Posts for blahmoomoo


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Joined: 2/1/2008
Posts: 347
There were actually many "commercials" of that "American" throughout the game, the TAS just skipped them all. There are also cutscenes that explain the "story" so the reason why Pepsiman is doing things is a bit more clear... If you're curious, you can see everything in the short LP over here: https://archive.org/details/LP_Pepsiman
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Derakon wrote:
Considering that the song opens with "PEPSIMAAAAN!", I highly doubt it's MIDI.
Err, they're talking about Hourglass and Warp, not Pepsiman. You're right though, it seems to be CD Audio.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Posts: 347
I managed to get the music playing by using the ePSXe SPU core 1.7.0 in ePSXe. Eternal SPU 1.4.1 and P.E.Op.S 1.9 (maybe not the latest version, they're just the ones I had around) did not work. I'm guessing the ePSXe SPU core isn't a plugin though...
<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
Spikestuff wrote:
Music wasn't working no matter what settings was put on.
Aww man, the lack of the Pepsiman theme in that encoding makes it a lot more boring. That theme makes the game! For better or for worse...
<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
This guide (option 2) should help you: http://www.sevenforums.com/tutorials/8057-dual-boot-installation-windows-7-xp.html As always, before messing with your operating systems, make a full backup of your hard drive just in case!
<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
Malleoz wrote:
I thought I'd address this here. During a certain cutscene in Paper Mario, you're required to hold down the R button, past where it clicks, for a certain amount of time. Using TAS Input with a full R input, nothing happened, meaning that the game didn't recognize it as a full input. I then went to the GCPad settings instead of TAS Input and configured a button to act as the R button. After doing so, I went into the game, pressed my key and it worked. "Show Input Display" showed both times that the input was "R" even though it worked one time and not the other time.
The L and R buttons on the Gamecube are both analog and digital, so the first time probably only set analog to max value and the second time probably set analog to max and digital to 1 (pressed). The click on the button is the digital part.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Posts: 347
If you didn't install a graphics driver on your new computer and you installed Windows 7 on it yourself, you're probably using a generic Windows graphics driver instead of the official ATI/NVIDIA/Intel driver. Otherwise you may want to check on that anyway. Also, if the graphics card is a different brand than what you had on your old computer, you may want to look in to compatibility issues, especially if you're using Intel integrated graphics.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Not only that, so far I haven't seen anybody say they wanted an encode without visual hacks, other than a (presumably) sarcastic post. I'm pretty sure most people want to see what's going on.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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And while you can turn off features like JIT to make Java more predictable, performance would take a hit. It would probably be a lot better to create a custom Java Virtual Environment that would make things more controllable.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Posts: 347
A pointer is just a value that is used to refer to a memory address. If you paused the emulator when you think you found addresses that are being used for heading, try doing a data search (if a pointer search doesn't exist in your RAM search tool) on the value of those addresses. If you find an address that contains the value of one of those addresses, watch it and see if it changes and, if it does, if its value points to an address that is now being used for heading. If you didn't get what I was saying about a pointer, here's something more visual (made up numbers). Address 0xBEEF: 0xCAFE Address 0xCAFE: 0x3944 (apparent heading info) The value at 0xCAFE is currently holding the heading information you want, but you know it will move eventually. Looking in memory, you find that 0xBEEF currently holds 0xCAFE, suggesting it is a pointer (holding the value of a memory address) to the heading information. After running the emulator for a bit, eventually you may see something like this: Address 0xBEEF: 0xDEAD Address 0xCAFE: 0xFFFF (junk) Address 0xCAFE no longer holds what you are looking for, but 0xBEEF changed its value. If you're correct and 0xBEEF holds the pointer to where the heading is, the heading is now at address 0xDEAD. I'd try searching myself, but I don't know where to start looking since Mupen64 doesn't have RAM watch/search built in. I am guessing you know more about that than I do, Cronikeys.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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I'm not sure if it's actually here, but reset code may be in the SVN for mupen64-rr https://code.google.com/p/mupen64-rr/source/browse/#svn%2Ftrunk
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Wasn't there once a Super Metroid TAS that had an encode made that edited out item gets (and maybe a few other things)? If something like that was done, an in-game time minimizing TAS would be enjoyable to watch without compromising the integrity of the TAS itself, and you could watch the unedited version if you wanted to judge it. Then again, if the music is affected by the weapon change menu, such editing could be jarring... EDIT: Unless the encoder could use a cheat code to fix the music somehow without changing the gameplay. That's been done before with camera hacks in some Sonic games, right?
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Posts: 347
Make it the first bot TAS when this emulator gets bot abilities!
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Posts: 347
So you're saying that BiF doesn't save time? If that's so, it's a pity. Oh well.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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I still don't think the lack of saving the game would be frowned upon at all. It's the weird things like BiT that makes glitched out TASes entertaining, after all. If this glitch is crazy enough to skip almost everything, then it could be considered for the "glitched" category instead of "any%," even if an any% run doesn't exist yet.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Posts: 347
Cronikeys wrote:
Also, it's impossible to beat the game like this on console. That's been proven (I saw it). It crashes when loading different areas of the lair. Even if it's possible on emulator (which it is), I don't think TASes should do things that don't work on console :|
Right, so it shouldn't be done for that reason. I recall the Super Mario Land 2 "glitched" TAS was originally invalid because the emulator had a bug in how it emulated echo ram (or something like that), causing the glitched up world to act completely differently from the console. Later the emulator got a fix for that. Luckily, they were still able to utilize the glitch. Pity that you can't do much with BiT on the console, but it sounds like they did something funky to make the demo work anyway.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Joined: 2/1/2008
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Reaching the credits (that is, the game believes that it has been completed) is the usual standard for beating a game. That is, there is nothing in the rules talking about needing to use saves to qualify a movie (other than not starting from a save except in special circumstances). Of course, if the fact that you can't save would make the TAS slower than if you didn't utilize BiT, that's a good reason not to use it.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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True. I guess I should have said linear adventure games (like KQ5 is when you know everything you need to do).
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Bismuth wrote:
I wish you could've done the PC version! But if DOS games can be done, why not the DOS version of KQ5?
This TAS was made before a reliable DOS emulator was available. I'm not sure if it's worth making movies of adventure games (that don't have major glitches to make them entertaining), but I guess they qualify for the Vault now. One notable thing about NES KQV is that it is the only Sierra game ported to the NES, AFAIK. I don't think there are many adventure games on the NES because of its limitations. Meanwhile, there are tons of adventure games on DOS.
<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
<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 you can find a way to get around this emulation glitch, then a TAS might be possible:
bkDJ wrote:
Secondly Banjo-Tooie cannot be TASed or even played normally because the plateau fire egg switch cannot be activated to open the gate to the witchyworld area.
AFAIK, there hasn't been any development on Mupen64-RR at all (for several years). Mupen64Plus was promising, since they got past this bug, but they never did implement rerecording features, even though it still has development activity... (http://code.google.com/p/mupen64plus/issues/detail?id=58)
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Wow, can't wait to see this TAS in action!
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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WST wrote:
I got a problem… I cannot press → and ↑ together at the same time… Other things seem to be fine, I’ve made a short run without that key combination, but it’s slower than it could be if I was able to press that…
That's something that many standard keyboards can't do because of how they're designed. I suggest going to Input>Configure Game Input... and remapping the arrow keys to some other buttons that can be pressed simultaneously. You'll have to do trial and error to figure out which ones can be pressed simultaneously. I think W, A, S, and D should work... at least for allowing you to indicate diagonal movement. Generally Alt, Shift, and Ctrl can all be pressed without conflicts, so you may want to consider using those keys if W, A, S, and D don't work for you (even if it's awkward). Now if only there was a TAS Input tool for Hourglass, this wouldn't be an issue.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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If you did anything requiring quick response times on a PC, I would suggest a real time operating system. QNX is one example (it's a Unix-like, POSIX compliant RTOS with special extensions), but there are several out there. You would still need to be able to have digital inputs and outputs though, which could be achieved if the machine has parallel or serial ports. There are PCI cards that you can get that are designed for dedicated digital I/O though (and they often have analog I/O too).
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Sorry for the bump, but I just wanted to say that even though MegaUpload is dead, I'm still around (but just lurking). So if anybody still wanted the original video that I uploaded two posts ago, don't hesitate to ask.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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