Posts for Wyster


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Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
It unlocks both. I think 1-2 seconds lower would be maxed with this strat.
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So yesterday was the reveal of Whiteted's highly anticipated "M-Strat", and as part of this he asked me to make a TAS demonstration run: Link to video Final time is 1:35.70 which beats the previous record by 8 seconds.
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Awesome work, as always. If my memory serves me correctly, I tried that escort skip at some point, though I used the pause trick to get back to her. Would be amazing if you could somehow pull it off without it.
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Didn't even notice you had continued this lol. Awesome work on CR/NW. Insane NW ending! The in-depth info about these levels is a fantastic read as well. I looked into alot of things when I ran this in 2014 but nowhere near this detailed.
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Amazing job on both of these. Looking forward to seeing the rest.
Experienced Forum User, Published Author, Active player (302)
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Link to video Haven't worked on this since 2014 but I always wanted to upload this since I worked so hard on it (117k rerecords, total for whole run around 330k). On this section alone I saved around 2.55 seconds over my old 56 run.
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Wow nice. The runs seem really good as far as I can tell, both speed and entertainment-wise. Looking forward to the next one! In my IL runs, I did a speech skip when rescuing M to make her start run faster. Do you know how that compares time-wise to the far shot?
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Unfortunately it can't. The issue is that N64 requires that you press the R/aim button to unduck, which causes Jo to lose all speed. On XBLA unducking has a dedicated button so you can unduck without the speed loss.
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Thanks! And no, those games are completely separate. Perfect Dark however, is based on the Goldeneye engine (though it's been modified quite a bit).
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Link to video Obviously a huge help for any future TASes of this game. It was suggested to me that other games might benefit from this kind of map as well, and alot of code could certainly be reused. The main issue in porting is finding the relevant memory addresses and gaining access to clipping data. http://forums.the-elite.net/index.php?topic=21141.0
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After 16 years, Goldeneye's first Out of Bounds glitch was found today by a player named Swiss: http://forums.the-elite.net/index.php?topic=19969.0 Initial attempts to recreate it seems to point towards this being a very rare, maybe even pixel perfect glitch. However, it's only been a few hours and we don't really have any idea how it works. Any help in understanding/recreating this would of course be greatly appreciated (i wouldn't be surprised if a bounty is put up for it as well).
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I don't know if any/all of these issues are already known, but since these weren't fixed in the latest version, i thought i'd post them: (All of these are for N64) 1. Just now i ran into a bug where Goldeneye 007 turns completely black after trying to record a movie in BizHawk 1.8.2. The game is still running but with audio only. Problem persists until i shut off and re-open the application. Edit: Noticed the problem appeared in 1.7.4 as well, so i restarted my computer and that apparently fixed it. 2. Perfect Dark freezes constantly. The game seems to run fine otherwise, and you can get around the problem by savestating alot. This makes me think this is a pretty minor bug? (I guess i should also mention the old Mupen glitch still exists where you sometimes can't progress to the next level/go back to main menu.) 4. Poke address doesn't work correctly for floating point types. It always assumes hex and you get a warning if you try to enter a decimal value. The default "00000000" changes to "0.0" if you remove all characters, but the emulator still doesn't accept decimal values. 3. RAM search doesn't work when you do an initial search for values greater than 0x80000000 (to search for pointers). 0 addresses will be removed. That's all i can think of right now. Btw, are there any plans to implement assembly hacking features in BizHawk?
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I haven't really been working on it lately. I did make it to the engine room door during my last activity, but then kinda lost my motivation again. It's likely gonna be a tough section due to multiple RNG manipulations within a short timespan, as well as some strange lag going on. I might give it another try soon though. If i can make it past the engine room, the rest of the level/game(?) will be alot easier.
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If you're referring to the turbo TAS then no, i decided not to continue that project :(
Experienced Forum User, Published Author, Active player (302)
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Oh, you're right. I just realized that i had never captured from the beginning of a movie file before, only individual levels for which i already had savestates set up. So i've never actually had to do the "pause at frame 1 and make savestate" pre-step before, and thus never realized its importance. Thanks alot for clarifying this. I'll edit this post later when i've uploaded the vid. Edit: https://www.youtube.com/watch?v=8-HT5FP2zjY For some reason, i am suddenly unable to encode static frames properly (menus and black screens) so i had to cut out the endscreen (youtube wouldn't accept it otherwise). I have not changed any of my encoding settings and endscreens have never been a problem for me before. So really strange that it doesn't work anymore.
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Yeah, newest Bizhawk works for me as well, and it seems great so i'll use it in any future projects.
I think you forgot the complicated instructions how to use kkapture. You have to start from a save state, to encode with it:
That's not it, i'm doing everything correctly (i've done it many times before so i know the procedure well). The problem is in steps 19 and 20: 19. Utilities -> Movies -> Start Movie Playback; select the movie as earlier, check "Open Read-Only", and click OK (don't specify a pause frame). 20. Load your save state from earlier. Since the movie starts from power-on, when i try to playback the movie file in step 19, the emulator resets the rom. Usually, the emulator would do this correctly, start playing the movie file and THEN you would load a savestate to begin capture. However, the movie never starts for me, instead the emulator gets stuck during the reset and i can't load savestates or do anything else either.
Experienced Forum User, Published Author, Active player (302)
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I tried it when Bizhawk first came out, but i couldn't get Goldeneye to start. Haven't tried it on any later versions yet. I'm just very used to Mupen and have all my understanding and stored memory adresses there. Eventually i'll switch over, but i'd need to finish my 00A TAS first. For now, i don't have any issues with Mupen except this capturing thing (which has worked flawlessly before).
Experienced Forum User, Published Author, Active player (302)
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So l34ss l3oost over at the-elite.net offered me an incentive of 40$ if were to create an Agent Turbo Mode TAS: http://forums.the-elite.net/index.php?topic=19487.msg408177#msg408177 I don't know if i'll actually go for this but i made a WIP of Dam at least: http://tasvideos.org/userfiles/info/16330828018308478 (Use Anti-DS mupen and "final" Glide64 for playback) I was hoping to capture and upload this myself, but for some reason kkapture has suddenly started crashing Mupen64 whenever i try to capture something that starts from Power On. (It says "emulation started" and then just sits there forever).Movies starting from savestates work just fine. It's very strange since this has never been a problem in the past, and i haven't changed any settings at all... Anyway, if anyone would be able to capture this for me, it'd be very helpful. I used the in-game settings Cinema + 16:9 for largest possible FOV. However, for this to look natural the movie would preferably have to be stretched (this would make menu's look wierd but whatever). No stretching is fine too though. Also, i recently started working a bit on my 00A TAS again. Frigate is still a horrible level and will take forever, but at least i know what i have to do now and have made a bit of progress. We'll see if i ever manage to finish it.
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Wyster, I checked Diddy Kong Racing with Rice and Glide and the game loads just fine for me. Rice had graphical issues (Diddy's hat), Glide did not. I used ROM Diddy Kong Racing (U) (1.0) I can't get the SHA-1 at the moment but I am pretty sure it's a good dump.
I doubt it's a problem with my ROM(s) since all my games (including DKR) works in the old Mupen-rr without issues. And i haven't really changed any settings in BizHawk either (only controller mapping and resolution).
Experienced Forum User, Published Author, Active player (302)
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Among the games i tested, most seem work just fine. However, I am getting problems when trying to start others. Some examples: Goldeneye 007 - Nothing happens, it's just a black screen forever Perfect Dark - The start screen pops up after a pretty long delay, then it stays there forever Super Mario 64 - Same as Goldeneye Diddy Kong Racing - Same as Goldeneye Also for 007 - The World is Not Enough i'm not getting any sound? Everything else seems to work though. These games work just fine though: Ocarina of Time/Majoras Mask Super Smash Brothers Snowboard Kids Turok - Dinosaur Hunter Yoshi's Story Mischief Makers
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New Objective: Escape the Roof You definately completed that one =b Very enjoyable run, the clipping glitch definately adds alot of entertainment. Yes vote.
Experienced Forum User, Published Author, Active player (302)
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Bump I noticed today that almost all of my files from my TR4 project are gone (I still have the files up until Tomb of Seth, but everything after Burial Chambers is gone) :( I have no idea how this could have happend since i'm super paranoid about losing such important files and usually keep quadruple backups on every harddrive/memory card/usb memory i can find. But apparently all my files since finishing Tomb of Seth were kept on a single harddrive without any backup (i know, it's a mystery to me too...). Anyway, Does anyone have copies of the pjm files i uploaded for Temple of Karnak or Burial Chambers? (preferrably Temple of Karnak) Even though i might never end up continuing the run it would still be nice to have the files available. I guess at least my runs are still on youtube and replicating those might not be so difficult if it comes to that. Also there's a 3 minute timesaver in Tomb of Seth that was discovered long after i was finished with that level, so redoing from there might not be such a bad idea.
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Honestly it just seems absurd to me that we should care what the developers intended. When have we ever cared about that before?
There's a distinction between the intended goals in a game and the intended methods for achieving those goals. Correct me if i'm wrong but i'm pretty sure the vast majority of TAS'es use the intended goals, but achieve them using unintended methods.
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The "gotta catch 'em all" run of Pokémon we have actually does catch Missingno., but not the other glitch Pokémon (there are many more than just the well-known Missingno. and 'M). So it might not be the best example. It might be faster to catch it, though, and even if it isn't, it's possibly worthwhile for entertainment reasons.
I guess what i meant is, should it be a part of the actual definition? Is it a requirement? Picking it up anyway for speed/entertainment reasons is a whole different matter.
Nope, the minus world is accessed through a warp pipe so... it wouldn't belong in a warpless run.
Hahaha, that's true :p What if there was a full ("Complete all stages") run that allowed warps though?
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Just some quick thoughts: Including non-intended items in a 100% definition seems like a pretty wierd thing to me. By that logic you might also ask: Should the minus world be included in a warpless Super Mario Bros run? Should MissingNo be caught in a "Gotta catch 'em all" Pokemon run? Also, you never know what unintended items that might be discovered in the future. And if that were to happen, should old runs not be considered 100% anymore? How would you compare old runs with newer runs?
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