Posts for RachelB


RachelB
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Looks like this will be around 5900 frames, once i figure out what i am doing wrong.
Post subject: Re: Spider-Man 2
RachelB
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Toad King wrote:
What are your computer specs? Dolphin should not be that slow unless you have an ancient computer or are running the CPU in Interpreter mode (which is only really useful for debugging the recompiler).
This game only runs in interpreter or debug mode on old revisions. edit: interpreter works fine in the latest builds though, so running the first 220 frames in interpreter then switching to jit works fine. I haven't tested if making a save state there then loading it without debug mode will work, but debug isn't much slower anymore anyway, so it's not really a problem for such a short run if that doesn't work. edit2: doesn't work, must be done in debug.
RachelB
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Huh, interesting. Any idea how/why/what exactly is required to do this?
RachelB
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jlun2 wrote:
rog wrote:
http://code.google.com/p/dolphin-emu/issues/detail?id=4128 try debug mode.
Only interpreter works, even in debug mode; something must've have been changed since then. Thanks anyway.
Enable MMU as well.
RachelB
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Personman wrote:
A maximum input run of Tetris might be entertaining for a minute, since the blocks would be spinning around and moving back and forth like crazy before falling perfectly into place.
Ok, i'm intrigued.
RachelB
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RachelB
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Joined: 12/3/2011
Posts: 1579
http://code.google.com/p/dolphin-emu/issues/detail?id=4128 try debug mode. Also, it might be worth trying make a save state after it starts up (in debug or interpreter) and then loading that with the JIT. Depending on how it crashes though, that might not be an option.
RachelB
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jlun2 wrote:
rog wrote:
Have you tried the latest builds? Also deleting cache files?
Can you please tell me what's the best build to TAS on atm? :) Edit: There's this game that works only by using the Interpreter CPU Emulator Engine. It runs at 3% speed, but does it sync well?
Check the sticky. What game is that? You could use interpreter, but trying to tas at 1-2 fps is insane, and would never work.
RachelB
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Aglar wrote:
rog wrote:
I guess that means a lot of manipulation is going to be needed for the first boss.
Yeah, the boss fight in the latest wip was supposed to redone to get as much mana as in the wip Randil posted 2 years ago.
I redid it last night, and avoided getting hit at all, and got 80 extra mp. Going to need more than that though.
RachelB
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The eagle that takes you to the clouds in the first level has a frame rule of hm - many frames - for when it's able to take you there. In our latest run we intentionally played the first part of the level quite slow, since we calculated that we wouldn't be able to catch another frame rule, to pick up more mana and got to the eagle just before the next frame rule. But now I wonder whether it might be possible improving it by another frame rule after all - if you would add the damage boost trick throughout that area. Can't remember how many frames that was needed for the previous frame rule but if one took a look into it, it should be quite easy check whether it would be possible or not.
I was wondering about that.
If I remember correctly we had planned out when we had to get maximum mana, infinite mana that is, in order to not lose any time later on. I think it had to be gotten before the second boss.
I guess that means a lot of manipulation is going to be needed for the first boss. Should be fun. Thanks for the test runs and advice, that should help a lot.
RachelB
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This does not look very good. It seems like almost everything can be improved. You even turn around to get things you missed at some points.
Post subject: Re: wii mote record
RachelB
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Warepire wrote:
rog wrote:
CoolKirby wrote:
The devs are working on it.
As far as i know, this isn't true. The only dev who cares at all about tasing is nitsuja, and he hasn't made a commit in 4 months now.
But he has promised to return and further improve the save fixes and speedups branches according to the devs.
Neither of which will help wiimote recording. And it's been months, so i wouldn't hold your breath waiting for them.
RachelB
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What if they can press and hold those buttons at the right times with near perfect precision?
Except near perfect isn't good enough. If it isn't 100% perfect with frame precision, the entire thing will be thrown off.
RachelB
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This is relevant to my interests.
Post subject: Re: wii mote record
RachelB
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CoolKirby wrote:
The devs are working on it.
As far as i know, this isn't true. The only dev who cares at all about tasing is nitsuja, and he hasn't made a commit in 4 months now.
RachelB
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Have you tried the latest builds? Also deleting cache files?
RachelB
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Voted no because no matter how much you improve this it's still going to look like a really shitty normal run that runs into walls and stands around for seemingly no reason. Again, it's an interesting idea, but this is a terrible game choice for it.
RachelB
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ALAKTORN wrote:
Swordless Link wrote:
I improved this run by a lot. Here's the new m64: http://dehacked.2y.net/microstorage.php/info/1584811726/Kayak%20V2.m64
but wasn’t it perfect?
[06:36] <rog> Swordless: you said "This run might be improvable but it probably isn't" and then improved it by almost 20 seconds. not sure i trust you that it's not possible :( [06:36] <Swordless> I was lying hte first time :/
RachelB
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Well, i decided to take a stab at this game, since the published run was clearly improvable. I managed to finish the first level in 6130 frames, which seems to be a good bit slower than what aglar and randil had. Since it does not seem that either of you are still working on this game, would you object to me continuing from your wip?
RachelB
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I apologize, that was not my intent. But there really is no chance of anyone else doing it. If you choose to do it, i'd be interested in seeing it.
RachelB
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Swordless Link wrote:
Derakon wrote:
Well, is it physically possible to use the extended range on the controller without modifying it? Because you can do U+D / L+R on an unmodified NES controller if you have sufficient manual dexterity.
Yes, actually. aleckermit posted earlier in the thread that you can reset the controller while holding up, and this will make neutral act like up, meaning that if you hold up again, it'll go beyond its "intended" range.
That would make neutral down, actually, and also makes it impossible to move up (since it is outside the range of the controller). If you don't need to use down, then of course, that isn't a problem. It still doesn't matter though. Even if it were completely impossible to do with an unmodified controller, it doesn't matter at all. It is possible to do on an n64, and that's all that matters. It is NOT an emulator only trick, and to say it is just because it cannot be done with an unmodified controller, is an outright lie.
RachelB
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CoolKirby wrote:
Shouldn't this information be mentioned in the first post of the "Do not TAS using official builds" thread so people like sack_bot can find it right away?
Done.
RachelB
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K, then i'm voting no on this because the sky is blue.
RachelB
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No it can't, wiimote recording doesn't work properly.
RachelB
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Hello.