Posts for SoulCal


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Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
TAG wrote:
Alrighty I have my wip of MM in a .bk3 format, http://tasvideos.org/userfiles/game/399 Tell me what you guys think, I have not got a route but the 1st cycle is nearly the same. I am thinking that I shall add in some glitches while waiting.
Have you compared your WIP with the current TAS? I would recommend doing that, and making sure you at least match the frame counts, if not beat them. Bizhawk may just be more accurate with emulation so idk if frame counts can be compared to Mupen. I would try to do a horizontal slash instead of a vertical slash when cutting the bush too. Grunz uses a vertical slash in the current TAS, but he changes the camera angle to the direction he's going so the sword slash moves him forward slightly. A horizontal slash might save a little time since you don't have to change the camera. I am not too familiar with the movement mechanics of OoT or MM so ignore me if what I say is nonsense.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
I don't really like posting stuff from other people, but this is pretty important. Link to video itsPersonnal found a way to collect the double jump boots in the Wii version, which was one of the reasons why Prime 1.0 Gamecube was preferred. Any other major time savers the GC versions has over this? The only other one I can remember is a room with a big tree that you have to scan 4 symbols to open, but that can be skipped in 1.0.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
sonicpacker wrote:
Maybe we should just switch to VC so no lag is present whatsoever!! Then we can claim sub-5 legitimately when it happens, right?! Since it's an OFFICIAL emu :)
I know you're being sarcastic, but it sounds like a plausible idea. Also, don't VC games have a notice that last several seconds on bootup that says something like "gamecube or classic controller is needed." That alone would make switching to VC pointless, at least for the 0 star run.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
jlun2 wrote:
Also which region version is the TAS going to be?
Didn't someone find out about the PAL version being the fastest when Italian text is active? EDIT: It was HiddenPower13 who provided a comparison video on pg 18 of this forum. https://www.youtube.com/watch?v=98VhrlTp5FE
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
jlun2 wrote:
Since you're starting over, why not use the latest revision? It's has loads of improvements compared to 3.5. :o
I couldn't sync the run to get the 9900ptas drop on 4.0., and I tried 4.0 and for RE4 the load times are incredibly fast. The loading makes the intro start about 3 seconds faster, and that's before I control Leon.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
Ubercapitalist wrote:
Nice progress SoulCal! I particularly enjoyed your *caught it bear trap*/*get grabbed*(trap cancel)/*blown up* (grab cancel)/13.2k peseta magic trick :)
Thanks, and congrats on your mercenaries TAS being verified and published.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
jlun2 wrote:
Hey, I remembered you asking whether or not disk loading times affect ingame time. Since they finally fixed it in the latest Dolphin, can you try and find out?
Load times do affect the game timer. I'm using the default 3.5 version from the Dolphin site, which has slightly longer load times than my old TAS.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
Link to video It's been a while.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
r0bd0g wrote:
I found this https://www.youtube.com/watch?v=vXFZCoytiVQ which is probably not useful in a tas though.
Wouldn't this be useful for things like duping fright jars, fire flowers, or thunder rage? That way we wouldn't have to spend so much time collecting coins to buy fright jars, and make some battles faster with attack items.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
If you do GBA verifications, could you use the same bot to make GB and GBC verifications? Or is the hardware variation between the various gameboys going to affect things like clock speed, RNG, and how each game functions? Good luck to you, I just wish that I could help.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
Didn't we agree that it would be more entertaining if a verification movie was made to create a save file so we could skip cutscenes? I think that should be done before a full TAS is with all the unskipable cutscenes.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
I'm guessing the odd video flashing effects in the encode are due to 30fps recording trying to display a 60fps game? Effects like text boxes being empty or when character face boxes show up oddly. Great run though. The playstation Megaman games are some of my favorites, and glad to see such speed.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
My two cents on the matter is that the game is completed. The game shows Cutman is beaten, yet Mega Man never encounters him, so I consider that to be just a glitched trigger saying "Cutman completed" and nothing more.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
Good info to know. I read before that Prime seems to have some odd things occur when changing disc speeds in Dolphin, like cutscenes. As a side note, When running USB Loaders or SD cards with Wii games seemed to have a similar effect on the actual Wii with games like Mario Galaxy 1 & 2 cutscenes so they don't play at full speed. Is there a reason for that? How was the issue solved in Dolphin to simultaneously reduce read time but not interfere with loading?
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
AngerFist wrote:
Ladies and gentlemen, I think we can strongly assume a tas of Metroid Prime is ready for anyone to start working on :D !!! I am one step closer to my dream ^_^
Am I correct to assume that this DVD emulation fix is specifically for Metroid Prime, and not as an improvement to the overall Dolphin development? A lot of these minor fixes seem like they are on a game to game basis.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
Would it be conceivable for anyone with a SNES enabled bot to run games using the Super Gameboy? Just use the SNES controller input as a replacement for the handheld, and we could possibly verify GB titles.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
Buddybenj wrote:
SoulCal wrote:
I'll be showing off N64 console TASs at the Austin Maker Faire on May 3rd, if anyone in the area is interested. Probably just Mario64 unless I can get Smash Bros and Mischief Makers running. I'll do what I can to promote and provide information about TASVideos while I'm there. http://austinmakerfaire.com/
:0 Seems interesting. What time of the day?
All info about the event is in that URL.
Post subject: Re: Mischief Makers TAS desyncing
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
True wrote:
SoulCal wrote:
In case you guys don't know, my method involves using the circuit board of an actual N64 controller with wires soldered to each button, and then connected to pins on my micro. How have bots others have made function? I found it rather impractical to generate the pulse codes to emulate a controller since each game generates different sets of pulses.
The protocol is still the same. Other implementations (micro500, mine in progress) do send the pulses directly. Mine will do so for all 4 controllers.
The problem I came across is that games using controller or rumble paks add extra pulses at the end of the button and joystick pulses. I had no idea how to simulate those so I just went the hardware route.
True wrote:
SoulCal wrote:
frame stuff
Does Mupen only export frame data, and not data about each query? There are 2 possible solutions: 1. Work with query data on each query 2. Set up a frame window in which you repeat any redundant queries But maybe I am misunderstanding what is going on.
If you analyze Mischief Makers in Mupen, sometimes (mostly during screen transitions and loading) the game for 1 frame will switch to only allowing 1 input per frame instead of 2. I've gotten up to level 6 in the game, but it is mostly just me arbitrarily adding/deleting inputs from the m64 until it syncs. I tried doing a m64 check on each new input to see if it is a duplicate or not, but that doesn't work. I'm bad at explaining things, but if anyone has skype i'd be willing to screenshare and show you what I mean in Mupen. skype: soulcalumbreon It is quite possible this game is just poorly emulated and won't sync though.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
I'll be showing off N64 console TASs at the Austin Maker Faire on May 3rd, if anyone in the area is interested. Probably just Mario64 unless I can get Smash Bros and Mischief Makers running. I'll do what I can to promote and provide information about TASVideos while I'm there. http://austinmakerfaire.com/
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
We should also have TASVideos Un-Pro, for those who can't pay the fee. It'll only be $5, and gives access to all vault submissions, with 240p encodes.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
xxNKxx wrote:
SoulCal wrote:
Any way we can increase the Pro price to $69.
I don't agree this, it's too high with other ppl
It's too high for some people? GOOD!!! Keep the poor people off the superior version of the site. #yolo #swag #impeachadelikat
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
Any way we can increase the Pro price to $69? As it stands, the Pro membership is too cheap for the amazing quality and benefits received.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
True wrote:
Have TKROM and SLROM donor boards; have verified Double Dragon and have been working with Kirby's Adventure.
Are you having to modify the kirby file to run on your device? Is there anything about your design that improves on previous iterations with accuracy or playback issues?
Post subject: Mischief Makers TAS desyncing
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
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I've been trying to redesign my N64 machine to play back Mischief Makers. What my microcontroller does is read in 4 bytes (32bits) from an SD card with the m64 on it. 32bits is the size of each frame of commands for the N64; 16bits used for the buttons, and 16bits for the x and y joystick position. By examining Mupen, Mischief Makers polls at 60Hz, but it uses the same input twice in a row for 2 poll periods. So basically pressing A&B every other input cycle looks like this in the m64 file: AA BB AA BB AA BB However, during load times and on power on of the system, Mupen treats these input times as having it's own unique input in the m64 file. So If I were to view this in a hex editor, it would look like: AA BB AB BA AB Where the 2nd time A is pressed has a 1/60th poll period with all following buttons being pressed 2 poll periods. Sorry if this difficult to explain. I have a video showing the desync. Also, does anyone know if there are different versions of Mischief Makers? If you look at my video and the TAS from Mupen, although my gameplay synced to Spike Land (sometimes it goes 1 more level), all the character tiles during load screens are different comparing the two videos. I may be running the incorrect version of the game, or it may just be possible this game is emulated terribly. If there is a way to make the m64 file have each poll period only lasting 1 period instead of 2, or some other work around to this, I'd appreciate any ideas. Ignore some of my commentary. I mean sometimes the game polls twice per frame, and sometimes only once per frame. Link to video EDIT: I can consistently get the character tiles to match up on the first load screen now, but it involves me plugging in my processor first, then plugging in the controller. I'm not sure why this would affect anything..it's a mystery to me. This however does desync all of my frame adding so far so it desyncs immediately after the first load screen. In case you guys don't know, my method involves using the circuit board of an actual N64 controller with wires soldered to each button, and then connected to pins on my micro. How have bots others have made function? I found it rather impractical to generate the pulse codes to emulate a controller since each game generates different sets of pulses. MORE EDIT: I think I found an additional problem with my bot. Mario64 can sync just fine because there is no input on the 1st frame of the m64. What I just realized my bot is actually doing is sending controller command 2 from the m64 on poll 1, but since my bot can't calculate all the commands within the that poll period, it creates the commands after the poll has passed and then just waits for the next poll for them to be played. However, if a game (Mischief Makers) has a command on the first poll, my bot doesn't even read it since no interrupt has occurred. With this design, the first possible button presses can only occur on poll 2. I'll have to do something like manually trigger an interrupt before the console even starts, or just have the buttons be held on power on.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
Are you trying to get Song of Soaring first cycle? Or just activate some points on the map to use the wrong warping glitch with? I'm not too familiar with the new routing since the soaring glitch discovery, so please fill me in. And assuming it is possible to get to Deku Palace in time, what would the method of getting back to Clock Town be? Death warp? edit: I read your posts Slowking.... :(
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