Posts for STBM


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Experienced Forum User, Published Author, Active player (318)
Joined: 1/15/2012
Posts: 343
Rena wrote:
Isn't everyone using Mupen64Plus (or some variation of it)? It's still in development. It's true though that all N64 emulators (including Nintendo's) are terrible and inaccurate, and I doubt any existing N64 TAS would actually play back on real hardware.
http://tasvideos.org/forum/viewtopic.php?t=12060
Experienced Forum User, Published Author, Active player (318)
Joined: 1/15/2012
Posts: 343
Hmmm, I've got one question : should we start to make 1P run or should we wait for the PC emulator to become compatible ?' I ask that because the PC version run at 60 FPS and has a wider screen (which means moving faster, and throwing with more strengh and way more accurate) or will it be ok to a wii-version run and a pc-version run of this game ? What do you think ? EDIT : I did it ! :D But of course it desynch'd :(
Experienced Forum User, Published Author, Active player (318)
Joined: 1/15/2012
Posts: 343
Oh... Ok :p
Post subject: About the "time" of a TAS...
Experienced Forum User, Published Author, Active player (318)
Joined: 1/15/2012
Posts: 343
There always been something that bothers me the world of the TAS, it's the measure of time... I always heard that the time of the run was measured by the power on to the last input... But if we take for exemple the TAS of Zelda : Oracle of Seasons in 1:25:57.22 ( http://www.youtube.com/user/SwordlessLink?feature=g-u-u#p/u/1/fSb8J3sghxo ), we can see that the last input is way after. at around 1:29:10. I'm assuming I'm wrong, but can someone please explain to me how the time of the run is calculated ? (PS : I looked on the rules of making a movie, I didn't found it :( )
Experienced Forum User, Published Author, Active player (318)
Joined: 1/15/2012
Posts: 343
I loved the last batlle... Yes vote !
Experienced Forum User, Published Author, Active player (318)
Joined: 1/15/2012
Posts: 343
Originaire de France mais je vis en Australie... Je suis (agréablement) surpris du nombre de personnes parlant francais ici quand même ! :)
Experienced Forum User, Published Author, Active player (318)
Joined: 1/15/2012
Posts: 343
I succeed to control only one... Well, Dolphin does support 4 wiimotes, but we only have one mouse... Maybe later with a TAS-Input plugin... I agree that a run with 4 wiimotes would be really impressive for this game.
Post subject: World Of Goo
Experienced Forum User, Published Author, Active player (318)
Joined: 1/15/2012
Posts: 343
When Dolphin will be ready, i would love to TAS this game, and I know that they're other people who wants to do it too... (Sorry for my bad English, I tell you that now before you cry ;p) In my opinion, we can have three TASes for this game : - any% : Just finish the game, trying to avoid the OCDs as they waste our time on the map. - 100% : All OCDs - Max Goo : Abusing the physic motor to get more goos than the game normally allows you. (exemple) I will personally try to work on an any% run... Here is a single-segment speedrun and this and this may be two interesting channels to look on. As Dolphin still can't synch the wiimote movement when you try to playback, we still can talk about known glitchs and strategies :p We can also talk about luck manipulation, because for each level we can have two situations at the beginning, for example level 1 can start with this or with this, and it would be very relevant if we could know how to manipulate those apparitions. I can confirm that the game choose that during the map, when we select the level, I was thinking about the number of the frame when you select the level... If it's odd or even... Oh well, any ideas ?
Experienced Forum User, Published Author, Active player (318)
Joined: 1/15/2012
Posts: 343
Hum... When I record a movie, everytime I get this error : . You can solve it by deleting the save files (I think those are the ones at /Dolphin Folder/User/Wii/title/ ), but now I'm thinking about it... This is not normal... What am I doing wrong ?
Experienced Forum User, Published Author, Active player (318)
Joined: 1/15/2012
Posts: 343
@CoolKirby @rog I know it's possible, and I saw the SL videos, but I was wondering if we could simplify even more that... Or maybe that's what rog was saying :p
Post subject: OoT Music with TAS ?
Experienced Forum User, Published Author, Active player (318)
Joined: 1/15/2012
Posts: 343
Hi, Do you think it would be possible to play music with the ocarina of ocarina of time with TAS ? My idea is simple : A software (yay, simple... eeer....) which would work like midi : you have the choice between many sounds (all the ones which are possible) and you put them in a "partition", and then the software generate a movie of all the input to make this song... I think i'm not the first to think of something like that, but I didn't found any topic about that, and I would like to see other opinions... :p
Experienced Forum User, Published Author, Active player (318)
Joined: 1/15/2012
Posts: 343
rog wrote:
Comicalflop wrote:
Once Dolphin is really stable/ready I hope to work on World of Goo.
I would say it already is. There's no lua support, or ram watch (though you could always use cheat engine or something for that), but otherwise everything you need is available and working, and it syncs pretty well too.
Actually, this is the game I tried to make work. But this is just impossible to get it sync... I don't actually know why, I tried with and without savestate, but it keeps desync at the same place. But as you said to me, we should wait.
Experienced Forum User, Published Author, Active player (318)
Joined: 1/15/2012
Posts: 343
Tompa wrote:
Something I find highly annoying when TASing, is when you load a save state you won't automatically appear at that point in the game, but have to press frame advance once in order to do so. Does it have to be like this...?
I agree this is annoying but I personnaly get use to it...
Ilari wrote:
Vertical Interrupt. Raised every time vertical blank starts, that is, once per actual frame. I have no idea what Dolphin calls "Frame".
Oh, as it incrase one per one, I actually always used it as frame... Oh well, this has been efficiant until now, so I will continue like that.
Experienced Forum User, Published Author, Active player (318)
Joined: 1/15/2012
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I have a little question : What is VI ? http://s4.noelshack.com/uploads/images/17676426840534_vi.png Because there is the "frame" which is increasing strangely with frame advance (3/10 frames per frame advance) and this, which only incrase by 1 everytime... What is this ?
Experienced Forum User, Published Author, Active player (318)
Joined: 1/15/2012
Posts: 343
Wii TASing doesn't work at all... Actually, the wiimote tasing doesn't work, it keeps desync when you go too fast by jumping some frames, and as you can't hexedit to repair the movie... Well, let's say that for the moment, Dolphin is not powerfull enough to do Wii TASing. But I'm sure it will be better soon :)
Experienced Forum User, Published Author, Active player (318)
Joined: 1/15/2012
Posts: 343
I don't know, but it does work... sometimes... if you're REALLY lucky... :p But this is good news :)
Experienced Forum User, Published Author, Active player (318)
Joined: 1/15/2012
Posts: 343
rog wrote:
Does wiimote recording actually work properly now without massive amounts of desyncing?
... Well, I did have one movie without desync... But yes, you're right, it's more reasonable to wait... so I'm going to wait... but I will still work without recording, and just one player :p
Post subject: TASing a game with more than one wiimote ?
Experienced Forum User, Published Author, Active player (318)
Joined: 1/15/2012
Posts: 343
Hello ! I would like to know if you have any idea about how to TAS a game with more than one wiimote ? The first wiimote is very easy to use with the mouse, but for the other ones... I even tried to use real wiimote, but they keep moving... I though about a plugin maybe, like that : http://s4.noelshack.com/uploads/images/14006670682851_ideawiitas.png Ok, that IS very badly done, but you get the idea : two cross on the screen (maybe that you can move with your mouse) and two wiimote, with buttons that will be pressed ect. A bit (a lot) the same idea than the plugin of the N64 emulator. Do you have any idea of a way of tasing with more than one wiimote ? [/img]
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