Posts for MUGG


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You can do the flagpole glitch at walking speed on the (E) ROM. http://dehacked.2y.net/microstorage.php/info/1991435605/smb-e%20walk.fm2 I don't feel like completing this, so I'm leaving this here.
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Why does he need o use flares to make it watchable? Just brighten the video a bit. Also, I'm really looking forward to the TR3 and TR4 TASes now.
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What's up? Are we going to work on a TAS now?
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Hello, in my hard mode submission text I said different numbers of coins may have an effect on lag behavior, so I was going to study this. I had discovered that collecting one less coin throughout the hard mode TAS will remove 1 lag frame in 4-2, after leaving the passage with the pipes. I don't have movie files at hand to demonstrate, but I might make those later. 0xC0A0 (32bit) = Points 0xFFFA = Coins, increases by 7 whenever the coins counter hits a new ten-digit number, which is weird... Changing any of those before the relevant lag occurence in 4-2 doesn't affect anything, so I'm a little confused as to what the problem is with the lag.
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Come on, you are one world from being done. :) That is, if you don't plan to do the plus world and expert levels.
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Editor, Experienced Forum User, Published Author, Expert player (2315)
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Location: Germany
Editor, Experienced Forum User, Published Author, Expert player (2315)
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Toad King, I'm worried due to sonicpacker's post in the Recommended settings topic.
MUGG, I wouldn't recommend updating to the newest rev. I'd stick with r7318 for now. It has the loading times more accurate than previously. In newer revs, a bit of LLE work has been done and it's causing quite a few desyncs. I tried TASing a shine in SMS and a simple sideflip + dive wouldn't sync after nearly 10 tries. Before that even occured, it had desynced at 3 places prior in the movie...I'll add that it wasn't even that many frames.
r7323 isn't far from r7318 and it has the eject/insert problem fixed. I planned to check out v3.0 once it is released - but most of all, I'm waiting for a fix for the input shifting I explained in the Dolphin development topic. And yes, the keyboard's arrow keys seem to glitch up Dolphin, so I have my directional buttons elsewhere.
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Hotkey configuration exists since at least r6000... Newer revisions can be buggy, so you should try to use r7323 in any case.
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You should try to use r7323 and see if your problem with hotkeys not working you mentioned in the first post still takes place. You switch between frame advance mode and normal mode by using the "frame advance" hotkey.
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@Alaktorn Random mashing between pause and frame advance? o_O You just press frame advance once, then pause/play will only advance one frame per use, so it works perfectly fine... @everyone Dump video will work from any point. However, dump audio will only work from power-on for now. I'm using Virtualdub to combine video and audio, using avisynth scripts (using .audiodelay, and .timestretch when necessary). @Phazon In your Dolphin window, go to help>about and tell us what it says in the first line. It should tell you the version or revision you are using. Version 2.0 is very outdated and 3.0 isn't released yet. Revisions newer than r7323 seem to affect syncability, so I'm not sure if it's wise to use them. You can download individual revisions here: http://www.dolphin-emulator.com/download.html You will know you are in frame advance mode if pause/play only advances 1 frame per press.
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What revision are you using? Yes, some video games seem to run at 30 FPS and output to 60 FPS video for some reason. In the meantime you should use virtualdub to correct the framerate... In Dolphin the frame advance hotkey switches between normal mode and "frame advance mode". When in "frame advance mode", pause/play will act as frame advance.
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I own 3 Youtube accounts in total and I tried to upload a 20 minute video about a month ago on the single account that was seemingly uncapped. However, Youtube rejected the video for being too long...
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Nice. Will you be working on other Tomb Raider games?
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<andymac> that's why you hack, before you rape <andymac> dead bodieas are easier to have sex with. <andymac> don't quote me
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Debug menu (working) I found this a few weeks ago. But we cannot use it because after selecting event 70, Ness is stuck and can't even deathwarp despite having 0 HP. I also got a handful other broken debug menus which don't work at all.
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What movies in particular do you want to watch?
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Wall clip in 5-3, found by was0x. This only works due to the platform right next to the wall that is clipped through. We tried to reproduce the trick at the place in 2-1 where Phở encountered a wall clip (see here), but no luck yet. Walls and slopes are very robust so you can't pass through them with high speed. It probably was a special case such as the movie I linked to.
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Small note: I'm only doing any% in Kirby Nightmare in Dreamland. And as far as I know, WaddleDX' Kirby's Dream Land 3 TAS is only any% as well. Just saying since the SDA runs you listed for those games have 100% labels.
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Okay, wanted to check something so I dug my VBA 24 out. Now half an hour later I feel like making a small rant post because the way the dropdown menu is looks inconvenient. All the menu elements being thrown around and re-arranged is also the main reason I refrained from getting newer VBA versions for a long time, and I still prefer using VBA 21 over 23. It took me a while to find the hotkey config (in 'options>input'). Why is screenshot capture in tools and not in 'File'? What's auto convert? What's associate with savestates? I just think there's so much stuff I have no idea about and looks unnecessary. Next is a small bug report. I was playing playing Soulriver's TAS of Kirby's Dream Land 2 on VBA 21, then continued from it and noticed that autofire A doesn't press A every other frame but it basicly is like hold A... I checked on VBA 24 and it's still there... Also, how have you been klmz? You seem to have become inactive. I'd wish to say there's no hurry to address the above problems immediately... just saying.
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It has come to my attention that Action Replay videos aren't truly legitimate due to move decay not taking effect in development mode in SSBM's debug menu, meaning that the same strategies as seen in AR videos can't be theoretically reproduced on console or emulator, or at least the % and hitlag will be different. Therefore, I changed the formatting to better mark AR videos as such.
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Hey, I haven't made much progress since my last post. I basicly gave up because of the Kraken boss being hard to luck-manipulate. WIP (I hope it is the correct movie, I haven't checked) This should be just 4 frames behind Aglar's run for the first phase of the Kraken boss. At the moment I don't feel like continuing, so if someone is interested, just take my WIP and give it a try. :) It should be possible to improve the Kraken boss further.
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@NMeade: Emulation glitch. Also, if I were to make a TAS of Mario sunshine there would also be the input shifting I mentioned in the Dolphin development topic that would hold me back. But I'm pretty sure ReneBalow, who does not have this problem, will make the first publishable any% TAS of the game. :) First frame after jumping off Yoshi on the American and Japanese version in a comparison. Due to this difference, infinite flutter is only possible in the American version and the ceiling glitch is only possible in the Japanese version. In an any% TAS, the Japanese version is probably better due to infinite flutter being mostly useless. In a 120 shine TAS, the American version could be better since you can flutter directly onto the small isle with the pipe and yellow goop instead of waiting 3 minutes riding boats. On the other hand, maybe we can use an out-of-bounds glitch to get into that pipe... EDIT: I tried, there's some kind of invisible wall blocking me. :( Also, I haven't been able to clip into the Episode 8 shine in Gelato beach using Yoshi on both versions (would be pretty useless anyway since Yoshi is only in Episode 6 as far as I know). Oh well.