Posts for VANDAL


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Post subject: Re: ArtMoney: mupen external memory watch?
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
comicalflop wrote:
I noticed that even though mupen would be paused, the values in the ram addresses would change every now and then, and other values were in the millions. it did not seem that it was exactly what I was looking for, and it seemed the 4 addresses I found were not specific to the game, because they kept changing even though they shouldn't since mupen was paused. if anyone wants to download this program and figure out how everything works, and verify that they can filter one address that helps for one particular game, that'd be much appreciated to the rest of N64 TASers that can benefit from a memory watch.
One thing you may try is lowering the size of the Integer Bytes, as read on Artmoney, because it seems to me that the addresses you found are speed RAM addresses and, most likely, don't need all those bytes to cover that kind of address, even in N64 emulation (hell, maybe it only needs one or two bytes). So, lower the byte size of the integers and see if that helps.
Experienced Forum User, Published Author, Experienced player (612)
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Well, I don't know if this may help but try loading roms of different sizes and you may want to try right clicking (you're using an Apple laptop so do what you got to do) one of your roms on Mupen64 and go to ROM Properties and have the RP calculated. Although, I'm not exactly sure how that would help but Mupen64 is a weird ass emulator as it is so I suggest trying anything and everything there is possible on Mupen64, anything feasible anyway.
Experienced Forum User, Published Author, Experienced player (612)
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I just remembered, do you have Interpolated sound on because that causes desyncs regularly and if that doesn't help than maybe it is hopeless.
Experienced Forum User, Published Author, Experienced player (612)
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hmm, well, do you have Volume Envelope Height Reading on because that causes major desyncs and is best left off. Try starting over from scratch with just WIP1 Timing and Fake Mute desync workaround on because it sounds like you are trying to play your movie back after changing the settings. I'd gladly test this game out and let you know but I'm on my brother's computer and I can't really stand it. Also, another thing that this game may require is recording from reset much like DKC2 needed (although I can't remember why it needed it, was it desyncs or what?). Sorry if I patronized you in any way, shape or form. Also, I'm sorry if I'm not helpful.
Experienced Forum User, Published Author, Experienced player (612)
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Tompa wrote:
Ok... These bitch games shall be done! And I shall play Super Star Wars like insane to get a nice run of it. I did the first lvl very good, but it keep desyncing whatever I do. I need some help with the desync problems and I'm willing to give it a more serious attempt! So if anyone know how to get it to work, please tell me, I'll practice meanwhile.
Try WIP1 Timing and Fake Mute desync workaround, those will likely do it.
Experienced Forum User, Published Author, Experienced player (612)
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They probably believe it could be better, I know it can be better by a fair margin but I'm in no way motivated to redo it but maybe if ZSNES could handle MKII without desyncs and was up to par with SNES9X's TASing features (continuous frame advancing, save/load states on command rather than after a couple of frames, and fixing the graphical bugs when frame advancing) then I would like to fix the run up. Or even better, ARCADE EMULATION WITH RERECORD! (MAME is what I refer to).
Experienced Forum User, Published Author, Experienced player (612)
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Would RAM Addresses be of any help? Of course Mupen64, at the moment, does not have a RAM searching device built-in but an alternative is an outside program called ArtMoney. It's a real neat program for all kinds of RAM searching and Address watching, it's completely free and has a simple features so it is easy to use. I find it works better than some of the built-in RAM searching devices (no offense to the hard working Coders) as it doesn't lag emulation (I think only FCEUltra's RAM Watch feature's what lags when frame advancing and maybe my sound settings were also causing this, I don't know). You may consider giving it a try as it may help you greatly. Besides all that, the WIP looks really well done even if there is some debate as to whether it can be improved.
Experienced Forum User, Published Author, Experienced player (612)
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Tearin' 'em up man, just simply tearin' 'em up. This run exerts too much goodness so I feel I'm obliged to vote yes.
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Although it is a great improvement time-wise, I had to vote Meh. It's optimized to a large extent but where's the trade-off of entertainment over speed? I know you probably felt a little discouraged to do this run because of less contributed ideas than you could have hoped for (except now, after the run has been submitted, you finally get to hear more of what people would have wanted to see, a little more specifically that is). I mean, just look at my MKII runs: the first version didn't show quite what people wanted, the second version showed more of what people wanted but didn't live up to the hype, but the third version (after really working toward fixing all errors from the second version and including most of what people wanted) turned out great because I got much more feedback of what should be and should not be from the second version after it was submitted (even though I did not include WIPs, I still knew that there would not be as much feedback as a submitted run usually gets). Basically, all I'm saying is don't give up on this run, forge a better run out of this submission and hopefully, with all the feedback people are giving you as of now, you'll be motivated to do so. Best of luck to you.
Experienced Forum User, Published Author, Experienced player (612)
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This run is straight up Awesome! I'm not sure why I was entertained so much by it but regardless it actually inspired me. I enjoyed the spinning and depth defying maneuvers and all that stuff. It's difficult to consistently entertain a viewer unless you do different things (even as subtle as they get in this run), just know that at no point in this run was I bored. Yes vote and congratulations, it truely is one hell of a run.
Experienced Forum User, Published Author, Experienced player (612)
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Heh, that was great. I found it funny when the mouse just fell out of the sky, it was absolutely priceless. This gets my yes vote.
Experienced Forum User, Published Author, Experienced player (612)
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Good as it gets, yes vote, congratulations on making a prominent movie, I really enjoyed this.
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
I'm going to be unable to work on this for a while as my Hard Drive has died (don't worry, I salvaged the updated movie file) and now I'll probably buy a new one soon, if and when the opportunity arises.
Experienced Forum User, Published Author, Experienced player (612)
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slippy wrote:
Just tried that but it always happens in the same part in DKC2. He makes a bad jump and dies then it just goes crazy. He walks everywhere and drops down to the death
You need the version of SNES9X which has reset recording, you can find it on the link that ventuz posted, just look for the reset recording in the name.
Experienced Forum User, Published Author, Experienced player (612)
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Ah, good ol' Phil, he's the John Schwartzwelder of TASVideos, formerly Nesvideos (If you don't know what I'm talking about then you're obviously not a Simpsons fan or not a big one, at that). Never felt like arguing with Phil because Phil is Phil and he never really bugged me to such an extent as to act cold (I don't really mean a thing toward anyone when I say 'act cold'). Do us all a favor: Don't quit TASing, it has always been fun watching and discussing movies with you, in general.
Experienced Forum User, Published Author, Experienced player (612)
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Good improvements there Cardboard and congratualtions on your first TAS, it really was a nice treat for us that viewed it. Yes vote.
Experienced Forum User, Published Author, Experienced player (612)
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It seems that that was the wrong WIP but before I decide to replace it with another WIP, the correct WIP, I think I'll finish up the Pig Bart first as it would be a nicer incentive. So far I have save 20 seconds all together when comparing the uploaded WIP and the one I have not uploaded (don't worry, I still saved 40 seconds on Baby Bart it's just that I'm not comparing to the older WIP).
Post subject: Re: Can´t press down more than 2 keys at once!
Experienced Forum User, Published Author, Experienced player (612)
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Anaconda wrote:
I´ve been trying to do some stuff in Snes9x... but when using frame advance, if I for example want to press down jump+shoot+forward+frame advance, my computer sends out a beeping noise and ignores some button presses... I have a feeling that there is some obvious answer to this question... but I can´t figure it out. Can someone plz help me?
I set my keys up in a way that allows for more buttons to be pressed down at once, it's most likely not the best combination but it really works well.
    UP = p     X = z
  DOWN = ;     Y = x
  LEFT = l     A = c
 RIGHT = '     B = v
 START = n     R = h
SELECT = b     L = g
You may consider giving it a try although it may seem a little akward (because no turbo keys are present but this is the basic outline) at first but you'll get used to it, I know I did. Also, you may consider configuring Frame Advance to Space Bar since it most likely would help as well.
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djs wrote:
Thx For RiceVideo. also does Rice work good in OOT?
Rice's Graphic Plugin works well in Ocarina of Time with Guanobowl's WIPs as well as having the usability of Hi Res Textures which can be a nice incentive to view his progress.
Experienced Forum User, Published Author, Experienced player (612)
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Syncs up all the way for me. I used Rice's Graphic Plugin and NRage's Input Plugin, the 1.60 version. I'm actually really enjoying the progress thus far even though I know very little at a player's perspective but I did watch my brother play through this game so I am some what familiar with it. Good work so far on just about everything; The route, the gameplay, the TASing, etc., it all looks promising.
Experienced Forum User, Published Author, Experienced player (612)
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Another WIP but without much progress except I save 40 seconds on the Baby Bart. Next is Pig Bart?! or something like that, I've already begun it and hopefully I can get it done real soon.
Experienced Forum User, Published Author, Experienced player (612)
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comicalflop wrote:
interestingly, when I use the same ROM and settings, I get a desynch during the 40 rupee collection.
(This post actually goes out to anyone who's trying to view the Ocarina of Time WIPs) Have you tried using Rice's graphic plugin? It seemed to work for a few people who were having trouble viewing Guanobowl's WIPS. Also the Input Plugin must have only one controller selected.
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Sorry for the lack updates, I hope you understand. Anyway, I'll be continuing this run shortly but my goal is to complete it as fast as possible so whatever mini game comes up is the one that'll be doing. The outcome has changed, it no longer is Dino-Bart, it's now Bart as a Pig. Sorry that I don't agree with your requests but maybe it won't be any worse. Expect a WIP soon. Edit: Change of plans, I'm going to redo a part of Baby Bart since I don't really know what I was thinking at the time. The randomness will probably change the outcome again and might make another mini game show up, we'll see.
Experienced Forum User, Published Author, Experienced player (612)
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Syncs up from beginning to end, good job fixing all the desyncs, I look forward to further progress.
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
Very good run, it's awesome to see Mode B actually being faster and helped open up more opportunities, when available, for entertainment. With that said, Yes Vote.
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