Posts for Pottoww

Pottoww
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When trying to use the software to run the PAL-only game Taz Express, BizHawk emulates very poorly and almost completely stops processing the game once you start a new file. I don't know how to explain the issue further than that, but it plays smoothly up until that point (basically, it plays smoothly until you start the actual game).
Pottoww
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Okay, so I thought I had found addresses (copies) for the axis of the forward movement during the on-rail sections. There are 8 different addresses, 6 of them being "the same" and 2 standing out a little bit, but also following the pattern I was searching for. They behave correctly as they "turn around" while moving backwards, the frame difference decreases while braking, increases while boosting and changes its frame to frame value while moving around. All this while also changing memory on every movement frame... At first. BUT, after resetting to the save state again, dying or in any way start over from a previous point, the addresses starts counting on the lag frames instead of the visible frames, and then I couldn't get it to go back to changing during visible frames without restarting the emulator. http://imgur.com/I8did9j The circled addresses are what seems to be the copies. Although, freezing any of the addresses on that picture does NOTHING that I can witness. I am going nuts on this, I don't understand. Is there anyone here who would like to discuss and figure this out with me? I'd love to learn, but learning requires getting somewhere.
Pottoww
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Patashu wrote:
First, do you have RAM addresses for speed and position?
No, I do not. I doubt this is in the actual BizHawk software though since it would be strange if I missed it after playing around with different settings for an hour or so...? Then again I turn out to be awful at searching from time to time.
WarHippy wrote:
Pottoww wrote:
If speedrunning is a factor, every movement from the arwing adds up to lose time, meaning as little movement as possible would be to prefer.
So I am currently trying to find out the best boosting pattern for a speedrun...
I truly enjoy Starfox 64 and will be eagerly anticipating this run, but I certainly don't know all of the mechanics of this game which leads me to my novice question; why wouldn't you just hold down the boost button from the time the level started to the time you get to the boss and all the while flying in the straightest possible line?
Flying straight would be the best option if nothing had to be collected or avoided, but for the best strategies through the level I would need to collect laser upgrades, bombs, avoid lag and possibly even adjust myself differently for different on-rail camera turnings etc. For the boost, it is "proven" that boosting around half the boost bar, releasing it and repeat saves about 10-30 seconds in an RTA speedrun depending on the category. We have figured out (without TASing it) that around half of the bar is the fastest but I would like to know the best exact frame as well as exclude any other possibility. The game is also heavily depending on lag frames, making it harder for me. I also don't know how boosting and movement work together, as it has been implied that you may or may not boost during turns for the best outcome, speedwise. And then there are tons of other factors for the speed and boosts that I would have to research before the run.
Pottoww
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So I am currently trying to find out the best boosting pattern for a speedrun, how should I go with this? I started off with counting the frames for each attempt with a different amount of frames boosted between the beginning of the stage and visual cue about 2000 frames into the stage, but I realized this was inaccurate due to the actual fact that I am boosting differently. To be sure mathematically I would need to play the level for the amount of frames that is evenly split with all the boost frames amounts...? Which would be a huge number...? It may also be that it is faster to boost one way throughout some of the stage and another amount through the rest to fit it in to the rail sections. Is there anyone who can help me figure out a good way to ensure my boosting through the run is optimal?
Pottoww
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The thing about the lag is that we have been researching into emulators and it seems that iQue and emulators are quite like each other when it comes to speed. iQue is already accepted as a console and the TAS would therefore be a true "fastest run" since you "could" theoretically get this time with the fastest official console as well. Therefore I see no need to wait for a slower emulator to do a TAS when this is just as accurate compared to available consoles. Also yes, we are talking about an already finished path through the game to skip cut scenes, not Expert Mode.
Pottoww
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So a 100% TAS is already WIP? And you are planning on doing both normal and expert in it? If speedrunning is a factor, every movement from the arwing adds up to lose time, meaning as little movement as possible would be to prefer.
Post subject: Star Fox 64 Speedrun TASes
Pottoww
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So basically this is a WIP. I know there is already a thread for Star Fox 64, but that thread is mostly around scoring since most people in that thread goes against a speedrunning TAS of the game. Although, since we are a few people who would think a speedrun is interesting, I am creating a new thread for that purpose only. So, basically the Star Fox speedrunning community would enjoy some SF64 speedrun TASes. I have downloaded BizHawk and the ROM and I am currently theorizing different strategies. Although I have gotten across an obstacle: No one wants this TAS to be New Game. Basically the only difference is that NG wastes 10 minutes on cut scenes. I have read the "We provide the runs to be from a fresh file but you may have exceptions" so therefore I am asking for this to be an exception. I would like to see if anyone else is interested in helping me out with this TAS (ideally, someone who is used to to create tool assisted speedruns already). I am completely new to TASing myself but I am a quick learner and I have a huge understanding of the game (tbh Zallard might be the only one I know that knows the game better than I do) since I have been running all the categories and held WR in most of them. There is some research to do before creating the run, like optimal boosting throughout different parts of the levels and how to get passed corners the fastest. I might work on figuring this out while searching for a team player. My plan is to start of with a Blue Line TAS to get the feeling for TASing the game, and then move on to Red Line -> Any% -> 100%.
Pottoww
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I can tell you that the first glitch seems to happen as long as you can mash within a few frames in the beginning of the missile cutscene. The second one though seems to happen way less and I don't know what's causing it.
Pottoww
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Currently running this game RTA and I have found out about two glitches (it seems?). First off, this: http://www.twitch.tv/pottoww/v/10787158 Secondly, you can interrupt ROB when you are about to hit the mothership and start the boost earlier. His text box will still be visible but you have full control of your arwing and the camera changes to the one you normally get after he is done talking. I would love to know what causes this, anyone who has any idea or would be interested in looking into this?