Posts for L4yer

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Joined: 6/12/2006
Posts: 368
Good job so far, guards didnt know what hit em.
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Joined: 6/12/2006
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Kholdstare wrote:
I don't think THPS3 came out for N64, only on GCN.
http://tasvideos.org/forum/viewtopic.php?p=102958#102958
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Why not just leave it where it was when you load it again and adjust it accordingly?
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The core of the emulator handles little of the graphics(textures), it only adapts them from what the plugin understands.. Now how would anything else that's abnormal be fixed by the emulator itself? THE Z-PLANE?? (still plugin) anyway, it's about compatibility.. :\
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AngerFist wrote:
BoltR wrote:
The problem would be, what glitches would you not use? I smell people trying to forcing random constraints on runs again. Are we also going to see a run where Mario doesn't use long jump, side jump, or the caps? Mario didn't have them in the original SMB why should he have them in SM64! The site doesn't need 5 runs of ever game simply because someone wants to limit what they can do with the game...
Im not 100% sure if Bolt agrees with me but I feel that the 70 star run is pretty unnecessary. Im deeply sorry if this sounds like Im trying to discourage you mr_roberts_z but it aint. I would have said this to anyone else. I feel that with the 120 and 16 star runs, we've covered all the important aspects of Super Mario N64. The minimum amount of stars thats needed is displayed in AKA's run and the 120 star in FODA's run speaks for itself. But I sincerely wish to see other runs from you. This was just my opinion.
It's sort of like an ocarina of time 100% then an all medallions run.. same tricks used, just less of them. Oh but if it's just for fun then it's okay
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..why does that matter? It is analog but i still didn't use precision.
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Spider-Waffle wrote:
Fractional movements? And what emu/plugins would be best to use? Also what's the best way to get roms? bit torrent sites?
Full right or left was mostly all that was used as it was from a controller, not say a % to left/right axes.
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SXL wrote:
how can it be too fast if you use frame advance ? did you mean you had trouble calculating the appropriate input in advance enough ?
I wasn't doing it for real, just rerecording to stay balanced. It got to a point where i was going too slow and the cursor could jump from center to right or left in mere frames. And pressing the other way does not work because the chance to change direction decreases as speed slows. I'm sure you could probably do it using fractional movements repeatedly though instead of a full left or right guessing game (was using a controller)
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comicalflop wrote:
This game is put on permanent hold. At the boss in Cave of Bad Dreams, instead of tossing skulls for me to make platforms the boss consistently jumps down a pit and disappears. After 20 retries of the boss he did the same thing, so I don't know if it's a problem with the ROM or that, since I was test running and died a few times at him that it triggers him to disappear, but I'm just plain dropping this. It's a shame, because now I can't even contribute strategies to SDA....
If you can find the loading point of the guy, you could make it so it loads on a different frame so he doesn't do that. I dont know if you used a glitch or something before that that made this happen but it might be worth going back and testing to see where he does load (if it isn't too far back).
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Nope, he ruins the speed of the level if he sees you because he runs off to get some guards to whack you.
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Pretty sure the n64 version for THPS1 is better looking (not sounding) than the psx version. I remember playing 3 the most. Is this what you mean by balance? I did a bs overcrook to bs nosegrind around the pipe and couldn't balance any further after this point, the cursor was just too fast to manipulate. Although you can affect it so it may be possible to throw it in a loop so you don't fall. Would take a lot of retries but probably wouldn't be used at the crawling speed i was going at.
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Fields per second = VIs, different from frames as frames do not determine lag, only the fluidity of what you see. As long as the VIs stay at 60 or 50 for PAL then the game is running fine. Apparently the real n64 could not always obtain this.
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nfq wrote:
L4yer wrote:
but i couldn't get the game to lag!
Smoke causes lots of lag on N64, but not on emulator. If you want to make lag on emulator you have to gather lots of guards, like on Bunker 2. And I think there's a timer at the end of the level when Natalya does something with the computer.
I did gather lots of guards, i was spinning around the room shooting while they were shooting rockets but it still didn't lag. comicalflop: What do you mean by that, i'm lost I still have to check if it's possible to cut the opening entirely and call the elevator at the right time.
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The first punch didn't connect.
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If i get back to that game it won't be until next year most likely. When i was doing it it was just odd that the guy could see me through the floors when he was at the elevator, thus ruining a lot of it. The counter goes up by goes by 10 milliseconds (or 0.01s) supposedly although i think it might skip a few. GE has that too, but i couldn't get the game to lag! In silo i blew up the plastique with invincible on which normally makes the game lag like crazy but the VI/s never went off 60. I even tried enemy rockets in bunker 2 in the big room but still.. no lag. So the lag that occurs must be just produced from the n64 hardware which can't handle all the textures. I don't believe texture overload is a feature of any emulator. So WJ may be right about it helping only on console, as far as i can tell it doesn't matter on emulator since the timer doesn't even faze.
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Does that timer slow down with lag? Could be independent timers but go ahead and test it. I don't know if it will be accurate enough without a very long test though since it doesn't have milliseconds.
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nfq wrote:
L4yer, I don't think lookdown is supposed to save anything in Perfect Dark. You could test the same thing in goldeneye. It's possible that lookdown in Goldeneye only saves time for normal speedrunners because it gives better control because there's less lag. anyway even if it would save time, most people on this site are not goldeneye experts, so if lookdown was used they would find it really boring and strange.
GE doesn't have the timer which which makes the test a little impossible unless there is a hack to show it
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I did some testing of this issue and came up with the following. I don't know if it proves anything but it is interesting to check out. It was done in Perfect Dark, a game where lookdown can supposedly be used to save time. The game shows the mission time which is the most important part. I picked Crash Site because of the range in fps that can occur. Crash Site, jabo plugin (50 frame advances for each category, all fps are approximates, mission time is from last VI; looking down allowed for the counter to be updated more often) Looking forward, still: 18 fps 0.8s misson time Looking straight down, still: 50 fps 0.83s mission time Moving, looking forward: 0.81s mission time Moving, looking down: 0.84s mission time Now it may seem that looking down actually takes longer mission time wise while moving per frame but you have to take into effect how far the player moves during that time and the ratio of the counter updating. The still test is the one that can actually prove lookdown (in PD) does nothing and the "it's faster with lookdown" idea is just based off of how many frames are actually showing up.. meaning it just looks faster. Everything could change when actually moving, who knows.
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The point of an emulator isn't to improve graphics, it's to make them right, even if they are HLE. They are supposedly working on compatibility, implementing microcodes that were missing, and even adding LLE graphics emulation which is most accurate to the original but slower to process.
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The problem isn't the input plugin or even the graphics plugin (so far). I just watched it with jabo and n-rage together and it played fine.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
Just choose stop movie recording or close the program. Use shift+F1-9 to save a state, F1-9 to load.
Experienced Forum User
Joined: 6/12/2006
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There's an interrupt delay on n64 so you must actually 'predict the future' with inputs.. takes a lot of rerecording just to figure out where you'll be after 2 frames. I usually let the movie file go a bit then make a savestate in a not so complicated spot like where the input is just ^99. The reason i let it go ahead so far is to avoid losing a input right at the end that seems to cause desyncs because the savestate does not archive it.
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laughing_gas wrote:
I can probably start this next week after thanksgiving, since my controller doesn't work with the emulator on my comp, but it works on my roommate's comp.
You'll probably want to switch to using a keyboard to do it or at least the tas input plugin anyway. The analog stick is not really that accurate and you'll find frame advance plus holding down keys is more precise or even easier.
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Posts: 368
Haha.. "cheats" beat the game like that..
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Lookdown has very little to no effect, especially when you can easily avoid lag situations by being able to control the outcome easily, unlike on console.
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