Posts for blahmoomoo


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Joined: 2/1/2008
Posts: 347
True... I would classify it more as death caused by a side effect of a shortcut, but there is no such category so ok.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Death is not a shortcut here. The only reason Link dies is because the shopkeeper zaps him for stealing an item. After death, Link is able to steal another item. Both items are needed to defeat the final boss as fast as possible, but not as a shortcut. So no, putting this movie under using death as a shortcut makes no sense.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Joined: 2/1/2008
Posts: 347
It appears that the problem is your video card. I tried playing back the Paper Mario WIP with Rice on my old computer and the screen was black. It has no problem on my newer computer though (even though its video card isn't the best, it is definitely better...). But I suppose we can wait for Mupen64+... They seem committed to bringing us a product in due time (unlike Project64, which is supposedly starting up again after a year hiatus). We have been waiting a few years for a Paper Mario TAS anyway. However, you could start playing around with Paper Mario to form strategies (using Jabo whenever you are recording). I am pretty sure that recording with Jabo will synch with playback with Rice OpenGL anyway. Oh, I found out the problem with the slow opening sequence. Go into Audio Options and uncheck the Sync Audio to Game option. This will allow playback at full speed. EDIT: I got a reply about the reloading ROM problem. Apparently the Soft Reset feature they recently implemented will allow the game to be reset without reloading the ROM. So Glide64 Napalm (or Rice) may work with us yet! (this could become the first game encoded using Glide HQ if the encoders out there have the hardware to meet the demand!)
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Joined: 2/1/2008
Posts: 347
WoodenDoorKnob: I have not tried, but it has the same issue as Glide64 Napalm with reloading the ROM... Either plugin would work beautifully if replaying or recording did not need to close and open the ROM. pyromaniac: I suppose it may be an issue with your video card... You could start recording with Jabo and release an early WIP and I can tell you if it synchs with Rice. EDIT: nvm, you're good
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Joined: 2/1/2008
Posts: 347
There are two ways to render 3-D images with Rice: DirectX and OpenGL. By default DirectX is chosen, but for some reason that causes the emulation to hang after the castle hovers mid-air. OpenGL does not cause this hang. To change this setting (do this while no ROM is loaded), go to Options>Video Settings and change the Render Engine to OpenGL under the General Settings tab. Oh, I made a ticket regarding the Glide64 issue so hopefully we can use Glide64 for rerecording once Mupen64 Plus is released: http://code.google.com/p/mupen64plus/issues/detail?id=136
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Joined: 2/1/2008
Posts: 347
It's hard to say where they are at in Mupen64+... The only thing I suggest is try using the latest Rice plug-in with the OpenGL mode. https://ricevideo.bountysource.com/
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Joined: 2/1/2008
Posts: 347
pyromaniac wrote:
it's really slow at some parts, like the title screen and the letter from speech runs really really slow, but its good after that i think i might play through it when i tried to record something, the screen was black the whole time, i don't think this is going to be a good plugin.....
There always seems to be some in-game lag at the title screen (or maybe it's just the core being bogged down and it is just emulation lag). But this plug-in is really hard on computers because it is one of the best ones out there. Of course, this really shouldn't matter if you are recording at frame advance and slow speed anyway. I took a look on the Glide64 website for screenshots of Paper Mario and found a lot of effects that Glide64 Napalm shows that Jabo cannot show. I suspect that this plug-in looks to be the best choice. However, previous versions of Glide64 can only work if you load a ROM once while running the emulator. If you close a ROM and open another one, you have no video. The only way around that is to close the emulator and open it again. Unfortunately, Mupen64 seems to reload the ROM whenever you start movie playback... So maybe this game will need to wait until Mupen64+ comes out, unless another video plug-in is found that is acceptable. There are so many effects in this game (thanks to its late 2001 release) that decent emulation is hard to find...
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Joined: 2/1/2008
Posts: 347
I don't think anybody has tested this game with Glide Napalm (or w/e that name is), so maybe the problem is fixed and nobody has tested it yet. Unless dartht33bagger has anything to say, I suggest you go ahead if you want to. (don't forget to report on your progress!)
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Joined: 2/1/2008
Posts: 347
Xkeeper wrote:
Remember the days of "Server overloaded; over 2.5 times the safe limit"? :)
Of course, iirc, that last happened when Bisqwit was brute-forcing the solution to the last level in the puzzle game called Peterbox, which required gigabytes of swap memory and, as a side effect, caused the wiki part of the site to deny all requests due to shortage of memory.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Joined: 2/1/2008
Posts: 347
andrewg wrote:
qFox wrote:
I have a feeling that being in an uncontrollable state (there's a switch) also makes you invulnerable.
oh really? hmmm... I also want to see what happens to the hitboxes when you obtain a star.
Since you kill enemies whenever you touch them while you have a star, I assume that the hitboxes still exist, but the program code just counts all of Mario's collisions with an enemy as killing the enemy.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Posts: 347
I suppose that when the movie runs into a point where the disk is swapped, the emulator should pause and ask the user to point out the second disk's ISO or load the second disk. Once the ISO is selected or the disk revs up, the emulator would emulate the hardware detecting a newly inserted disk and the game continues. What would be even better is if the emulator also automatically saves state before prompting the user so if the wrong disk is inserted, the user can try again without needing to start the movie over. EDIT: I see everyone before me assumed that RT-55J was talking about while recording the movie... At least my post took the view of replaying it.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Joined: 2/1/2008
Posts: 347
I played through a bit of this game and noticed that either it has horrible lagging issues (especially in multi-enemy battle zones) or my computer can't keep up with the emulation, though I expect it's more likely the prior. I wonder if that lag can be avoided at all, other than the obvious kill enemies quickly. Perhaps the lag doesn't kick in until an enemy is active (due to proximity)...
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Joined: 2/1/2008
Posts: 347
If somebody had the space and bandwidth, somebody could download the official mirror file and put the file structure online with a modified home page notifying everyone that the official site is down and this is just a static mirror until the real server is put back up. Plus, any link to the /forum directory would redirect to a page that states the same message. The only tricky part to that is transferring the domain name between IP addresses.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Joined: 2/1/2008
Posts: 347
Dragonfangs wrote:
No need to ridicule me :( I know very well that you can't get past the key doors with BLJs, which is why I was damn surprised when I saw that room. Everything I had read about it seemed to indicate there would just be a black void, not the next room loaded visually but not physically.
I suppose they made it that way because the camera angle would make it extremely obvious that there was a black void there, so they put the room there visually so it appears that Mario is walking into an actual room. If I remember correctly, when Mario opens the door to the castle, the camera angle is in a location where you can't really see what is behind the open door, so there was no reason to put anything there.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Joined: 2/1/2008
Posts: 347
Dragonfangs wrote:
Bobmario511 wrote:
so more of like freerunning while completing it, like this 0 tas?
wuhwhat? Is that the spiral staircase after the second key door I see at 1:37? While BLJing to get into BitDW? <image>
You are seeing the staircase, but you can't actually go up the stairs because that room is not loaded yet. In reality, all you are seeing is a clone of the staircase room. If you attempt to go up the staircase, you will be blocked by an invisible wall marking the edge of the first floor area. The real staircase (along with the second and third floor) is loaded when you trigger the opening of the key door. But you can't do that unless you have the key or you opened the door with the key already. (or can you... DUN DUN DUN!!!)
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Joined: 2/1/2008
Posts: 347
Hmm, too bad you can't run in this game, it seems too slow paced otherwise. But I'll watch the finished product if you get there. I wonder if the second game would feel faster though...
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Posts: 347
Heh, obviously "Ultrasound Graphics Synthesis" is just supposed to sound cool and have nothing to do with what the graphics really are. What would utlrasound have to do with graphics anyway? I also like the touch where Megaman (who looks like a kid in 8-bit anyway) is holding a gun in the hand that is not the buster. Why have a gun if you have a cannon? Yay for crazy boxart. EDIT: Oh look! Megaman is now left handed when it comes to wielding the buster! I wonder what happened to make him change his dominant arm.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Posts: 347
Oh yeah! I liked the final boss fight much better in this one since Link could at least be half seen most of the time, which consequently made Link's visual glitches much more entertaining. Yes vote!
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Posts: 347
All right, just booted FDM. I'm surprised at how fast it started... Plus as soon as it started it began to seed. This kind of speed is rare on my computer... Well, I'll leave it running overnight and through tomorrow. Currently uploading Vita Unus/Dos/Tres at 150-210 kb/s
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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FreshFeeling wrote:
How many rerecords were spent manipulating a battle, on average?
You can see the one that probably took the most: the battle against Vita Unus (aka that big mask thing after changing game discs). You can see Bisqwit's description of it in the details section, plus you can download the video of every record attempt with this torrent: http://tracker.tasvideos.org/2/chronocross-tasv1-bisqwit-makingof-unusdostres.avi.torrent I have asked Bisqwit questions about this run in IRC, but I don't know who else watched this. Is there anybody else besides me and FreshFeeling out there that watched all nine hours of this speed run? The plot confuses and fascinates me so much that I have come to the conclusion that probably the best way to understand the plot is to play the game for the plot. Unless there is some guide site out there that will answer most questions (and there probably is). Either way, CC is on my list of games to play. EDIT: If you want to download that torrent, let me know and I will try to seed it.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Posts: 347
Eh, I'll watch it if it's made and then decide.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Despite being another SM64 submission, this run was still very entertaining! The modified route in BitFW was interesting and the little "goof" made with that Bowser level was really unexpected! Yes vote!
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Joined: 2/1/2008
Posts: 347
Of course, you have to wonder if this was purely Capcom's idea or if Nintendo (who owns Capcom, I know) encouraged it. It would be interesting if they were coding the game for NES and released it as WiiWare even though it really uses Virtual Console underneath (or is Virtual Console really just a wrapper placed around a game's code when its distributed and not something built in to the Wii console?). But seeing that there is to be additional downloadable content along with the game (at an extra fee most likely), I kind of doubt that...
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
Post subject: Re: Problem Playing From The SMV file
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Joined: 2/1/2008
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damzino wrote:
While playing the movie file in the emulator, after Samus gets the Super Missile in Brinstar, and she enters the save room, the Start/Status/Map screen comes up, and you can see the key presses, but it still stays on that screen, and doesn't exit from there. I'm playing it on both the [JU] and [U] versions, and it messes up in the same place. Any help in correcting this¿
Use Snes9x rerecording 1.43+ v10, not v9. In v10, the recording can utilize a soft reset of the game (the equivalent of pushing the reset button on the console), which is used right after the save point you mention. I don't know why it's used, but it has something to do with the massive X-ray beam glitch you'll see later. EDIT: Actually, after reading the thread from Metroid 2002, the save then reset thing had to do with the Mother Brain skip (same goes for the death).
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Posts: 347
You know, how about we ask mr_robert_z how many stars could be achieved by mostly BLJing. I personally doubt that many exist (surely not the majority), but he's doing the 120 star run right now so he would be the person to ask. Without his knowledge, the main base of this argument has no concrete foundation...
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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