to take damage inside the castle? You pass really close to a guard there, so I'll spend some retries here, it may lead to nothing but you never know...
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What the? Yes, Yes! Put me in the list of "guys waiting patiently for the 120 star run" though.
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Thank you Tompa, but I haven't found any memory addresses for the game yet, I was going to do an April's fool submission and it would be one frame slower than your current run. I think it is just one "sub pixel" because I can't reach the tree one frame sooner, but Link's head is visibly closer to the tree. I don't have the .smv file with me right now, but I'll bring it tomorrow, it's a promise. oh, and I'm just "tempted" to do the run, I'm actually working on a DKC2 102% update. edit: I really should stop using filters on my emulators, it's one pixel and not a sub pixel: and here's the input file, I think it's related to the diagonal movement, but without the memory address of Link's speed it's hard to say for sure: http://dehacked.2y.net/microstorage.php/info/1349496607/ZeldaApril1st.smv I managed to reach the point where you take damage, but I couldn't manipulate the guard the way you did so after the screenshot it's just a copy/paste of your run.
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I was trying to make a run for April 1st with the any% glitched run when I noticed that somehow I was 1 sub pixel ahead outside Link's house. The problem is with this advantage Link hits his head on the root of the tree and I ended up losing the sub pixel :( anyway, the game is really pleasant to TAS (at least the part I did so far), and I'm tempted to give the any% glitched run a try.
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Wow, that was sick! One thing looked suspicious though; on the room with those porcupines, wouldn't it be faster to use Goofy's grapple to pick up that vase instead of Max? edit: On a second thought, looks like Goofy can't reach the spot to use the grapple in time, so your solution makes a whole lot of sense to me now.
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In UI, but the sound problems may be my crappy computer's sound card, the MAIN THEME, BRAMBLES and SHIP DECK 2 have a lot of crackles on lsnes that are less noticeables on Snes9x 1.51. Another thing that I noticed is; lsnes says I have just 131 frames of lag on the title screen, Snes9 1.51 says that I have 200 frames of lag, but the first possible frame to press start is 852 on both emulators!?! Or there is something wrong with the lag counter on lsnes or I do not know what those numbers after the actual frame means :( anyway, I'm still testing, but with the amount of extra lag I don't know if the run will be interesting to watch; when Rambi charges through those rats on the first stage there's so much lag that it seems to just walk...
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