Posts for Greenalink


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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
Well: I download the link from the first post
DeSmuME rerecording is now available. Right now it exists as a separate branch 9.2-rrv1. Consider this an experimental beta release. For now, it can be found here.
I save it to my desktop and open up the ZIP file. I double click on desmume_0.9.2-rr.exe to load up and pops comes up the error message like the one shown on Photobucket link.
greenalink.blogspot.com
Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
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[URL=http://s278.photobucket.com/albums/kk95/Greenalink/?action=view&current=ErrorDeSmume-1.jpg][/URL] You see the image, crappy like but you can click on the image to see it even better
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
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My one says from the link Sir VG found is "DeSmuME_VS2008" If you want the exact story then here it goes: Saw this link http://sharebee.com/417cca54 Then chose the Megaupload link and downloaded it. Then I load up DeSmuME_VS2008 and it had Re-recording features and AVI recordings with sound. Strangely enough the 3rd Lighting bolt during the cutscene was in synch like a real DS copy does (faster than the published run) but of course the world map wasn't perfectly stable.
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
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The link I posted is for the last version (the buggy one). Have you tried the new version that got posted?
I tried the newest version but it still didn't load up (getting an error message) but don't panic I need to get used to TASing NSMB and perhaps buy a 2 or 3GB ram. Remember the one I'm using isn't up to date (buggy one) but fortunately the AVI recordings to post onto Youtube like the one I posted here seems fine. For now I'll try and make some individual levels with 3 stars coins obtained and if I get some spare time, I'll try and create some short movies/AVIs to be posted onto Youtube which can be used for a New Super Mario Bros tricks page in the future.
That 3 star run of 1-1 was really entertaining, a full run could be a lot better than the unfortunately inherently somewhat boring classic Mario runs.
I like the 3 star coins run too, it seems to add more variety. I can't wait and try TASing 7-2 with all 3 star coins without even touching the lift.
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
Posts: 289
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Other interesting facts: The 3rd jump of the Triple Jump (When Mario/Luigi does a flip) gives a little extra height and distance than the other 2 jumps and as Super/Fire/Shell forms you can get some Star coins much quicker skipping some wall jumps (useful in an 100% run of course). Video example http://www.youtube.com/watch?v=CV7yGWpFaq4 Happens around 1:48 of the clip. The quality is a bit crappy mainly because it was filmed from a DS Phant and the top screen has a problem of gettting the perfect angle for camera filming. Another good fact (again might be useful for an 100% run). During a jump when you trigger "Mario/Luigi shoots a fireball" animation the hitbox slightly increases to the left or right depending on the direction you threw your fireball. The best example is on World 5-1, do a double jump to the first star coin and throw a fireball so that Mario's/Luigi's hand touches the coin. No video of this one yet but might post it on Filefront. I do not know if spamming the fireball animation would increase the distance by a few pixels like the Shoulder pumping trick used in Super Metroid. EDIT: The alternate site Sir VG posted in the DS Emulator forums has the re-record emulator that works on my PC :D :D :D Here's a test TAS of a 3 star coin run in 1-1 Plays as Luigi for cosmetic change (and something interesting to watch other than Mario, think of it as the Justin Bailey code in NES Metroid). http://www.youtube.com/watch?v=BpGgImY3_R0
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
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http://www.youtube.com/watch?v=gsP0Vf74I6E Few notes: Although it's a Darkra/Shaymin glitch video all you need to just after you use surf is to go left or right and go up (around 100-200 steps I think) until you are in the Hall of Fame room. Remember this glitch only works on the Early Japanese copies Although I did get comments mainly from my Shaymin tweaking glitch video (the real one) that some people managed to trigger the Hall of Fame and completing the game. One Youtuber has managed to take notes of the directions. http://www.youtube.com/watch?v=fyvfBRut0bc
Here are the steps I took to get here: Entered the Void: http://www.youtube.com/watch?v=LdRHx4... 1 Step South 5 Steps East 430 Steps North Saved and Soft Reset 65,400 Steps West 64,840 Steps North to Newmoon Island Then from there I just went all around fake-Sinnoh. And if I recall correctly, this happened at the northeastern edge of Route 215, right before Vilestone City. Special thanks to the Void Explorers of: http://halloforigin.proboards.com/ http://halloforigin.netii.net/ I hope we can perfect this glitch. If anyone watching would like to try it, it should be pretty safe as long as you DONT save in fake-Sinnoh. However, if Cynthia saves for you, then you're good to go! ^^ Please comment on what you find if you do try this!
If someone used this as a TAS it would easily get rejected mainly because the glitch itself is nearly 2 hours in the void (and it's not entertaining at all).
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Experienced Forum User, Published Author, Player (60)
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Cool :D Now we need to test the speed on slides or ground pounding to slides like in 5-3. I have a feeling that Non-shell forms are much faster to slide mainly because the Shell Form does shell spin on slides (meaning the speed could be 44).
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
Posts: 289
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Some minor notes: Shell Mario is slower on land, but faster in water. How much does this make up for his lack of speed on land?
From a few pages back, by the start of 1-1 to the pipe that leads to the star coin the difference is 2 seconds. The only way for Shell Mario to gain max speed is to perform constant triple jumping.
5-Ghost House could be done faster by about 20 in-game "seconds", by using Mini Mario and wall-jumping up to the door.
Luck manipulation of the Red ? Box would be required to get it (for TAS runs it shouldn't be a problem) and we will need to manipulate a Hammer Bro to get the shell back on 8-2 (the water switch level) and 8-3 (the Red Eels level)
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
Posts: 289
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Captain Forehead wrote:
Okay, I have to know this. When you are TASing a DS game, how do you use the stylus?
Use the mouse pointer it is easy for tap inputs but for sliding inputs, well it will be a nightmare holding the left mouse button and pressing the next frame button.
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
Posts: 289
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The Official desmume Windows download works fine, no errors pops up at all.
greenalink.blogspot.com
Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
Posts: 289
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EDIT: The ram issue is already fixed and available at the link in the first post.
Apparently it still not working. PC specs: RAM Total: 1023MB RAM Free: 537MB Virtual Memory Total: 2048MB Virtual Memory Free: 2010MB Any advice would be great :)
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
Posts: 289
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Some others Grand Theft Auto Chinatown Wars. Too bad Take Two is a selfish company and remove the ones made by other people on Youtube. Henry Hatsworth: A suprisenly good game. multi-tasking, hardcore game at best. Zelda Spirit Tracks Oh wait the game is not out yet but still it does have potential. Mario & Luigi 2 and 3 No brainer.
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
Posts: 289
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Good luck arukAdo. I only had this game since Dec 2008 so my speed running experience isn't high on this but I do remember about the Suspend glitch, the Quest glitch sounds interesting to me and I like to see how Final/True Dracula gets defeated with an insanely low level.
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
Posts: 289
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Thanks for the replying back :)
There's no way I'm making an unimprovable movie on the first try.
I do understand what you mean about this since most of the popular TASes were not flawless on the first version (like SMB 3). I am also aware that this is the first DS emu with re-recording features and it's in beta form too.
Are you sure the shell is slower? It seems all the same to me.
I just did a test on 1-1 running to the pipe (and entering it that leads to the star coin). As Shell Luigi (with the running start -> Shell Spin) I land on the pipe with 381 remaining. As Fire Luigi, (with the running start -> Max speed when Luigi sticks his arms out) I land on the pipe with 383 remaining. It shows that Shell spinning is slower than running. I'll try and see if constant triple jumping can solve this speed difference (although it's not easy doing it unassisted). Sorry if my previous post sounds a bit harsh but I was quite impressed overall how my favourite system can be TASed.
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
Posts: 289
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I love to help and improve this TAS run but the re-recording Emulator keeps on giving me the error message. http://www.youtube.com/watch?v=bk0u94bf21M About the flagpole trick: Look at 1:24 of the video, see how much faster it is to start the celebration sequence. Now that I've watched the rest of the video, I can say that: Bowser Junior in 8-Tower1 can be possibly improved by: *Ground pounding Junior after the first hit. If this proves to be impossible then the other method is to: *Hit Bowser with the normal jump like the TAS shows then, go away from Bowser and wall jump back to perform a Shell Spin, this should knock down Bowser JNR as soon as he recovers from the first hit, then you can finish off with a Ground pound possibly saving a few frames. When you enter doors it's faster (in Real TAS time) to enter close to the centre as possible I think mainly because: If you start to open the door as soon as possible, Mario/Luigi walks to the centre and then goes through the door. However if you run to the centre of the door and open it, Mario/Luigi would go straight through the door, without needing to walk to the centre first, possibly saving a few more frames.
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
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There's possible improvement for the flag poles and perfroming constant triple jumps with the shell but it's still impressive. It's hard to say if you should improve it just for that really because the World Map nearly "negates" the difference (meaning that the actual levels are more important than the entire TAS input times).
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
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paul_t wrote:
Anyone who was having trouble with high memory usage should re-download from the link in the first post.
I tried re-downloading it from the link in the first post but it still doesn't load up. Any tips on get a suitable amount of virtual memory to launch?
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Experienced Forum User, Published Author, Player (60)
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I got excited after seeing this on the front page, saw the first part on Youtube and I got dissapointed after the first level why? During the jump to the flag pole if you tap left before he grabs the pole, it skips "Mario turning around to the castle" after reaching to the bottom of the pole saving around 30 frames per course. EDIT: Just read the submission text and explains about the 1-1 delays. Clever idea for ? box manipulation So I skipped a few minutes and see how you used the shell, The problem is that shell spinning has slower speed than Mario running without the shell. The only way to get the highest speed with the shell is constant triple jumping (it's like Super Mario World where you keep on jumping during the highest 6/5 speed). There's possible improvement by nearly 10 seconds.
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
Posts: 289
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http://www.youtube.com/profile?user=leandroff5sfz3&view=videos leandroff5sfz3 has got some interesting TAS runs done on the Arcade version of SFZ3. Not every round uses the (near) endless juggle and some parts are quite entertaining like avoiding Dictator's Super and hitbox abuses. Some of the A/Z ism runs take advantage of using Super Grab based moves that cannot be done in V-Ism (notably Gen's Jakoha (anti-air grab)). Characters covered so far (as of 14th April 09) Vega (Claw) V Birdie V Chun-Li V Ken V Rose V Sagat V Gen A/Z Cammy V Dan V Mika A/Z Akuma/Gouki V Guy A/Z Karin V Ryu V Cody V
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
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Cool you've managed to defeat the final boss without any cloud support. The ladder room would be hard to optimise because using the Hyper Climb (the one I first used on course 30) would cause problems when you enter the door in the top of that room. I was trying to find a way to get 3/4 interactive sprites to go on screen at once which should remove the Knight's Skuill door but I didn't have any luck of it happening. Another thing to look up is the extra coins for the final coin countdown. Lets say I collected 100 coins on course 39 I would wait for around 100/150 frames for the coins to countdown and an extra 120ish frames to wait til it starts. If I got the extra coins on course 40, it wouldn't matter because the last required input is the final B button against the boss. This is what I've made from my word document in November 12th 2008: (102 X 8 =) 816 course 27: 6684 () 999 course 30: 7683 (54 x8) 432 course 31: 8087 (82 x 8)656 course 33: 8779 999 course 36: 9778 (79 extra + 72) (10078 at final level) Things to do: make a TAS of completing the final level as Jet Wario. Around 72 = probably 151 coins removed. Maybe 82 – 19 ish to prevent loss in frames. Secondly: Work out the coins to make up the required target for the last level. Final plan!! Course 33: Get 71 coins and X 8 (Coin bonus game) Course 36: Get 999 coins (Get as many coins as possible without losing frames and get 300 from the boss battle). Course 40: Get 73 coins (1 will be from the first Spear Man or a small delay fall). I haven't done this TAS for nearly 6 months (sorry SwordlessLink for giving you inaccurate info back in 2008) the main reason as well for not submitting it is mainly because: The ladders before Course 30 did not use the Hyper Climb trick. Course 4 could have a lot of coins to manipulate that I can use as a replacement instead of collecting the ones from both Course 31 and 33. There are some better optimisation on revisits of the same level, most notably the Sherbet Land stages. Those 1 block tunnels I learnt a faster entry but on the revisit I also performed a faster exit. On Course 30, I forgot that I checked every other frame on the Boss' reward section instead of checking all of the possible frames which coin is what. Course 5 was an obvious error, I didn't work out the cause/manipulation of getting big coins which is why I didn't even get 999. And for any of you lot wondering what I did instead during the TAS absence well. I've been making a Super Mario 64 DS run to submit to SDA which has got accepted and it might get published soon (possibly after the Easter Holidays), right now I'm speed running A Link to the Past (GBA version) and an 100% Segmented Run oF New Super Mario Bros.
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Experienced Forum User, Published Author, Player (60)
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Those are some amazing glitches with the key in Vanilla Dome 2 (in part 2 video). Actually, I'm seeing new glitches everywhere. Are those doable in the SNES version?
Same here, that key trick in V.Dome 2 was awesome. I did make an Changes video in late 2007 but it didn't cover glitches. The notable change in the Advance version is that your life count can go up to 999 instead of 99 and you can get 1-ups from spamming your Cape spin against a Koopa/Buzzy Beetle. There are some minor level design changes in the Fortress and Koopa Kids' castle just to add Dragon coins.
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Post subject: OpenGl questions.
Experienced Forum User, Published Author, Player (60)
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A couple of months ago I said that the 3D games were quite slow. But I recently got my main PC back (yes I will find some time and finish off the Wario Land Perfect ending TAS test too). This one does play the DS games a bit faster around 40+ fps at the most but when I go to the menu and select OpenGl as the plugin, it won't work. I'm not really familiar to 3D engine TASing yet (I haven't even TASed N64 games yet so I'm an amateur) but is there anything online that can get the OpenGl to work by download, or do I have to buy a new Graphics card that should support Open GL. http://files.filefront.com/Mario+Wings+to+the+Sky+DS/;12919650;/fileinfo.html This is a video file of an AVI recording test from the old pc. Basically my new one doesn't show the 3D models (Mario & others) when playing the game,
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Right now: *Streets of Rage 3 (2 player Hard) The WIPs were awesome but the enemies' health bars and players' weaker attack power (compared to SOR 2) makes the game long and difficult. *A another 2D Zelda game on the GBA..... No brainer. Future runs (new TASable emulators): * 3D GTA runs. Especially GTA IV with the damned Taxis! * Mario 64 DS: More characters and more stars what's the optimised route (for an 150 star run)? I can't really think much right now. Since were getting PS1 titles (which I only got 1 game for it and it's really obvious) and some more N64 titles too (MupenPlus). The GBA has already got most of the good games which has been TASed, other than Minish Cap..... I would be more interested with the DS games but I need to sort out the OpenGL thingy on this computer unit or else I won't be able to make or watch any WIPs.
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Experienced Forum User, Published Author, Player (60)
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If the emulator actually supports WiiWare Titles, then Megaman 9 will be a dream to TAS both for Real and In-game time runs (Sub 20 minutes here we come).
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Experienced Forum User, Published Author, Player (60)
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Oh yeah the blind spots inbetween the screens is a good point too. I forgot about that since I had none of the games other than Yoshi Touch and Go which does involve throwing eggs from the bottom screen to the top screen.
I'd say that both screens should of course be captured, not doing so seems kinda iffy.
It would be ok to use both screens if the player has never played the game before like Super Mario 64 DS. New Super Mario Bros would actualy be quite cool to use both screens when it comes to using the pipes that take you to the underground :).
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