Part of what's stalling the conversion of the Sonic TAS tools from Gens to BizHawk is, to my understanding at least, that some of their tools are specially built into the fork of Gens that they use. It's definitely not as simple as porting lua scripts between emulators (itself not trivial because pickles)
The real question here is, why would anyone want to TAS an emulated game (by virtual console, an emulator with many game-specific compatibility hacks) inside another emulator (Dolphin) when they could just TAS the game directly in a superior emulator?
The best answer to this is Ocarina of time, which have a glitch in VC thzt is impossible on a real N64. And I think it's not the only game in this case
Would that then be a Wii TAS or an N64 one? I'm fairly certain the revision of OOT used in Wii VC is the revision we already have pubs on. [the rest of this post was excised due to questionable proposals]
It's not just that it's a high profile game, it's a high profile game where the publication for this category has recently been outdone by RTA runners - the standing movie for this category was Swordless Link's TAS from 2012, which was passed by Jodenstone on JP Wii VC back in 2015. We can do better, it's just none of our regulars care enough to do it (or if they are doing it, they haven't yet spoken up about it) and we're really the only group pushing to move away from Mupen64.
On rewatching this: There are entertainment tradeoffs, right? It feels like there are some entertainment tradeoffs in here but I'm not familiar enough with speedrunning this to explicitly name them (though the musical stunts when invoking Bottle Ocarina is probably one of them)
When did you start this TAS? I know you said in the submission you restarted the TAS in late 2016 but was that starting over from zero?
Yes it was restarted from zero (actually not fully zero, it was remade from right after the Kokiri Forest entrance cutscene) since the rupee route at the beginning is already different from the previous route.
That's close enough to starting from zero as to be starting from zero, unless the save name affects RNG seed (which I don't think it does).
homerfunky wrote:
Pokota wrote:
Was the necessity of resets the sole reason for using Mupen?
No, I used Mupen for 2 main reasons:
- Bizhawk still has desyncs, at least, from my experience with it, so I must always keep checking regularly if the TAS syncs.
- Mupen runs the game so much faster than Bizhawk on my computer. So it's much faster and less painful to check for desyncs. With the playback speed set to the maximum (6400%), Bizhawk only runs the game at 80 FPS (60 is the normal speed).
Did you remember to set it to the N64 TAS profile? That should help with stability/syncability. There's very little I can suggest as far as playback speed, though it should be noted that this is probably the only submission I know of since the Mupen deprecation announcement that claims Mupen is more syncable than BizHawk's Mupen64plus core (which in this case it sounds like high speed playback was really only needed for sync tests anyway).
homerfunky wrote:
Pokota wrote:
Does BizHawk not record resets into the movie?
For that last question, the version of BizHawk that was available at the time might not have recorded N64 resets so if that's the case I can stand behind a special exemption.
Bizhawk does record resets in the current version, but I don't know for the version that was available when the TAS was started, but I think it should have.
The reason I ask this is because you only made a note in your submission about needing Mupen for the resets, not for any stability/syncability reasons. Since the reason given in the submission is now void (depending on what precise date you restarted/what the BizHawk version was when you restarted), that kind of invalidates your reasoning to me. Still voted yes though.
E: It's Mothrayas' call anyway and a special exemption was granted already. I'm just trying to figure out whether or not staying with Mupen was necessary in the first place. Do you have a precise date for the restart in 2016? Also why didn't you request an extension in the extensions thread?
I am voting yes on this since this is the kind of category I eat up with a spoon.
My issue with this is one that's already been addressed - the fact that it was made in Mupen64 instead of using BizHawk, apparently to take advantage of resets. According to what Mothrayas wrote:
He never asked for a continuation on this game.
My questions for Homerfunky are
When did you start this TAS? I know you said in the submission you restarted the TAS in late 2016 but was that starting over from zero?
Was the necessity of resets the sole reason for using Mupen?
The most recent stable version of BizHawk, 1.12.0, captures both soft and hard resets for the N64 core. When you started making this TAS, did you test to see if BizHawk supported recording hard/soft resets?
For that last question, the version of BizHawk that was available at the time might not have recorded N64 resets so if that's the case I can stand behind a special exemption.
It is already possible in the alpha - set your Three Dee mode to "Side by Side" in the Virtual Boy preferences (haven't figured out how to get anaglyph colors in side-by-side yet). It dumps based on your Three Dee mode setting (in Virtual Boy > Preferences), see the below videos.
Link to videoLink to video
What I'm planning on doing for FFTA is just showing battles and a clan synopsis page at the tail end (since the battles are kind of the bread and butter of that game).
If you'd be more specific about what RPGs you're planning on playing and what the target presentation is I could be more specific with what advice I can give you.
Like, recording as for a let's play? If it's as a let's play just experiment with the cuts and see which one works best for what you're trying to present.
In all seriousness, what about nerves? It sounds like this was your first time at that country club as a whole, so you may have been more nervous about it than you realized. It's hard to float on your back when you're nervous.
I know that I myself have difficulty floating when I'm with unfamiliar people, it takes me some time to get back in bounce.
Later in the game, against units with a lot of damage, combos are likely to be the better option (if you initiate a combo with 10 JP, and at least one other unit participates, you're doing at least 5× regular damage).
To my knowledge you'll only get one mythril weapon without trading so that's Marche (whose special perk is that he starts with the Soldier combo) and whichever Mythril Weapon you end up manipulating. Bear in mind that to participate you have to be in range for your combo skill - for example, Marche's requires that he be adjacent to the target, regardless of his current weapon.
E: With that said,
which single mythril weapon would best suit the route? If we were going magic-heavy a Mythril Staff grants combo to all races except Moogle (though you'd need access to Bishop to get it onto a Bangaa),
apparently you can also get mythril weapons as town clan battle drops? I've never seen it happen and there's no way it'll speed up any% since you'd have to win an entire extra battle, but it might be worth considering for All Missions (if that can ever even happen... how long would that take?)
Not saving Ana is the usual speedrunning branch, since the difference is a slightly more stressful stage 4 combined with just a different sprite and some story differences in the ending.
If anyone just wants a bk2 that gets through the snowball fight and to the actual introduction animation and doesn't care for optimization, here you go.
2.5.8 MT has an x64 build; there's also Avisynth+ but you'll need a custom build of ffmpeg to encode with that, as standard windows ffmpeg x64 isn't built with the right hook (I don't have standalone x264 so I'm not sure what's different there).
Here's a link to the doom9 thread for Avisynth+, since that's probably more up-to-date than their own github page.
Link to video
For the benefit of others: the submitted movie file is an FM3 file.
For reference, the Spider Den (Genesis level 6) is not present in the NES version. I'm not sure if this is more entertaining for me or not since the Spider Den is all of three major traps (the Giant Spider in the tunnels, the chest full of spiders, and the hall of spider eggs you have to levitate through).
Other than getting smooshed by a troll, what time-saving deaths are in the NES version?
...actually, can someone list off what the actual differences between NES and Genesis are? I know you get to use more magic in the NES version but I've never played more than a couple rooms of that one.
As fas as FFXII goes, I recently bought the PS2 version and I'm enjoying it. The battle system feels really clean, even though it also feels a bit like one that would be in an MMO (which I believe FFXI was supposed to be? I never owned it though). I don't have the means to play anything newer than XII barring a PC co-release.
Learn how to install and run a linux system.
In all seriousness, what operating system did you have before? Your OS shouldn't be trashed, but you may need a temporary one to fix your main one.
feos: In Sonic 3 and its derivative games, a big ring sends you to an Emerald stage, except if you've already cleared all seven (14 after starting Mushroom Hill during Sonic 3 & Knuckles) Emerald stages, in which case it simply awards you 50 rings. You still need at least 50 rings to activate super/hyper.