Posts for RachelB


RachelB
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Joined: 12/3/2011
Posts: 1579
CoolKirby wrote:
This movie breaks the site rules by entering a cheat code, and it isn't going to be accepted.
Who cares? I'd love to see it get published, so i voted yet. I don't really care that it never will be.
RachelB
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Slowking wrote:
Because there is no official version that allows this. However there are 3 official versions that allow for stick on B (GC, Wii, 3DS). Considering how many bugs they fixed on 3DS shhouldn't this have been fixed if it was a bug? I think they deliberatly allow access to more memory to prevent crashes. Probably not this particular one, but others like it. YMMW here, but the fact remains that there are 3 versions out there where this trick works, vs. 1 where it doesn't.
I don't see why it matters how it works in other versions. Those other versions can be TASed. Reprogramming an emulator you're familiar with to allow you to take advantage of an emulation glitch just because you don't feel like playing on an emulator you are not used to just seems a bit silly to me. If you need to use a glitch that works in one version but not another, you need to use the one it works in, or don't use the glitch.
Considering how many bugs they fixed on 3DS shhouldn't this have been fixed if it was a bug?
I don't think crashing was ever the intended result of trying to use B stick.
RachelB
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Voted yes because the laughs i had when i saw the time of 00:00.03 was worth the <1 minute it took to read the description and watch the first few seconds of the encode.
RachelB
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See the changed block and shield symbols in OoT. So who is to say this wasn't a deliberate fix?
To be honest, i don't see why it even matters. Regardless of why, it does work on these platforms, which are official releases from nintendo. Poor emulation or not, it's an official release, and if it works on the actual console, it should be allowed in the tas.
RachelB
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MrGrunz wrote:
All console players use Stick B and don't care about the fact it doesn't work on N64, so why should I drop an amazing route, just because some people have different opinions on that issue.
They don't care that it doesn't work on the n64, because they aren't playing on the n64. If you use the GC/VC version, whether it works on the n64 will also be irrelevant for you.
RachelB
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If you need to use B stick, you need to use a version it works on. It seems silly to me to abuse an emulation glitch just because it works in a different version.
RachelB
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Yeah, considering the current any%, and the time difference here, i don't really see this being a new category.
RachelB
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すみません、32bitはここ
RachelB
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Posts: 1579
darkszero wrote:
MrGrunz wrote:
we also figured out, that doing the CS skip in dodongo's cavern warps to gerudo's training, a possible faster route to the spirit temple. One downside, though. I have tested this on Mupen and the normal cutscene skips work nicely. When you do a cutscene skip, that is linked to a wrong warp (fire temple, deku tree, dodongo's cavern) the game froze for me. This applies to fire temple and dodongo's cavern. deku tree worked nicely, though.
MUST FIX MUPEN. I know that these cutscene skips can be done on console, but people are testing then all on consoles too? These OOT console players never cease to amuse me. (or does it simply work on another emulator?)
Could have been tested with project 64. Dolphin works quite well now though, so there's always the GC version if it doesn't work out on mupen.
RachelB
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SoulCal wrote:
MUGG wrote:
New tricks http://forums.zeldaspeedruns.com/index.php?topic=20.msg16716#msg16716 http://www.youtube.com/watch?v=zoQtZbBy-FQ
I don't seeing the Deku Tree cutscene skip as a viable option, considering you have to have bombs and a bottle, which means Link would have already left the forest in the first place and got to Dodongo Caverns. Unless we can use Chus instead or do bottle adventure, but if we did BA/RBA we would have to collect a bottle, which means we left the forest already as well. But some of the others look promising. Warping to Forest Temple from Fire Temple...interesting
Or just do deku tree after DC.
RachelB
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Just saved a total of 235 frames on boss 3. This should be damn near unimprovable, since i'm already waiting at the end of every single hp bar in order to prevent getting a 5th, which would cost 20+ seconds. Total time as of boss 3's death is 76,147 frames, which is a total of 3660 (and 2 smoke bombs) faster than my previous attempt. Link to video
RachelB
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http://www.mediafire.com/?jc2b3q3w32ll3yk TASのためには、そのバージョンを使用する必要があります。それはdesyncの多くを修正します。必ずデュアルコアとアイドルスキップが無効になっている。DSP HLEも使用すべきではありません。代わりに、DSP-LLEを使用しています。 俺の悪い日本語のためにすみません。あなたが理解できると思います。
RachelB
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I've been doing my tasing with a ps3 controller. I find it significantly more comortable, and still offers just as much control as a keyboard while tasing. I've been tasing gamecube games, which only allows me to (comfortably) map frame advance, play/pause, 2 save states, and load last written state to the controller, so it's a bit annoying having to lean over to my keyboard for other save states, but it works well enough. I'd imagine it'd be even easier for systems with fewer buttons.
RachelB
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Yes, use LLE audio.
RachelB
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Might be faster to just put it on a memory card and mail it to him :D
RachelB
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DarkMoon wrote:
This argument has gone on for way too long. They're seriously never going to start at this rate.
Pretty sure they can start whenever they want, regardless of other people arguing about it. If they don't want to use it, then that's really all that matters.
RachelB
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Link to video ahah, i love it.
RachelB
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Yep, i used HLE for the dsp. It's not a desync though. Looking through the .dtm, 95% of it is either rapid fire a/b, or holding a+b, and nothing else. Not sure what that even is.
RachelB
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Same thing is happening with 415. Btw, if you continue tasing with dolphin, you'll want to use the build posted here. All desync issues with gc controller recording seem to have been fixed recently, however the main build available on the dolphin site does not yet include these fixes.
RachelB
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Happens with everything.
RachelB
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What revision/settings was this recorded with? It just goes into the game, changes some options, and then spams/holds a/b for a while for me, with either 305 or 378 more-save-fixes.
RachelB
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HLE can cause desyncs, don't use it. To use LLE audio, you need to dump some files from a wii (or GC). You can find instruction for that here. If you still need help with that, or otherwise can't do it, feel free to pm me and i can help.
RachelB
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MUGG wrote:
I used to time-stretch the audio but it's not a good solution, really...
Perhaps, but it ends up being close enough to not really be noticable, and unlike manually fixing it every single time a new area is loaded, it only takes a few seconds.
RachelB
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Audio dumping seems buggy. Time stretch it to match the video length. Dual core and idle skipping both need to be off for recording, for various reasons (mainly they cause desyncs). They can be used if you really want to be able to play at full speed, but they will cause headaches, and you will need to frequently check for desyncs (whereas without them, you should get no desyncs at all). The only acceptable version for tasing is the latest build of the more-save-fixes branch, or the tas-input branch (same thing, with a better tas input). You can find these in the dolphin thread. The builds on the main dolphin site are NOT ok to tas with. As far as i can tell, based on more than 300k frames of tasing, as well as various other people tasing with it, it should never desync, at all, when recording GC controller (wiimote recording desyncs almost constantly).
RachelB
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Looks like much more significant improvements than i thought are possible, so i'm redoing this. So far, in act 1 alone i've saved 2050 frames, of which 382 were from better random encounters, 19 from more optimized luck manipulation, 1045 from skipping an extra fight, 536 frames on the boss, and the remaining 68 from other misc optimizations. In act two (i've yet to fight the boss here, but have done all the rest of it), when accounting for saved smoke bombs, and other changes, i should be somewhere around 4000-5000 frames ahead.