Posts for blahmoomoo


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Experienced Forum User
Joined: 2/1/2008
Posts: 347
Just curious, has anybody attempted to see if any glitches can be exploited by using two controllers? According to Earthbound Central, Earthbound can be played with two controllers (intended to be controlled by you and a friend, where both controllers do the same thing).
<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
Yep that was definitely uncompressed... Native resolution of SNES: 256x224 Bytes per uncompressed frame: 57,344 FPS: 60 Bytes per second: 3,440,640 Bytes per minute: 206,438,400 (206 MB) Bytes per hour: 12,386,304,000 (12.4 GB) Bytes for five hours: 61,931,520,000 (61 GB) Bytes for 5.5 hours: 68,124,672,000 (68 GB) Five hours of PCM 16/44 stereo audio is about 3 GB or 3.03 GB for 5.5 hours AVI overhead is about 24 bytes per uncompressed frame on average (not including initial overhead, but INCLUDING audio frames). This changes depending on the compression, however. 60 fps * 60 seconds * 60 minutes * 5 = 1,080,000 video frames 1,080,000 video frames * 24 bytes = 25,920,000 bytes (25 MB) Let's assume that the audio is interleaved 30 FPS 40 fps * 60 seconds * 60 minutes * 5 = 540,000 audio frames 540,000 audio frames * 24 bytes = 12,960,000 bytes (13 MB) So 68 + 3 + ~1 GB (overhead + round error) = 72 GB Now that makes me kind of wonder why it's 92 GB... Perhaps it's a higher resolution? Yep, information overkill, I know. But I was kind of bored... EDIT: Epic failure on the overhead part... I wondered why it was so big
<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 four hour movie (four hours and thirty minutes when encoded) was just over 600 MB. I suspect that this one will be less than 800 MB, probably closer to 700.
<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 like this hack. However, even not being a SMB expert, I can see this run being faster. For example, in 1-3 (I think) you take time to kill a koopa before heading to the flag pole, and there was no reason to do so. Also there are some times when you take damage when you should have been able to avoid it, especially against the last Bowser. You also tend to do different things in the few sections that are identical to another level. I'm giving a meh, since this hack seems pretty good (even with the small parts that repeat) and you use a lot of good techniques, but you could definitely make it faster.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
Experienced Forum User
Joined: 2/1/2008
Posts: 347
The guys over at Mupen64Plus just made Banjo-Tooie get past the fire egg switch! The emulator's bug apparently had something to do with not handling changing CPU modes properly. I wonder if this means that DK64 will work now... unless it already has been working. http://code.google.com/p/mupen64plus/issues/detail?id=51 So if it ever gets rerecording capabilities, this game can be done! (assuming there are no other game stopping glitches)
<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
IIRC, the hang in Rice happens in one rendering engine, but not the other. So choose DirectX or OpenGL instead of what you are using now. EDIT: Doi, I posted about this up higher on this page. Use OpenGL and Rice should work.
<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
Wow... and you made it look so easy too! Congratulations!
<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
Now seeding the 27-part version and the making of Vita Unus video. However, since Bisqwit's tracker is down and the Chrono Cross torrent isn't registered with the new TASVideos tracker, I had to change it to an open tracker. So after opening the torrent, change the tracker for it to http://denis.stalker.h3q.com:6969/announce The tracker with the torrent file is up and running with this run registered as of December 8, 2010.
<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
However, being a long RPG, especially one that nobody outside of Japan would have played without the translation, a Japanese TAS of Mother 3 would be completely boring. I watched the Star Ocean TAS (which was the non translated, Japanese version) and I was bored out of my mind, especially since I never played that game before. When I played Mother 3 English, I did notice that there was a lot of visibly noticeable lag sometimes with VBA (which might have been improved in VBA-M, but I dunno). I wonder if this lag exists in the Japanese version... Even if that lag did not exist in the Japanese version, the English version would probably be better for entertainment anyway. Oh, and Mato posted that there may be news about an English v1.1 patch coming out soon in a recent update at Earthbound Central. By the hints, it looks like it's just fixing spelling errors, 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
DarkKobold wrote:
Wow. This is all very interesting... Are we going to see a TAS that opens the cover, replaces the disc, and beats a totally different game halfway through? Or did something special have to happen with the game to keep the code running when the lid opens?
The game expects you to open the lid at that point, so its current state is saved in the RAM while you change discs. Opening the lid does not reset the game; since it just holds a data disc there is no reason to cause a reset. The stuff in the RAM is also able to know whether the correct disc is put in or not, so there's no way to play another game half way through. If you open the lid while a game is not expecting it to, it will probably ask you to keep the disc in there and close the lid. I suppose older games just decided to be lazy and require a save and reset before putting the new disc in instead of allowing the change to happen without resetting.
<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
Chrono Cross was a saveless transition. In fact, you could get to the second disk prematurely through a different route in a newgame+.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
Experienced Forum User
Joined: 2/1/2008
Posts: 347
Solon: Mupen64 uses more processing resources than Project64, so if you have a computer that just works with Project64 at full speed, expect slowdowns with Mupen64. Also, I don't think Mupen64 supports dual cores... but then again I don't think Project64 does either.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
Experienced Forum User
Joined: 2/1/2008
Posts: 347
Two minute loading? On the PSX version of Chrono Trigger? I have played that on ePSXe almost all the way through and never noticed such thing... As far as I can tell it's a clone of the SNES version plus AMVs (which do not replace the original game animations). Even if you're mistaking Chrono Trigger with Chrono Cross, the latter didn't have loading problems either, just a weird story...
<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
RT-55J wrote:
Quite entertaining. I just wish I knew what was going on. The only real problem with this run is that it doesn't complete Out of this World as well.
Out of the World is already completed for the SNES: http://tasvideos.org/296M.html Heart of the Alien was only released for Sega CD.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
Experienced Forum User
Joined: 2/1/2008
Posts: 347
At one point you have to shoot a fire egg at a target in Banjo Tooie in the main world to continue to the next area of the game. However, for some reason Mupen messes up the collision mesh or something because shooting the target fails to trigger the new area opening event.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
Experienced Forum User
Joined: 2/1/2008
Posts: 347
Length should have nothing to do with whether a run is tagged glitched or not. However, I see the logic in obsoleting the previous one since it did follow the any% idea, but it happened to be all 8 sanctuaries since the current glitches are not known. I say that a new run could be made with the all sanctuary idea by disallowing the staircase glitch (too easy to end up directly in the sanctuary, thereby making it too similar to this run) but allowing other glitches to create a new category, but for now leave it as one.
<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
Ok, perhaps not a wall, but between the bottom and a wall. I think this happens once in Click Clock Wood in the summer season when you go into the beaver's house. Perhaps it's unavoidable then since you are already on the bottom. Just a comment... I wonder if Mupen64 does not use floating points for positioning or something because there were many times that the movement of Banjo was quite jerky... This has nothing to do with your run's quality, but it makes me wonder why the movement was so jerky...
theenglishman wrote:
- Kazooie has to be the strongest fucking bird in history. Seriously, she's able to carry a bear on her back for ridiculously long stretches, not to mention being able to somehow maintain her aerodynamic abilities whilst half her body is stuffed in a rucksack and said bear putting quite a load on her back. Let's see Charles Atlas do THAT!
There is only one picture that accurately depicts this situation (from the B-K LP):
<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
Finally got to watch it all the way. It's spectacular! Talk about some ingenious route planning with the jiggies and notes. Those 2.5 years were definitely necessary to make it so good, knowing how big this game is from the B-K LP. I give it a 9.5/9.5 I noticed that a few times after diving into the water, usually after using that zip to the bottom method, your first stroke gets Banjo run into a wall. Is that faster than aiming properly for the first stroke?
<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
Try loading a ROM first. You can't start playback until you have the game selected and loaded.
<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
Couldn't you compress it to a smaller bitrate? I recall the Earthbound commentary being 35.7 MB, which is is 3.5 hours. However, I suggest trying 64kbps and see how big it is. 64kbps is enough to retain most of the speaking vocal range (unlike 16kbps that the EB commentary uses), though 32kbps may also be good enough. 128kbps (even 92) is a bit over the top for simple voice. (and obviously, mono helps, but I'm guessing it's already saved that way)
<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
Ooh! I can't wait for an encode of this one! Perhaps one day you can make a TAS of Flashback too!
<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
gia wrote:
Workbench has 18 submissions, i dont think the processing of a submission is that bad, if the queue had 50 or so... Rejecting games because people didn't play/appreciate them however, that's bad in my book, so lower the bar you jerks, at least on the consoles that get less runs, n64 should be full of games submitted already... although now that I recall the n64 emulators always had graphical problems right? -I don't know since I dont emulate n64. Anyway, now with psx and ngc you should allow the runs to come and let others obsolete them if there's interest on optimization :) More runs, more people come, more people could get interested in what you do.
You may want to count the number of N64 and PSX runs that have been submitted... There really haven't been that many, mostly due to the quirks of the emulators and the different mindset you need for 3-D games.
<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
Just a little note: it's spelled MacGyver. Somebody should fix that.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
Experienced Forum User
Joined: 2/1/2008
Posts: 347
Oh yeah, forgot that one was actually visited, aka the tune was recorded. So yeah, "All Sanctuaries" and "Minimal Sanctuaries" makes more sense. EDIT: But wait... does the old run skip any major part of the story line (i.e. skipping past the eraser below Stonehenge, therefore eliminating the need for the Eraser Eraser)? If not, then it may be more appropriate for it to be "Full Story" so an "All Sanctuaries" run could be made that skips parts of the story, but ends up fighting all the sanctuary bosses without the stairs glitch (since it makes it easy to warp straight to the bosses, which does not sound entertaining). Whether an all sanctuaries run with partly skipped story line would actually be entertaining or enough to create another category is questionable, however.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
Experienced Forum User
Joined: 2/1/2008
Posts: 347
I suggest that the old run is labeled as "Eight Sanctuaries" and make this one "No Sanctuaries"
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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