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Regarding the multi-page flame war/wankfest: Couldn't... I dunno... other people try to make .m64 movies of those glitches? Not once did I see someone say "Hey, I tried to recreate that glitch in Mupen", it was all "HEY FAGGET Y DONT U DO IT".
I could be mistaken, and I fully expect to be called a retard if I am indeed, mistaken, given the nature of the forums, of course!
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Didn't know whether to bump the 8 month old thread (which is for any%) or start a new one, so I'm risking making another thread.
I've been working on an MMX 100% run for the past couple days. Today, I tested my route in fullspeed and got a decent time of 50:39 with about 1550 rerecords. Obviously it's not optimized to the fullest extent, which I assume would take off another 5-10 minutes or so. Unfortunately, I cannot put up the run until tomorrow, since my working computer is not hooked up to the internet (I'm posting this from Wii).
My route thus far has me returning to two stages for Heart Tanks, plus going back through Armored Armadillo's stage four more times:
-Chill Penguin (for dash)
-Boomer Kuwanger (for weapon)
-Spark Mandrill
-Follow boss order through Flame Mammoth
-Boomer again
-Chilly again
-AA's stage for Hadoken
-Sigma stages
Is there a faster route? Or an alternate way to get the BK and CP Heart Tanks?
Hopefully I'll be able to put up the fullspeed test tomorrow. I'll probably do another one with a few key optimizations that I know will make it about 3-4 minutes faster. I'll begin working on the actual TAS as well, and I'll have a couple levels done for a WIP.
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No progress -.- I'm in kind of a weird situation computer-wise, so until I'm allowed to use it again (which may take a while), I can't do any work on anything.
And if you're wondering, I'm currently on an alternate, much slower (emulator-wise) computer that I can only use... maybe twice a week?
Otherwise, yeah. I'll continue working on it as SOON as I'm allowed to use my actual computer again, which actually should be relatively soon...
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Themattman wrote:
About 43 frames slower, so I guess I lost about 2 seconds
43 frames is about 2/3 of a second... Or does the game run at a different framerate?
I actually have the SNES version of this game... I'd actually like to see this completed, since I've never been able to complete it on console (did it on emulator in about 20 minutes, though).
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comicalflop wrote:
Haven't fully watched it, but maybe Glide64 will be the better video plugin... I noticed major environment texture problems with Rice, while it had no shadow or major lag problems, Glide64 may be better, because there were very obvious see through problems- see through hills and some platforms you have to land on- unless it's a part of the game (which can only help you, but make it look weird to audiences.)
also, D-Pad... I'm positive for the actual run that you will get far more precision with the analog stick and the TAS input plugin.
I switched D-Pad and analog because of Fighter's Destiny o.o I should fix that...
And I have no idea where that TAS input plugin is... I want it, though o.o
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PROGRESS UPDATE:
I'm doing a bit of research on N64 runs (the two I have in my sig), therefore I have been neglecting this.
I will be working on it, still, and if anyone wants to join the project, post or send me a PM and we'll work something out ^.^ Main things I need help on are luck manipulation and memory watch. Until I fully understand those, all I can really do is post a bunch of unoptimized runs ^.^
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Here is the run in question. It desynchs early on, but actually continues to work fine until I start Class A.
The run is supposed to go through beginner, class A, and Cannonball and stuff.
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Hunh, this is weird. I'm watching it again and it's either not desynching, or desynching in a different place...
I'm confused by N64 emulation.
EDIT: Yeah, it still desynched -.-
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I just want to know what the desynching problem I'm having is being caused by...
It seems to only happen to me when I'm playing Fighter's Destiny and Pilotwings. Super Mario 64 doesn't desynch for me even when all my movements are frame-precise...
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Y'know, making a visual TAS tutorial wouldn't be so hard... All you need is a couple videos, some pictures, and a voiceover.
I may not be Johnny TASMaster or anything, but I know the basics, and what the noobs need are the basics. I'LL DO IT.
EDIT: WHOA POST MOVE. Thanks ^_^
I've also started to begin working on a small video. Call it a fullspeed test run if you will ^_^ Once I get more advanced equipment, I'll do something a lot better.
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spockybiemmichab wrote:
I think, the route planning would be a lot harder for an any-% run
This may be the only game in history that's like that.
I'll do a 100% first, just a quick little fullspeed run through a few stages and such. This should be up tonight or tomorrow, depending on how on-task I am.
EDIT: I finished a quick WIP in fullspeed. Strangely enough, like most of my other WIPs, it clocks in with about 309 rerecords. Currently I'm watching through it to see if it desynchs any (cause desynchs will cause me to lose 100 points o.o), but I'll make a new post with the WIP (even if it's a double post, I kinda have something against just editing when something's important) once it's ready.
EDIT 2: It desynchs -.- I guess it's a computer problem since a lot of N64 things I do tend to desynch...
I really liked the run, too o.o Maybe I'll put it up if someone wants to tweak around with it.
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Mukki wrote:
Tragedy wrote:
For some reason, input ended a few hundred frames earlier than I ended it, so you have to put my second place (-.-) time in yourself.
This is Mupen's input termination bug.
Each time you complete a WIP let the movie run a little to make sure it's all there and once completed hex edit it to make lost frames minimal (don't worry about that last bit just yet, only for the final submission).
Ah, so that's what it is. I'll keep this in mind while I work.
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I think I know Latin, cause I just pulled off a thread necromancy ^.^
Since Pilotwings is still one of my favorite games, I decided I'll try to pull off a nice, decent run.
Play along, folks at home. Would an all-perfect run be more entertaining? Or should I just do an any%?
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Yes, I know, double post, but I'm bringing this back up for attention, and editing doesn't do anything, really. Sorry, I guess o.o
I worked on an actual TAS, saved about 50 seconds from the previous run, but it desynched at the first fight. Ugh.
I really liked it, too. Damageless and all, saved a lot on the Ninja and Meiling fights, optimized on other fights, did a bit more variety (hardly any ringouts!).
I'll put it on Microstorage anyway, maybe it'll work for someone. Or maybe someone with a lot of hex-editing skill can make it work. It's probably only off by a couple frames or so... I hope.
http://dehacked.2y.net/microstorage.php/info/4221/Fighter%27s%20Destiny%20%28USA%29.m64
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comicalflop wrote:
Did you notice any slight errors in the game, or did Rice emulate it perfectly?
As far as I know, Rice did it perfectly. So did gln64, but there was that glitch that led to a black screen on resets. The only one with a major graphical glitch is Jabo (the screen does this weird wraparound thing).
Again, I doubt I'm gonna submit a Fighter's Destiny run (I only did it for nostalgia), but I guess I can get something good going.
And yes, Pilotwings will definitely be my fallback ^_^
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Would a "Challenges" section on TASVideos be acceptable? I like the idea of limiting yourself, like a Swordless Zelda run, and seeing how fast people can get through the game like this.
Maybe you could merge it with the Hacks/Concept Demos section.
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O.O The Japanese ARE crazy!
Well I need to look into this, and by "look into this" I mean "wait until the run is up somewhere."
Now I can't wait for someone to obsolete THIS one by another 15 minutes ^_^
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