Posts for RachelB


RachelB
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You don't even need to mod it to run homebrew. What firmware are you on? Also, i'm dumping mine now.
RachelB
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I think dolphin's audio dumper is just buggy. It's always off by a random amount for me. I've had times where it was shorter than the video even.
RachelB
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Mine is d13426a926055be11a8330b27fe231ea. If that's what everything on the internet is, then i'd probably use that, unless you want to dump it and upload it yourself so people can get it.
RachelB
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6 day is fastest in both real time and game time, except possibly on GC. And even then, it's only a difference of a minute or two, so it's not really worth doing 2 seperate runs.
RachelB
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asutoro wrote:
rog wrote:
http://www.nicovideo.jp/watch/sm16772290 Just found that. It seems he beats me only because of better luck. His play is clearly inferior. Still not bad, nonetheless.
(Based on translation by Google) According to comments in writing to the video, damaging attacks "cut down" seems to focus on. I think this is born with a little difference. 動画に書いてあるコメントによると、ダメージが大きい攻撃の"下切り"を重視しているようです。これでは少し差が生まれるのではないかと思います。
Googleはとても悪い翻訳者です:(。ごめん、「ダメージが大きい攻撃の"下切り"を重視しているようです」はどういう意味ですか?asutoroさんは3の攻撃は、下向きの攻撃が続くを意味するか?もしそうなら、それは速くはありません。 すみません、僕は日本語にとても熟練じゃない。僕はあなたが理解できると思います。 Google is a very bad translator :(. Sorry, but what do you mean by "damaging attacks "cut down" seems to focus on"? Do you mean his attack pattern of 3 attacks then a downward strike? If so, that isn't any faster than what i did.
RachelB
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Slowking wrote:
rog wrote:
Aiming is tied to movement. The wii version can aim independently. It takes like 2 seconds to turn around and aim behind you on the gc. The wii version can aim anywhere on the screen in 2 frames.
Still don't see how that would be a problem in a TAS. You can just initially move in the right direction, so that you don't have to do extra movements to aim
That is most certainly not possible. It is very frequently required to turn around repeatedly in a small area. You may be able to minimize it a lot, but the useless movement will be required to aim at some points. For example, if there are two enemies right next to each other, the GC version will need to slow down slightly and aim at each of them. On the wii version you can just run right past at full speed and toss a pikmin behind you. And don't forget that precise movement is often slower, due to moving so much slower when walking diagonally/vertically.
RachelB
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But from what I understand you could achive the same speed with sidewards running? Why not just use that?
Nope. The camera doesn't set to where you are facing when you press the button. If you continue moving, it will follow you for several seconds after you adjust the camera. There's no way to turn around quickly while still moving to the side. Even if it were fully optimized, it'd still be much slower.
Wii TASing isn't quite there yet, from the input options. Plus motion controls will probably never be as precise as button controls.
Well, for pikmin, the controls are quite limited. It used the IR to aim, but otherwise no other motion controls are used. It was not too difficult, and was precise enough, to use a controller for analog movement with my left hand, and mouse with the right for aiming+various buttons. It wasn't ideal, but it worked. Unfortunately wii recording does not sync almost at all right now, even just for moving around.
Why would you need to move around like an idiot to aim in a TAS?
Aiming is tied to movement. The wii version can aim independently. It takes like 2 seconds to turn around and aim behind you on the gc. The wii version can aim anywhere on the screen in 2 frames.
RachelB
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First, yellow pikmin don't drop bomb rocks when whistled in the wii version, and you can't use the c-stick while walking in the wii version
Oh, wtf is that. How do you make them drop their bombs then? I'm fairly sure GC version cannot finish day 2 in a 6 day run without growing flowers on day 1, which would cost 5+ minutes. GC is definitely not faster, regardless of such things. edit:
you can't use the c-stick while walking in the wii version
Is false. Also, the save state problem does not exist a few versions back, but it doesn't even come close to syncing, even for just running and around. Never mind this, it was caused by ignore format changes. But still, it's pretty prone to desyncs, so don't think i'll be trying this until wiimote recording is more stable.
RachelB
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Loading a savestate in pikmin (wii) disables all controls, and causes olimar to run off randomly until the wiimote is disconnected and then reconnected. Any chance for a fix? It's caused by ignore format changes, disregard this.
RachelB
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In the wii version you move at the same speed as you do while walking to the side, while walking diagonally. In the GC version you move significantly slower while moving in any direction other than left/right. Between this, and more accurate controls, wii version should be significantly faster, to the point where doing the GC version would be silly. The problem of course being that the wii version is also much more difficult to work with, and who knows if it will even sync. I tested running from where you first get control of olimar to the onion, and the GC version took 180 frames, while the wii took only 143. And the GC was far more optimized (i made no attempt at all to optimize it on the wii). The difference is rather huge. Hopefully this should allow day 2 of a 6 day run to be done without waiting on day 1. I tried on the GC version, and it didn't seem possible, but between running faster, throwing pikmin further and more accurately without needing to move around like an idiot to adjust aim, it should be pretty easy with the wii version. edit: loading a save state breaks the controls, so this run won't be happening.
RachelB
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6 minutes in, and i love it already.
RachelB
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http://www.nicovideo.jp/watch/sm16772290 Just found that. It seems he beats me only because of better luck. His play is clearly inferior. Still not bad, nonetheless.
RachelB
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I find them both to be the same, as far as entertainment goes: when used in moderation, they make the run more entertaining. But if you use them every single level, don't expect me to finish watching.
RachelB
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kaizoman666 wrote:
So, the question is, would the testrun be good without the backtracking?
I thought it was great, up until the point where it started goal sphering every level.
RachelB
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Lagarith works for lossless dumping, though the file size is huge. At 720p, i believe i was getting around 1-1.5 gb/min. I usually just dump straight to h264 though, which still looks great, and comes out to around 30-50 mb/min with a rate factor of 23. As far as audio goes, i just use the change so video and audio duration match option in vdub. It makes it sync, or at least close enough to sync, that i can't tell that it's off. It sets the frame rate to anywhere from 59.91 to the correct 59.94. I can only assume the inconsistency there means it's doing something wrong, but it's seems good enough.
RachelB
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Just tried dumping with idle skipping and dual core. Did not work at all. Got a black screen until the game started, at which point the entire UI was missing. It was caused by dual core though, not idle skipping. Everything appears to be working fine so far dumping with idle skipping on and dual core off, including syncing.
RachelB
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Ilari wrote:
rog wrote:
I'm not sure exactly what idle skipping does, so not sure if it's acceptable to use in a run
Some time ago, it seemed that idle skipping messed with dumping in MAJOR way.
Well, a lot has changed recently. A few weeks ago idle skipping caused very frequent desyncs, but that doesn't seem to be the case anymore.
And also with multicore, it isn't just about sync on one computer, it is sync across computers. I have seen numerious cases where what syncs on one computer doesn't sync on another.
Interesting. Certainly we shouldn't all start using these settings right away, but it's definitely worth investigating further. Being able to playback at 2-3x faster would make things significantly easier.
RachelB
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fwiw, movies seem to sync fine now with dsp HLE, dual core, and idle skipping. I'm not sure exactly what idle skipping does, so not sure if it's acceptable to use in a run, but the others should be fine.
RachelB
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DarkMoon wrote:
rog wrote:
While i wouldn't mind some occasional backtracking, that wip was quite boring.
You can't backtrack in some places, but not in others. Either you do it whenever possible, or not at all.
Of course.
RachelB
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While i wouldn't mind some occasional backtracking, that wip was quite boring.
RachelB
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First off, if you want your movie to sync properly, you will need to dump some files from an actual wii or gamecube. These files are copyrighted to nintendo, so you cannot legally download them. The easiest way to get them is with a soft modded wii, you can simply run a file (here) and they'll magically appear on your SD card. If you have a wii, but it's not modded, you can either mod it, or there are ways to do it without modding it. If you need help with that, just ask, and i'll explain. You can also do it from a hard modded gamecube. There should be instructions for that somewhere in that thread. After that, you'll want to use the most recent version of the more-save-fixes branch, which you can find here for the 64 bit version, which fixes basically all desync issues. The version available at the official dolphin site does NOT include this fix, so don't use that. For settings, you'll want to turn dual core off (actually, the issue dual core caused may be fixed now, but i'm not sure. I'd keep it off just in case. It doesn't make a huge difference in performance anyway), and idle skipping off. And of course don't forget to change audio to dsp lle recompiler. You'll probably also want to set a hotkey for frame advance, and possibly change the save/load states to something that is comfortable for you. Once everything is set up, highlight the game you want to play, then click emulation->start recording.
RachelB
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ALAKTORN wrote:
you could’ve jumped up to avoid his attack, that’s why I said attacking less (since you need time to avoid) but you’d start re-attacking earlier (since you’re closer to his stopping position)
That would have been even slower than just getting hit, because of the lost attack. It definitely would not have been worthwhile.
RachelB
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ALAKTORN wrote:
I’m watching Act 2 and… it seems like you slightly slow down when you land from a jump, so wouldn’t it be faster to land on the exact loading spot for the next area instead of before it? why is that not possible? or does it actually not slow you down?
Indeed, landing costs 4 frames, however there is an invisible wall to the upper right of each loading point, so it's not possible. so far it’s kind of boring, doesn’t look like a good game to TAS but I’ve never played it so I can’t appreciate it as much
edit: in the 2nd boss fight, http://www.youtube.com/watch?v=JxmpvI5kBN4&feature=bf_next&list=PL8A3E2E6F74E3E286&lf=plpp_video at 6:50, is it slower to stay on its right side (and I guess attacking less) so that you’re closer to him after he does the attack? I think you’d attack less but you’d start re-attacking earlier…
Nope, if i was on his right, i would have been hit by his attack, and either died, or wasted time blocking and getting knocked away.
Anyway, you had to go and submit this when I was working up the capital to get a Wii and this game!
I'd strongly recommend playing it in dolphin if possible. The wii really doesn't do it justice, in 480p.
RachelB
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If you map out the notes, it should be simple enough to convert a midi file to the appropriate button presses. The hardest thing would be mapping the buttons, which has apparently already been done.
RachelB
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Of course it's possible.