Posts for Weegeechan

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Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
PPLToast wrote:
But seems all the interest for the game vanished over the years so it doesn't really matter. Oh well.
Before I had stopped working on the TAS, I had found some new glitches that changed the game drastically. I never got around to implementing them as it was tiring having to start the TAS over and over. I'd still like to maybe make a TAS one day. I even found some helpful glitches in the first game in this series.
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
arkazal wrote:
Hey, I know you posted this almost a month ago, but I just now saw it and I think I know the answer because I also had problems with analog control in Bizhawk. I scoured the internet looking for a solution and finally found one on some sort of Github or something. I'm pretty sure the problem is that you have the "P1 A" controls mapped. It's the first four. Oddly enough, while those say "A" as if they are analog, they are in fact digital. You need to delete those settings. I think that should solve your problem (and hopefully anyone else stumbling upon this thread). As for the reversed axis problem, there is a button for each axis that says "Flip Axis". Since you said up and down were reversed, you need to click Flip Axis for the y axis, since that's the vertical axis.
So I tried out what you said and I got the Retrolink N64 controller working a little better. When spinning around, DK's movement is still chunky and not buttery smooth. But it might in fact just be a problem with the controller itself. Seems pretty cheaply made. But as for the XB1 controller, it's still screwed up. I flipped the axis like you said, which indeed, fixed the up and down being reversed. But a new problem arose in that left and right become reversed instead. I really don't know what's going on there lol. But thanks for the help!
Post subject: N64 Analog problems
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
Hey guys, so I've been trying to setup a retrolink N64 controller with the current 2.2.2 version of BizHawk but the analog controls are super imprecise. I'm specifically trying to play DK64 but DK will not move on a circular axis. Slowly moving the analog stick didn't move DK until it was at the next axis or w/e. And yes, I do have the option for circular analog ticked on. I also tried an Xbox One controller but with the default controller settings for BizHawk. It did move on a circular axis but up and down were reversed and I couldn't even figure out how to fix that either. Any help would be greatly appreciated! :) I took a picture of my controller settings in case that helps:
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
Whether or not this is published, I hope you had fun making it! :) I loved playing this game as a kid and I appreciate that someone even attempted to make a TAS of it.
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
So awesome this ended up being accepted! :) I really enjoyed the run and all of it's crazy and unique glitches.
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
Hyperresonance wrote:
Yep at least it's proof it's doable on console though lol... Anyways, I figured people would appreciate to see my progress before all this stuff was found, so here it is: Link to video
Awesome! :) That was really entertaining, even without the newly discovered tricks! This only makes me more excited to see the new product!!
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
Just out of curiosity, does anyone know how much time barrier skip approximately saves? I saw that the RTA time went from around 3:40:00 pre-barrier skip to 1:56:11 as of today.
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
Just came back here to give this thread a bump! Just curious if any progress has been made. I assume you guys have a lot more discussion on this in IRC so I was just wondering if there has been any advancements.
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
Yay, more B-K progress :D Can't wait to see more of this
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
I'd like to suggest this screenshot: This happens at around 11:48 in the encode. Not only does it showcase the new hazard respawn glitch but it also looks funny seeing Mario lying on top of water. ---- But anyways, good work on the updated TAS Malleo :) I love seeing this games time get pushed as low as it can be. Here's hoping one day it'll even get a sub 2 hour time.
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
[3260] N64 Banjo-Kazooie "100%" by Hyperresonance in 1:59:51.92 [3243] N64 Mario Kart 64 by Weatherton in 20:33.32 My two favourite N64 movies this year! :) I thought the SM64 and F-Zero X TASes were also amazing, but the above movies are my personal favs
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
Oh nice! Glad to see you implemented it so quickly! :)
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
That was truly awesome! I loved all the zipping and the playaround you did on the auto-scrolling levels was surprisingly entertaining. I loved all the little touches, like drawing your signature in a few levels, and things like narrowly avoiding death. A lot of fun stuff in general! The only parts of the run that I found lacking on the entertainment side were the Dedede and Paint Roller boss fights. But still, there wasn't much you could do to change that, since there were no options for playaround. Overall, this is easily one of my favourite DS TASes out there. I suggest this get a star. :) I also like screenshot 59807.
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
I didn't realize the microphone was implemented actually. I discovered that you have to switch the controllers to famicom and all that. So, is it confirmed to work or is it not implemented fully? I would test it out in FDS Zelda 1 but I don't have a file with access to Pols Voice
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
Hey Alyosha, have you ever considered emulating the Famicom controller 2 microphone? There is a decent amount of information on it and it seems possible to emulate in some way. There is only a small amount of games that seem to use it but it could be useful in FDS Kid Icarus and the FDS Legend of Zelda.
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
Aww, well that's a shame. I didn't realize it only worked on the Japanese version, so hearing that is a bit of a disappointment. It looks like you're right on it being useless. Maybe some new method of NPC Clipping could be found one day?
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
It's nice to see you did more research on NPC Clipping :) It's especially nice to see you found more areas that it works! I'm sure that it'll be useful in some area of the game. I actually haven't beaten this game yet, so I don't know any specific examples
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
Oh, well that's good to know! I tried downloading Higan v101 to test DKC but the frames kept dropping to 51-58 randomly. Whereas when played in BizHawk, they never drop below 60. Thanks for the info guys.
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
I've been wondering for a while now, but is there a specific reason why BizHawk uses an older version of Higan? It seems it uses the bsnes v087 as opposed to the higan v101. Is it due to later versions being harder to run or is it something completely different?
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
Spikestuff wrote:
Weegeechan wrote:
Just out of curiosity, could Mesen be ported over to BizHawk at some point? I know it would probably be a lot of work but it would be great to test using the advanced TASing capabilities of BizHawk
No. Because Alyosha put his time to made Hawk the other Most Accurate TASing emulator for NES and is currently going through each and every detail to make it better (which you do know about).
Fair enough. Alyosha's work is amazing and the progress he's made on NESHawk is astounding. His dedication on making NESHawk the best it can be is commendable and I continue to look forward to more from him. Well, at least there's a thread now for this emulator if people choose to talk about it in the future.
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
Spikestuff wrote:
We (of the irc) actually do know about this emulator already for some time now, infact I posted on the bug reports on this emulator already (when it was on bitbucket not github).
Weegeechan wrote:
I should also point out that it currently has no TASing features implemented into it but I wouldn't be surprised if they are put in later.
I should point out that this statement is false and indeed actually does have some TAS features, the lowest of low, but it does have the core basics in already.
Oh ok, my bad. I'll fix the main post. Just out of curiosity, could Mesen be ported over to BizHawk at some point? I know it would probably be a lot of work but it would be great to test using the advanced TASing capabilities of BizHawk
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
I just recently discovered this emulator while browsing through the emugen wiki and it's apparently the most accurate NES emulator at the moment, passing all the TASVideos tests but scanline/scanline. This means it has 99.4%: http://www.mesen.ca/TestResults.php It also has a bunch of interesting features, including netplay, an automatic updater, and a bunch of filters for the games. It also has 216 mappers total and the author is adding more. Here's a link to the main website where it can be downloaded: http://www.mesen.ca/ I'm surprised no ones ever talked about this emulator on here. I couldn't find a thread for it so I figured I'd make one. Does anyone know how accurate Mesen truly is? I should also point out that it currently has no TASing features implemented into it but I wouldn't be surprised if they are put in later. It actually has some TAS features, but they are still at an early stage and very basic (thanks Spikestuff).
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
For some reason I can't get the controls to work. I tried messing with the controller settings but I don't seem to be getting any response from the games. Is there something I might be doing wrong? Btw, nice work on getting the VS games to work :) I'm loving all the progress you're making
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
I wouldn't be surprised if this got pushed down to 4:20 eventually! You guys seem to keep finding a lot of minor improvements
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
True wrote:
Tests are showing that it does seem to be more accurate. FCEUX startup state seemed to resemble console in most cases I have timed (can't think of any outliers that were definitively shown not to be measurement error), but I don't know about Balloon Fight specifically. NESHawk is undergoing substantial sync-unstable changes. If your goal is to TAS with it, I would suggest picking a specific version and going with it or wait until it's stable. If you run with 1.11.8, your run will be more likely to be console verifiable than if you ran with an older version.
Well that's good to hear. I think i'll just end up waiting for the most stable version anyways. That way I can be sure that it's console verifiable.
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