Posts for Naegleria

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Joined: 9/3/2011
Posts: 26
bumping for interest EDIT: NintendoSpy is a program that does this for non-TAS runs https://github.com/jaburns/NintendoSpy a programmer-type person might be able to make this work for TAS runs. It is possible to get the gamecube controller display for "generic pc controller" which a guy on this thread did. https://forum.speeddemosarchive.com/post/all_controller_input_viewers_listing.html
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not sure if E-Dragon has an account here, so I'll post his updated TAS of GPS Link to video
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Yes, the original question was about speedruns on an actual gamecube/wii. I figured you guys would know more about this stuff than anyone else.
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ehhh, thats a lot of numbers from what i gather, that tells you the framerate. From what i understand PAL60 is actually 0.08 fps faster NTSC. What I am asking is if that means games run on PAL60 play faster than NTSC as a result, as previously mentioned, the framerate might not make a difference depending on if the hardware is framerate-agnostic or not. I guess this could be game-specific, so for Killer7 and Billy Hatcher, is PAL60 faster than NTSC?
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I'll rephrase my question. Does PAL60 having a higher framerate (60.02 compared to 59.94) mean it is generally better for speedrunning?
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That page doesn't mention PAL 60 at all.
Post subject: PAL60 vs NTSC
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Joined: 9/3/2011
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I was testing with Killer7, and I'm not sure if PAL60 (runs at 60.02 fps if I remember right) is faster than NTSC (59.94). I know for 16-bit games like sonic all the movement and stuff is based on the frame/framerate, but with dreamcast PAL60 and onwards, I'm not sure. For 8-bit or 16-bit era games on Wii virtual console, or re-released like the sonic games collection, is PAL60 faster than NTSC? For games after that, are PAL60 and NTSC the same? I'm guessing it might be case by case for dreamcast/gcn games, but I'm not sure
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Most non-TAS runners are Max Speed runners, so Max Speed TASes are of most interest to them.
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Quick Star-G4 is probably a bit faster, and I'm guessing Gallant Cannon-G4 is a little behind Black Bull in a TAS setting.
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E_Dragon from fzerocentral.org made a TAS of LLC using Black Bull. https://www.youtube.com/watch?v=URPHNCH-cOY
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Posts: 26
what about using the wheel above to get the wrap? I had similar difficulties getting this with TAS tools. https://www.youtube.com/watch?v=S7K8YF2byio
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Hmm, I noticed the TAS taps left on the second wheel... is this to set the pixels properly to cross the wall? If so, what are the odds of getting this trick if you attain the same speed but dont have the same pixel alignment?
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Scratch that, I've figured out most of that. Now my only questions are how to perform the SB2 wrap (from spinning around on the wheel) and the subpixels required for it.
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hegyak wrote:
Cheats that should be enabled: Vehicles Movies Parts Staff Ghosts AX Tracks Beat All Cups Music Cheats that should NOT be enabled Beat All Cups (Unlock Master class/Diamond Cup) Unlock AX Cup Tracks All Vehicles Unlocked
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GH2 seems to be the most reasonable level to hunt for consistent wrap strats, once we have something for that, I think we should look for a method on the L3 and SB2 wrap. I've looked into replicating the L3 wrap, but I'm not sure that one is feasible for realtime runs. EDIT: https://www.youtube.com/watch?v=-CJ4nnoLB4k Marble 1 wrap. Is getting hit into the wall just a matter of getting the timing and being on the right pixel, or are sub-pixels relevant here? Are sub-pixels relevant for the wrap in M1, M2, M3, L3, SL1, SL2, or SB2? EDIT #2: For the Marble 3 TAS route, I couldn't get the same X velocity the TAS gets (8000+) when attempting to replicate it. I would press Right on the same Y pixel and left on the next frame, played around with it, and could never get more than 6000. Whats happening here?
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How would I set a lua script up? I've done it with dolphin before, but someone else already wrote the script.
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My visual cues to press left are the following: 1. When the crab located shortly after the speed shoes goes off screen. (I try to time it so its when the crab is half-onscreen and half-offscreen) 2. The same thing, but using the ice block instead of the crab. 3. When the screen stops scrolling down after getting the wrap. I've had varied success with these. Both of which I press and hold left until the screen is past the waterfall. Does pressing left+jump increase the frame window? Does jumping over the upslope increase the frame window?
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In a TAS setting I can tell the exact number of frames, but in real time I use visual cues in the level as the camera scrolls by. My goal here is to find the most consistent way to perform this trick in real time. I hold left, and keep holding left, until I hear Sonic in the tube. Holding left is the easiest method, but does holding left and then jumping over the upslope before the tube give a better chance of success? I'm not sure if it slows Sonic below the speed cap upon entering the tube, or if jumping over the slope messes up the Y subpixels so that theres actually worse chances of surviving. For any given Y subpixel, is it still possible to dodge the lower level boundary? If so, whats the number of frames where Sonic is above the boundary and will not be killed?
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Can the x/y subpixels make this trick literally impossible? Or is there always atleast 1 frame where Sonic is above the boundary?
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Why isn't the GH2 wrap consistent? After getting the level wrap, Sonic will always be at the right edge of the level. You need to press left at a certain point in time so that Sonic runs into the tube and rises above the lower level boundary. That's my understanding of this, but I must be missing something; pressing left the exact same number of frames after getting the wrap will sometimes work, and sometimes not. I don't have a clue as to why.
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I know quite a bit about GX mechanics, never TASed myself, so I don't know how to get the shift boosts where you lose grip and get them everywhere. I might be able to help if you have questions.
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The camerahack gens was very informative. I've noticed that when you do the level wrap, you may zip a little further to the left, which makes the distance between you and the tubes significantly different. For a tas this would not be too much of a problem, but for a real time speedrun it makes it a nightmare. I'm starting to think a real time friendly way of doing this would not be consistent at all. As for the Scrap Brain 3 zip, or the Spring Yard 3 zip, any chance those are less of a nightmare?
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Ok, that really helped my understand of why I always die when the screen rises. I've found a lot of variance for when you want to hold right/left depending on where you start the zip. Is there any consistent way to rta this?
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I don't know how to use emulators for tas stuff, I was trying to view inputs but I'm oblivious to all this tas stuff. I was wondering if one of you fine sonic tasers could explain how the spring yard 3 tricks are done. I can clip into the wall and then fall to where you being to zip, but after that I'm stumped. Also, the green hill 2 level wrap confuses me greatly; even on emulator doing the same inputs it varies whether I get it or not. Is there some subpixels or other technobabble going on? I know the scrap brain 3 zip is based on subpixels, but what I'm not sure of is exactly how it is done. I try to do a full stop on the right most part of the moving platform, but I'm not sure if this is the proper method.
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Warp wrote:
At about 23:50 we have on one frame this: and on the next frame this: What is the meaning of this?
It's a camera cut.