Posts for MUGG


Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
If "The End" appears after the credits, you should be fine with ending the movie early. The problem with Earthbound is, you gain control over Ness right after the credits and have to clear some dialogue in order to get to the "The End" screen.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
isn't the general solution to run a.. how do you call it.. virtual OS to run Windows' VBA-RR in?
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
7719, I will try with 3.0 191. EDIT: 3.0-191 didn't fix it for me.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
http://www.youtube.com/watch?v=uNzPjLB3mxk Pianta Village #2, Piantissimo text skip This glitch happens if you talk to the girl at the finish right before Piantissimo arrives. So after you click away the girl's dialogue you get the shine. It saves time because her dialogue is shorter. However, I can't get this to work on emulator. If I talk to her early, he runs through the girl and nothing happens. If I talk to her on a very specific frame, both Piantissimo's and the girl's sound effect play but Piantissimo's dialogue appears. I would like Renebalow (and others?) to test this please. It might be an emulation inaccuracy.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
CoolKirby wrote:
So, I was watching this match, and after seeing both Ganondorf and Captain Falcon dying at the same time to start a Sudden Death, I was wondering what would happen if both players died in a Sudden Death on the exact same frame. How would the game decide who won? Would it randomly choose a victor or totally glitch out?
It prioritizes port 1, then 2, then 3, then 4. Same for when two players grab an item at the same frame, or grab each other at the same frame, etc..
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
google for it and install. Probably the best way to go is to get ffdshow codec and configure it h.264lossless quantizer=1.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
probably it is that big because you're dumping it uncompressed. Dump it in lagarith or h.264 (lossless).
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
that's something you can do in some places. If the statue at the beginning isn't raised, you can glitch into the house to enter Sirena early.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
【TAS(TestRun)支援】 SFC版レミングス 更新詰め合わせPart9大百科投コメ のきぼるけ~の Link to video
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
【TASさんの休日】ゼルダの伝説 夢幻の砂時計【WIP Part.1】大百科 http://www.nicovideo.jp/watch/sm16427433 ~ account http://nicoplayer.blog60.fc2.com/?id=sm16427433&w=640&h=480 ~ free
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
W_M uploaded it. I didn't make it.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Already posted:
MUGG wrote:
I made a small TAS for fun: http://www.youtube.com/watch?v=K3TbboLTzB0
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Aside from the obvious issue of needing to hack/cheat to get the Star Rod ability to begin with, you must drop the ability midway through 4-2 & reacquire it again afterwards. This completely throws off the flow of a run.
Can you get rid of the starrod and does it behave like an ability star? If the parts that require losing the ability involve a ladder (that means, starrod Kirby can't climb down?), why don't you try inhaling the star from underneath the upper ladder end?
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
No it wouldn't be, because you're altering memory directly. But it could still make for an interesting youtube video.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
I remember this game to be more fun than this looked like. Maybe I'm thinking of a different game (but I know it was a Lucky Luke one for gameboy). The lack of action in the autoscrollers made this a boring watch and I fast-forwared through most of it.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Differences list I made http://www.kirbysrainbowresort.net/forums/viewtopic.php?f=3&t=241398&p=482523#p482523 Probably there's more stuff but that's what I came up with after 2 or 3 hours. Maybe I could write some content for tcrf later.. EDIT: http://tcrf.net/Proto:Kirby_and_the_Amazing_Mirror
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
You may want to test this version. But be warned, it's rather buggy.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
http://tasvideos.org/2753S.html MUGG's NES Super Mario Bros. "PAL" in 04:56.48
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Mayhem 1 (TAS) 5:58 of 8:00 left (のきぼるけ~の) Mayhem 2 (TAS) 5:06 of 6:00 left Link to video
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Kirby Nightmare in dreamland Metaknightmare 24:16 (old was 25:41 ) Link to video
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Part1 has been uploaded here: http://www.youtube.com/user/0Jwn The emulation errors and desyncs may be caused because he used an older version of Dolphin.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
【TAS】ペーパーマリオRPG WIP 【Part1】 (Uploaded by NoRee) Account | Account2 | Free He didn't add duplicate frames so the audio desyncs. (Sometimes there are frames that take longer than 1/60th of a second but those frames will only last for the duration of 1/60th in a recorded AVI. You have to add duplicate frames.) And he didn't use precise angles so he moves only horizontally, vertically and diagonally. He said in his description that he got a desync.
Editor, Experienced Forum User, Published Author, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
sonicpacker wrote:
This is a question for someone like MUGG who has kept up and participated in TASing on Dolphin. How much has TASing GC/Wii games changed since I had tried it back in February/March of this year? For example, are there more or less desyncs? Does it crash as much? Do we have something close to a "better" TAS Input? Are newer games like SMG2 syncable and stable enough to TAS? Is there much of a difference between GC/Wii games in terms of being able to be TASed efficiently? How is read only working now? Thanks to anyone that replies! =)
I'm using r7719 for my SSBM TASes and it works quite reliably. The loadstate desync bug is still in it, however. (Dolphin uses input from a frame before you loaded a state, so input is recorded incorrectly) This bug happens quite rarely in SSBM (I got it only once or twice when I worked on my 2 C.Falcon vs 2 CPUs TAS which took me 5 hours), but it happens pretty much always in Mario sunshine and Tony Hawk's Underground. So I've not been TASing these games lately. Then there's the recent 3.0-159[Savestates] that had a work-around for the loadstate desync bug. Savestates are now handled in two different ways, depending on the game. I managed to TAS two levels in Mario sunshine with this version without encountering any desyncs. However, it's quite buggy, the emulator crashes more often or spontaneously dies (forcing you to redownload dolphin or to delete *\User\ShaderCache) and there are emulation errors, in the graphics and in the music sometimes. And due to it crashing quite a lot on my third attempt, I stopped using it for the moment. PAL SSBM always seemed quite buggy. For example, after loading a state the music would mute, and I think it crashes more frequently too and it's more desync-prone. Skid_au said PAL SSBM might use the worse of the two ways of handling savestates in 3.0-159[ss]. But that's not really important, just use NTSC games and you should be fine. Just try and see how things work for you. I can't give you any advice about Wii TASing. Read only is still broken. In r7719 you have to turn it off every time. If you were in the middle of TASing and r7719 crashed, and you re-open Dolphin and load your savestate in read only mode, Dolphin will stop recording the movie so be careful! The current TAS input has been of good help to me, I don't see urgent need to improve it. tl;dr r7719 is good for SSBM TASing 3.0-159[savestates] fixes the loadstate desync bug and is good for mario sunshine TASing, but crashes a lot idk about Wii TASing Read only is broken tas input works fine for my purposes