Posts for MUGG


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I was using the master build only due to the action replay problem I mentioned in my previous post. It's good to hear this bug is fixed in the TAS builds. I still gotta try the latest one posted in this thread.. EDIT: It might just be the official build again, but I noticed in Zelda Wind Waker, saving a state changes the pause screen background and the cam angle (when unpausing, for 1 frame) - just like the goop issues in Mario sunshine...
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No, come back in a few months :)
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In official 3.0-425 32bit, it seems the 'input shift' desync bug still exists in Zelda Wind Waker. I press Y, then load a state, and Link pulls out the wind waker.
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In 3.0-381 (tas input) 32bit, with the recommended settings, when I save a state in Zelda Wind Waker any game the framerate drops down to 1 FPS for the remainder of the emulation session. I suppose it only happens when cheats are enabled.
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http://www.youtube.com/watch?v=4igWjESBpsg ^ Preview of "It's About Time" Can't wait for this episode!
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Editor, Experienced Forum User, Published Author, Expert player (2316)
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The part that was TASes was like 10 seconds long, I took about two hours to optimize it. I used the TAS Input, but I switched to using the keyboard sometimes (is that bad?). This is getting a little confusing so... There's the official branch, a TASinput branch and a more savestates branch (which supposedly has a worse tasinput window?). I'm not sure I follow on all the details..
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Is the wind waker demo in the collector's disc cropped or complete? I tested briefly superswimming to other isles but that's it, would be cool if this was more thoroughly checked to see if parts of the game were cut to make place on the game disc.
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Actually, forget the DTM... I can probably redo it someday, maybe in the fullgame any% TAS or somewhere. I TASed another level today, and it desynced halfway through. I redid the part and it desynced again near the end. Given this rate of desyncs I'm getting, I want to stop TASing Mario sunshine for another few months. The person saying 3.0-381 (TASinput) was 100% desync-proof is wrong with his statement, it seems.
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No, you don't get placed into a new location during that cutscene.
Post subject: Got a desync, need help fixing DTM
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Hey, I just livestreamed myself TASing Ricco Harbor 1 in Super Mario Sunshine, but sadly, upon playback, the movie desyncs halfway through. It looks like I can fix the movie by adding one or two frames at a certain place, but I can't find any documentation on the DTM file format. Here is the movie file: http://www.file-upload.net/download-4167740/ricco1-broken.dtm.html Super Mario Sunshine NTSC-J Dolphin 3.0-381-dirty 32bit(fix3) (the latest one posted in the development thread) savefile: http://db.gamefaqs.com/console/gamecube/save/super_mario_sunshine_jp.gci (Add it to an empty memory card file (J)), though I think you don't need the game, savefile nor emulator to help me fix the dtm. On frame 4400/7143, I'd like to insert one or more idle frames. I'd appreciate any help :)
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Without bothering to read what's been posted in this thread so far: Time rankings on elitescores: http://www.elitescores.com/rank_wr.php?gid=8 TAS forum topic: http://tasvideos.org/forum/viewtopic.php?t=2181 There are videos posted in the forum topic, but I haven't checked them out. Ideally, you should aim to improve the times posted on elitescores or the times the players reach in the posted videos. 1. You can use TASinput which will hold whichever key you 'checked' until you 'uncheck' it. I don't know any answers to your other questions, sadly. You should use one of the Dolphin versions posted here (3.0-381-dirty (TASInput branch)) This version is said to be completely desync-proof. Also, you should use these settings in the config menu:
---GENERAL TAB---
Enable Dual Core (OFF)
Enable Idle Skipping (OFF)

-> JIT Recompiler (recommended)

Lock threads to cores (OFF)
DSP LLE on thread (OFF)

---AUDIO TAB---
-> DSP LLE recompiler
Enable DTK Music (ON)
Enable Audio throttle (OFF)
If you use these audio settings, you need two files named "dsp_coef.bin" and "dsp_rom.bin" that don't come with dolphin for copyright reasons. And for the same reason I don't think it's safe to post them here, sorry.
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Just for future reference, I want to note that in a 120 shines TAS it's probably the best to get the shine under the bell tower (by fruit clipping) just after spraying the goop piranha in the plaza for the third time. The cutscene where the statue rises plays just thereafter without any complications.
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f02f byte rng
f030 byte rng
f031 byte rng
d05c byte x-pos
d074 word x-speed
d05d byte y-pos
d054 byte x-sub
d056 byte y-sub
d051 byte x-map
d05c byte x-pos on screen
d074 word x-speed
d076 word max x-speed
Editor, Experienced Forum User, Published Author, Expert player (2316)
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According to the tcrf page of this game, it seems you can beat the final boss earlier in the Japanese version.
On the fight with the Queen Vortex, you only need to drop her jaw twice, for a total of 8 hits. In the US version, you need to drop it 3 times, for 12 hits total.
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This 32bit(fix3) version seems to work fine now. I put together a collection of emulation problems in this build:
  • Sirena 6
  • Walking on goop doesn't affect Mario at all Fixed by changing GraphicSettings->Hacks->EFB Copies from 'texture' to 'RAM'
  • When loading a savestate, any goop that's on the map has moved a bit.
  • Longer loading screens. See this TAS by renebalow for an example.
I don't know if these problems are present in the 64 bit version - or if changing from direct3d9 to something else could fix stuff.. At least I think people shouldn't start on an any% TAS with these flaws present in the emulator.
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Got the same exception info like in the previous build.
Editor, Experienced Forum User, Published Author, Expert player (2316)
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we need a barrier skip first...
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bzb95 wrote:
Will you try this build and let me know if it works? http://www.mediafire.com/?qy9p7tecbyywfr6
exceptioninfo.txt:

Unhandled Exception
  Code: 0xC0000005
Call stack info: 
     tasinputdlg.cpp(646) : TASInputDlg::UpdateFromText
     appbase.cpp(323) : wxAppConsole::HandleEvent
     event.cpp(1233) : wxEvtHandler::ProcessEventIfMatches
     event.cpp(907) : wxEventHashTable::HandleEvent
     event.cpp(1293) : wxEvtHandler::ProcessEvent
     wincmn.cpp(2661) : wxWindowBase::TryParent
     event.cpp(1306) : wxEvtHandler::ProcessEvent
     textctrl.cpp(2098) : wxTextCtrl::SendUpdateEvent
     textctrl.cpp(2137) : wxTextCtrl::MSWCommand
     window.cpp(4992) : wxWindow::HandleCommand
     window.cpp(2926) : wxWindow::MSWWindowProc
     dialog.cpp(494) : wxDialog::MSWWindowProc
     window.cpp(2618) : wxWndProc
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<mugg> 60 + 0.75*30 more frames till sm64 5:00:00 (assuming the current time is 5:02.75) <Nahoc> mugg: 83 frames is a lot. :P <mugg> nahoc, how about using the japanese version? <mugg> I think it saves 2.7 sec <Nahoc> mugg: LOL LOL LOL LOL LOL <Nahoc> YES <Nahoc> YES <mugg> then we need 0.05 more sec <Nahoc> BEST IDEA EVER <Nahoc> Let's SUBMIT SM64 IN JAPANESE!! W00TTT Right now the time is 5:02.22 or so, so a TAS on the Japanese version may be below the 5 minute mark. I wouldn't mind a TAS on the japanese version, even though there are no English voices. The world record console runners (nero and siglemic) use the japanese version as well. I would favor a version switch just for the sole sake of seeing a sub 5 minute run.
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rog wrote:
Nope, they have not been merged to the main branch yet. 32 bit - http://www.mediafire.com/?xjm5zmuwqqush1z 64 bit - http://www.mediafire.com/?b25pr1fcaxoqtms
When I try to open the 32 bit version, nothing happens at all. exceptioninfo.txt:
Unhandled Exception
  Code: 0xC0000005
Call stack info: 
     tasinputdlg.cpp(591) : TASInputDlg::UpdateFromText
     appbase.cpp(323) : wxAppConsole::HandleEvent
     event.cpp(1233) : wxEvtHandler::ProcessEventIfMatches
     event.cpp(907) : wxEventHashTable::HandleEvent
     event.cpp(1293) : wxEvtHandler::ProcessEvent
     wincmn.cpp(2661) : wxWindowBase::TryParent
     event.cpp(1306) : wxEvtHandler::ProcessEvent
     textctrl.cpp(2098) : wxTextCtrl::SendUpdateEvent
     textctrl.cpp(2137) : wxTextCtrl::MSWCommand
     window.cpp(4992) : wxWindow::HandleCommand
     window.cpp(2926) : wxWindow::MSWWindowProc
     dialog.cpp(494) : wxDialog::MSWWindowProc
     window.cpp(2618) : wxWndProc

Unhandled Exception
  Code: 0xC0000005
Call stack info: 
     0x006F0079 : ?
     wincmn.cpp(411) : wxWindowBase::SendDestroyEvent
     window.cpp(3854) : wxWindow::HandleDestroy
     window.cpp(2661) : wxWindow::MSWWindowProc
     window.cpp(2618) : wxWndProc
Additionally, WerFault.exe shows up in taskmanager with a description that would translate to "windows problem report".
Editor, Experienced Forum User, Published Author, Expert player (2316)
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Rena wrote:
New glitchfest? But wait, there's more! Hell just go to his channel, he's got tons of them...
that's old news.
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I never heard about any of those branches... I thought nitsuja's savestate fixes were implemented in the main branch. Care to link to a download for the 'more state fixes' version?
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I tried to TAS Bianco Hills 5 in Mario sunshine today, on Dolphin 3.0-415, and came across an emulation bug. When saving a savestate, all the goop that had been previously cleaned away will return. I'm using the recommended settings: direct3d9 no dual core no idle skipping lle dsp compiler enable dtk music ------- Also, when playing back the dtm now, it desyncs due to Petey going a completely different direction than he's supposed to. I only tried playing back two times though... Still it goes to show Dolphin isn't robust yet, many others also reported desyncs in other games.
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GLITCH HUNTING: SIRENA1: pianta1-style pause trick, tried to use it in sirena1 but it saves/wastes 0 frames. http://www.youtube.com/watch?v=WTgc8c_w6TE ----- There's a cutscene trick I haven't posted about yet. Just study this video http://www.youtube.com/watch?v=b7CAzJl0RXU Doing this in sirena1: http://i.imgur.com/207Aq.jpg It can also be done at gelato2, bianco1 (goop piranha defeated cutscene), and possibly more instances. ----- RICCO2: You can skip talking to the guy in the cave in ricco2, but the timer for the race doesn't start so you're forced to talk to him. I also noticed that pausing the game makes the timer run for an additional frame so you get worse times. www.youtube.com/watch?v=KwJUiSGeBbY ----- GELATO2: http://youtu.be/bP4KezydQyg Cutscene trick on mirror #2 (I name mirrors based on how many enemies are on them) notes: - when a cutscene gets started after each mirror, Mario is placed in a predetermined location. If you do mirror #3 first, he's placed in a location where he's on the floor, already standing. - if you do mirrors in order #3 #2 #1, he gets placed in a different place after #1 than if you had done #1 first. The cutscene trick makes Mario carry over momentum into a cutscene. If Mario is already standing (he's placed in a location where he's already on the floor), he can only move forward or backward. If he's placed in a location in the air, he can move wherever you want - just jump, walk, dive into whichever direction you want. ----- GELATO3: Pausing just when the shine is about to appear delays the appearance by a few seconds. Can be done repeatedly. Probably there's a framerule address running through 256 frames, looping and trying to make the shine appear when it reaches zero. Doing the pause trick in Pianta1 apparently sets this address to zero instantly ?