Posts for Nis


Nis
Experienced Forum User, Published Author, Player (99)
Joined: 6/6/2014
Posts: 19
almost forgot, this is finished: Link to video
Youtube: 4232nis *SM64 TASer
Nis
Experienced Forum User, Published Author, Player (99)
Joined: 6/6/2014
Posts: 19
Ferret Warlord wrote:
But can you do it in 24.5 buttons presses?
Nice meme but you can't actually have half-button presses in full-game runs
Youtube: 4232nis *SM64 TASer
Nis
Experienced Forum User, Published Author, Player (99)
Joined: 6/6/2014
Posts: 19
andypanther wrote:
Using PUs in ROM hacks is kind of dumb, just like using BLJs. They just break everything and you never get the chance to do the one thing a ROM hack TAS should do: Show off the ROM hack.
Well for this particular instance, it would only be for the entrance of 1 stage of the entire 130 star tas. My question is rather the validity. Hacks don't really run on consoles, so do i bother doing the procedures that ensure a PU route doesn't crash console?
Youtube: 4232nis *SM64 TASer
Nis
Experienced Forum User, Published Author, Player (99)
Joined: 6/6/2014
Posts: 19
What would you guys argue the ruling for PUs in Rom Hacks? The hacks themselves don't necessarily run off of console, so should we even bother doing the procedures to prevent PU console crash in a rom hack run?
Youtube: 4232nis *SM64 TASer
Nis
Experienced Forum User, Published Author, Player (99)
Joined: 6/6/2014
Posts: 19
ThunderAxe31 wrote:
Note: you can ask to change forum nickname in this thread: http://tasvideos.org/forum/t/16859
The deed has been done. Nis has always been my tasing name so i want to stick with that.
Youtube: 4232nis *SM64 TASer
Nis
Experienced Forum User, Published Author, Player (99)
Joined: 6/6/2014
Posts: 19
GamingAori wrote:
Idea for the last boss level skip (Rashays Boss Cellar). I found this BLJ spot: ,maybe we can use this spot to get into the elevator with a groundstomp? has anyone a better idea? this level skip would be a huge timesave for any% and 20 star. http://imgur.com/a/nt49j
There is a 0-star run in progress by myself and a few others. Sadly, the activation point for the final boss isn't active until you light up the other towers - clipping into the glass box thing isn't sufficient enough.
Youtube: 4232nis *SM64 TASer
Nis
Experienced Forum User, Published Author, Player (99)
Joined: 6/6/2014
Posts: 19
mcc wrote:
3. I'm seeing a weird thing controlling my emulator where if I alternate setting the A button pressed and then released every other vertical blank, Mario jumps only once and then does not jump again. In fact if I release the A button I have to leave it released for four full vertical blanks (I'm still confused about whether this is the same thing as a frame or not :sad:) before pressing A again, or it does not register. Is this something Mario 64 is doing? The information I'm finding about BLJs seems to suggest that you can totally hit A every other frame. I'm wondering about this because if Mario 64 isn't doing this it implies mupen64plus is debouncing my simulated input or something.
It sounds like your vertical blanks are VIs(?). I believe the game runs at 30fps but mupen runs at 60. You need to use only input-frames and iirc that's more difficult to do on mupen64plus. Mupen v8 increments on input-frames only. If you use vertical blanks you might have a bad time since that increments many VIs without any input frames, though I have no clue how mupen64plus interprets the frames.
jlun2 wrote:
Back on topic, I'm always curious how exactly do people optimize 3D movement in situations that really require all 3 dimensions (bowser in the fire sky level, for example). How do you even start with what to improve? Do you people just start at what looks potentially improve-able and go from there?
Just set "points" that you know you need to traverse and then try getting from say point C to point D faster than previously. BitFS for example we know you need to get to the elevator for the PU strat, and we need to wait on the elevator, so you should set a point for activating the elevator. Then another from PUspeed to bowser entrance. Maybe one from first movable frame to the 'pole glitch'. Works for all 3d games, just establish where you need to go and then use different moves to try and get a faster time to desired point.
Youtube: 4232nis *SM64 TASer
Nis
Experienced Forum User, Published Author, Player (99)
Joined: 6/6/2014
Posts: 19
SilentSlayers is running a tas competition I'm assuming it's okay for me to post this
Youtube: 4232nis *SM64 TASer
Nis
Experienced Forum User, Published Author, Player (99)
Joined: 6/6/2014
Posts: 19
the 101% "lotad" was just posted https://www.youtube.com/watch?v=8nIfy8LO054 It's bascially a TAS that won't pass submission checks.[/video]
Youtube: 4232nis *SM64 TASer
Nis
Experienced Forum User, Published Author, Player (99)
Joined: 6/6/2014
Posts: 19
So much of the vc vs console discussion has been revolving around the 4f it takes to lock the camera aye?
Youtube: 4232nis *SM64 TASer
Nis
Experienced Forum User, Published Author, Player (99)
Joined: 6/6/2014
Posts: 19
Don't bother, he hasn't been on youtube for 5 months
Youtube: 4232nis *SM64 TASer
Nis
Experienced Forum User, Published Author, Player (99)
Joined: 6/6/2014
Posts: 19
Samsara wrote:
Plush wrote:
My first Super Mario 64 WR =)
Lookin' good! I'm really enjoying all the recent improvements being posted here. The next set of runs on the site are going to be wicked sick.
No mention that both the route and .m64 he edited were mine! but hey no need to get defensive right 8)?
Youtube: 4232nis *SM64 TASer
Nis
Experienced Forum User, Published Author, Player (99)
Joined: 6/6/2014
Posts: 19
needless to say, i'll be in it :)
Youtube: 4232nis *SM64 TASer
Nis
Experienced Forum User, Published Author, Player (99)
Joined: 6/6/2014
Posts: 19
Nahoc wrote:
Plush wrote:
You guys have to explain me how in the 120 stars TAS submission you timed "Mystery Of The Monkey Cage". With "you guys" I, ofc, mean Nahoc/MKDasher.
My guess is from first visible non-totally-white frame to first totally-black frame, but I could be wrong. Why do you ask?
If my memory serves, that's the star that's collected as Mario hits the bottom-barrier of the stage, killing him. The star is collected but we skip the collection animation, the usual level-exit, and the save/continue screen (as he comes out of the painting as if he died). As for the answer, I wouldn't use that for a timing. Collecting the star normally would be faster for single-star timing, but this little niche is a few seconds faster solely for skipping the star-collection screens.
Youtube: 4232nis *SM64 TASer
Nis
Experienced Forum User, Published Author, Player (99)
Joined: 6/6/2014
Posts: 19
Hmm, I was messing around with that for a bit. I'm more interested in the pressing the buttons part than using the analog input. A lot of older ps1 games don't even have analog support anyways :\
Youtube: 4232nis *SM64 TASer
Post subject: Input Plugin?
Nis
Experienced Forum User, Published Author, Player (99)
Joined: 6/6/2014
Posts: 19
Hey everyone, I recently switched from n64 to ps to try to TAS some games, but am finding putting in inputs to be rather draining. Is there an input plugin that lets me visually see and toggle inputs to use in-game? There's one for mupen that looks like this: Any buttons toggle will function fine in game, and this works great with frame-advance. Does ps have anything similar?
Youtube: 4232nis *SM64 TASer
Nis
Experienced Forum User, Published Author, Player (99)
Joined: 6/6/2014
Posts: 19
Scratch that, turns out the GC release never made it. I'd still like to try using pcsx-rr. Dolphin clearly won't work on the ps2 iso (and i can't find a GC iso of the game anywhere, despite how incomplete it would be). Has anyone gotten crash twinsanity to work on pcsx2-rr? Which plugins and patches did you use?
Youtube: 4232nis *SM64 TASer
Nis
Experienced Forum User, Published Author, Player (99)
Joined: 6/6/2014
Posts: 19
Thanks, guess i won't be using it for Twinsanity then. And i totally forgot it was released on GC ^^ i'll simply TAS on dolphin then, thanks for that reminder. Cheers
Youtube: 4232nis *SM64 TASer
Post subject: PCSX2-rr Crash Twinsanity
Nis
Experienced Forum User, Published Author, Player (99)
Joined: 6/6/2014
Posts: 19
I've downloded PCSx2-rr in an attempt to TAS some ps2 games despite the volatility of the emulator. However, i can't even seem to get to gameplay! I'm attemping to run Crash Twinsanity. I start the game and after it checks for a memory card, pcsx2 crashes. I believe this is right before a video starts to play. I've added in the patch that skips videos by Nachbrenner, and i've also re-enabled the two "obsolete" patches (this is after just the skip-videos was only enabled). Both attempts have no worked. I cannot get to the Main menu of twinsanity. The game crashes immediately after the memory cards are detected/skipped (i've tried both with and without memory cards enabled). Does anyone know what settings i need to play this game? Or if it's even possible on pcsx2-rr? I can get it to play fine on the regular version of pcsx2.
Youtube: 4232nis *SM64 TASer