Posts for THC98


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THC98
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Very well optimized! Yes vote :)
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THC98
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sack_bot wrote:
On that last level, is there a win hit box that moves over to the playing region that you jumped into?
Sorry, but what do you mean?
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THC98
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New WIP! Link to video Grand Metropolis: 1:24.44 Power Plant: 2:57.73 Team Rose: 0:10.78
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THC98
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This was so good!!! Good luck finishing both movies, I'm really hyped to watch them :)
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THC98
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Amazing work, but you should do a TAS with Chaotix Style, it would be really interesting to abuse the "rubber band" physics XD
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THC98
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If you're talking about Dolphin, you can enable "Show Input Display" in Advanced tab of Graphics, so you can see the exact input for each frame while in read-only mode.
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THC98
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Did you check Dump Audio to AVI when you rendered the video?
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THC98
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Amazing work, wow!
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THC98
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Abahbob also did a small WIP: https://www.youtube.com/watch?v=4VXWckCPSXQ
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THC98
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If a/v sync doesn't work, I recommend editting the audio in a video editor to sync with the video in every loading screen. It may take a while and be a bit hard to sync perfectly, but it's worth doing it in my opinion :P
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THC98
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Joined: 8/7/2012
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Location: Brazil
grassini wrote:
cant the boss be killed faster by simply pressing B with no stick held on the ground part?
I tested that, but it wasn't faster :/
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THC98
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I tested the framerate numbers listed here as well, and the spreadsheet file could calculate the time normally. I can try CoolKirby's idea as well, but it would take some time to do that :P
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Post subject: How to transform frame numbers into actual time
THC98
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Hello everyone. Some time ago, I made an Excel (also works with Google Drive) spreadsheet that transforms frame numbers into minutes, seconds and centiseconds, given the FPS of the game. I tested the accuracy of this using some submissions of TASVideos and it gave the same result as the submission. It makes the work of doing weird maths to get an accurate time very easier, so it's very useful for me. You can download the file here. If it doesn't work, create a Google Drive (or Excel) spreadsheet and paste the following in B3:
=IF(B1<((B2*B2)-1);"";(ROUNDDOWN(B1/B2/B2;0))&"'")&(ROUNDDOWN(ROUND((B1/B2/B2-ROUNDDOWN(B1/B2/B2;0))*B2;2);0))&"''"&IF(ROUND((ROUND((B1/B2/B2-ROUNDDOWN(B1/B2/B2;0))*B2;2)-ROUNDDOWN(ROUND((B1/B2/B2-ROUNDDOWN(B1/B2/B2;0))*B2;2);0))*100;0)<10;"0"&ROUND((ROUND((B1/B2/B2-ROUNDDOWN(B1/B2/B2;0))*B2;2)-ROUNDDOWN(ROUND((B1/B2/B2-ROUNDDOWN(B1/B2/B2;0))*B2;2);0))*100;0);ROUND((ROUND((B1/B2/B2-ROUNDDOWN(B1/B2/B2;0))*B2;2)-ROUNDDOWN(ROUND((B1/B2/B2-ROUNDDOWN(B1/B2/B2;0))*B2;2);0))*100;0))
After doing it, put the frame number in B1 and the FPS in B2. I hope it gets useful for someone! :D
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THC98
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This is awesome! Do you think it's possible to do this trick in all the 3 laps, using one mushroom each lap?
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THC98
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Sappharad wrote:
Flossy wrote:
At the very beginning of this video what exactly is going on to get up to speed that quickly? I've been trying varying numbers of frames of walking and jumping, but the best I can do isn't very close.
You can hear the bounce bracelet being used throughout the video, it's the buzzing noise. I think he's using the bounce bracelet's ability to rapidly increase your velocity. It's also used for the super bounce trick, which is documented in a few places. I don't see anywhere where this version of it is documented though.
Actually, he does a kick before starting the bounce trick, so he already starts with enough speed. This bounce trick works by doing a bounce every frame that is possible, so you get launched by a certain direction, depending on the direction you were holding while doing the bounce. So you have to check what direction you have to hold to get launched in the direction you want to go in every bounce. It needs a lot of work, but it's not hard at all :P
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THC98
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So I started working on the Team Sonic's full story run, and uploaded a WIP today: Link to video Seaside Hill: 1:37.81 Ocean Palace: 1:29.69 Egg Hawk: 0:17.61 Explanations about every trick used in the run is in the video description.
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THC98
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byrz wrote:
We have made sure the version and settings are right. As long as it syncs for some people I guess it's manageable. We can just transfer the save states to those who work on the TAS but don't sync.
Oh I see. I tried to sync the dtm you posted here before using Direct3D9 and it worked perfectly! So I guess there's no desync issue with this game or Dolphin revision :P
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THC98
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Location: Brazil
byrz wrote:
Now SMB1 seems to have some really weird desync issues. :/ Our dtm desynced on E6 for barhunga, and we were able to fix that by hex editing an extra empty input frame to E2 - E5 transition. However, that time he desynced on E5 couple times before getting through it randomly. Both, the original and the modified dtm file worked perfectly for me, though. The original dtm also desyncs for keylie on E6, different way than for barhunga. I hope this issue doesn't make the game ultimately unsubmittable in TASvideos. SMB2 project file (haven't tested SMB1 yet) in the other hand syncs for me and jcool perfectly (not for everyone tho), so I don't think the problem is about my dolphin/computer. I'll throw the SMB1 dtm here if someone else wants to check if it syncs or not: http://puu.sh/6CZji.dtm EDIT: The SMB1 project did sync perfectly for Jcool, so there is some hope it will sync for someone else too. :)
Are you sure that the Dolphin revision you guys are using doesn't desync in SMB1? And if all the settings (graphics backend, audio output) are the same for all of you?
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THC98
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You might have played the game in read-only mode, or your dtm is corrupt. Are you using the right configurations of Dolphin? I mean Dual Core and Idle Skipping disabled, DSP LLE recompiler as audio backend...
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THC98
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Isn't doing a retry right when the level start faster than waiting the level to start? I've seen it done in the AGDQ race, so I'm wondering about it...
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THC98
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Malleoz wrote:
I redid the prologue to make it a bit more entertaining and also because I did something a bit slow. I improved it by 36 frames and I'll start working on Chapter 1-1.
This is great! It seems easy to TAS, because most of the game is in 2D playmode. But as you're using Wiimote (I guess it's not possible to use the GC controller in this game), does it desync a lot?
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Post subject: Re: annoying dolphin problem
THC98
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I don't think that it's possible to disable saving in any game, but being not possible, you have to delete the save in the Dolphin folders before playing it back again.
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THC98
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Zowayix wrote:
^But the difference is that the level ends right after you pick up "one of the stars"; you can't go back and pick up the other star.
When you do red coins + 100 coins, the level ends after picking the red coins star, the 100 coins star doesn't make you exit the level. So my theory was clonning the red coins star (which pannenkoek said that is possible) after the 2 stars animation, then throw the star, take the 100 coins star, and then take the red coins clonned star.
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THC98
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FatRatKnight wrote:
So basically, the "clone" glitch: * Can only get a star where you already fulfilled the requirements to make it appear * Does NOT allow you to "double count" any star to your total * Only serves to move an existing star to your location (EDIT: or get 255 coins or other silly things) This doesn't appear to interfere with any 100% definitions. Except possibly coin records.
To actually double count the star you'd need to unload the original star after cloning it (like what is done to clone coins), which will give you a clone that can only be used for one frame, as it unloads in the next frame.
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THC98
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Spikestuff wrote:
I'm putting my foot down at star dupes. Why? Well... Legend of Zelda - Ocarina of Time: Golden Skulltula duplication is banned for 100%. Croc - Legend of the Gobbos: Gobbo duping is not allowed/banned. There is probably more dupes in other games that is banned. Then you bring up Ape Escape... where duping is allowed for speedruns. Then it becomes a complicated mess.
Wait a minute... this trick doesn't duplicate the star, it just brings the star to another place. If you do this trick, the star won't be at his original place anymore, there will be only one star.
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