Posts for gamerfreak5665


Experienced Forum User, Published Author, Player (186)
Joined: 8/3/2012
Posts: 116
Location: U.S.
NamiNami wrote:
https://www.youtube.com/watch?v=a93xhGzgXvo
HAHAHA Man, no waveshines or short hop lasers.... stupid noobs.
Experienced Forum User, Published Author, Player (186)
Joined: 8/3/2012
Posts: 116
Location: U.S.
lol, yeah I think that's Axe playing Pikachu? Definitely not TAS, but impressive nonetheless. Pro players know their stuff.
Experienced Forum User, Published Author, Player (186)
Joined: 8/3/2012
Posts: 116
Location: U.S.
I originally was planning on submitting the run in the video, but I've already found out about ways to go faster, like ramming into certain objects at an angle while handbraking, like what happened on the "save the trees" level.
Experienced Forum User, Published Author, Player (186)
Joined: 8/3/2012
Posts: 116
Location: U.S.
alec kermit wrote:
When I try to playback the .dtm on the latest Dolphin (2182) the movie ends immediately.
Oh, I forgot to tell you, you can't play .dtm's from other Dolphin revisions on a different revision. It will either stop like what happened to you, or it will desync right away. If you want to use a more recent revision of Dolphin, I think the TAS needs to be restarted unfortunately, assuming that it will fix the problem with the level you were talking about. It's better than running into more desyncs on the way with an older revision.
Experienced Forum User, Published Author, Player (186)
Joined: 8/3/2012
Posts: 116
Location: U.S.
solarplex wrote:
Looks pretty neat! On some of the drives, hitting trees appears to slow you down a little? Did you find it was faster to drive through them instead of avoiding them?
Lol, yeah I did notice that too. That was more for fun, but my best guess is plowing through straight to hit the guys would be faster than hand-brake turning left and right to avoid them. I'll test it out.
Post subject: The Simpsons Road Rage
Experienced Forum User, Published Author, Player (186)
Joined: 8/3/2012
Posts: 116
Location: U.S.
I used to play this game so much, and I made a TAS of the mission mode for fun. Link to video If I were to submit a TAS of this game, would something like this be good? Or would the road rage option like Crazy Taxi be more suitable? Also note, that the loading screen is actually longer on console, Dolphin dumps frames based on frame rate rather than VI.
Experienced Forum User, Published Author, Player (186)
Joined: 8/3/2012
Posts: 116
Location: U.S.
hegyak wrote:
Kurabupengin wrote:
But how do I advance 1 frame?
It won't matter as the game won't accept input from you. Think of it as a Lag Frame.
Oh, so it's like lag frames, got it. I guess I'm so used to TASing games like Melee which always runs at 60 fps
Post subject: Re: Frame advance problem
Experienced Forum User, Published Author, Player (186)
Joined: 8/3/2012
Posts: 116
Location: U.S.
Kurabupengin wrote:
My Dolphin has a weird frame advance. Instead of going 1 frame by frame like any other emulators, it just goes insane from 3 frames to 5 frames or something. How do I fix this? and why this happens?
Make sure you have both Dual Core and Idle Skipping unchecked in the Options -> Configure tab. I don't know if this will help, but set frame limit to Auto also. I've never encountered that problem before, what version of Dolphin are you using?
Experienced Forum User, Published Author, Player (186)
Joined: 8/3/2012
Posts: 116
Location: U.S.
alec kermit wrote:
Wondering if any progress has been made towards fixing the vehicle levels desyncing issue.
I was about to ask you about that. I can try and test it out with one of the newer Dolphin revisions. I doubt its completely fixed, but worth a shot.
Experienced Forum User, Published Author, Player (186)
Joined: 8/3/2012
Posts: 116
Location: U.S.
zeromus wrote:
Try roms that arent n64 roms.
Well, Atari 2600 works, that leads me to believe its just a problem with n64 games. I have Windows 8, if that means anything.
Experienced Forum User, Published Author, Player (186)
Joined: 8/3/2012
Posts: 116
Location: U.S.
I just downloaded 1.7.1, and tried opening multiple n64 roms, but always just got the message "BizHawk.Client.EmuHawk has stopped working" I downloaded all the prerequisites, anyone else have this problem? I'm using default settings so I didn't change anything.
Experienced Forum User, Published Author, Player (186)
Joined: 8/3/2012
Posts: 116
Location: U.S.
sack_bot wrote:
solarplex wrote:
STBM wrote:
MW1 doesn't accept the GC controller, and it does have a sentitivity menu. http://puu.sh/8MVvM.jpg
Allows GC Controller: https://wiki.dolphin-emu.org/index.php?title=Call_of_Duty:_Finest_Hour https://wiki.dolphin-emu.org/index.php?title=Call_of_Duty_2:_Big_Red_One https://wiki.dolphin-emu.org/index.php?title=Call_of_Duty:_Black_Ops Does Not Allow Controller (Only Allows Nunchuck): https://wiki.dolphin-emu.org/index.php?title=Call_of_Duty:_World_at_War https://wiki.dolphin-emu.org/index.php?title=Call_of_Duty_3 https://wiki.dolphin-emu.org/index.php?title=Call_of_Duty:_Modern_Warfare:_Reflex_Edition
Well it looks like Black cops Ops is a good start, because GC controller recording is more stable than
Actually, I'm pretty sure Black Ops does not support gamecube controllers. I tried looking in the controls menu, and it only gave options for wiimote, nunchuck and wii zapper. And also the classic controller.
Experienced Forum User, Published Author, Player (186)
Joined: 8/3/2012
Posts: 116
Location: U.S.
Ok, for this other event I am certain I beat the WR: Link to video Copied from the youtube description: Previous WR video (non-tas): https://www.youtube.com/watch?v=erieqHk6STs This MAY be improvable...perhaps if you use Pikachu he's got longer range and faster quick attack. However, his Uair sends opponents flying in different directions depending on the frame they are hit. Pichu's always sends them upwards and faster. Also, I got real lucky at the end with the Unkowns. For clarification at the end, I used the thunder because if I didn't, the giant blue yoshi would not have been killed by the Unkowns, and I would have had to go ALL the way over there to hit him... seriously RNG for this game can be annoying....
Experienced Forum User, Published Author, Player (186)
Joined: 8/3/2012
Posts: 116
Location: U.S.
MUGG wrote:
But SW-1988 (ssbm4ever) has a faster time. 5.45 Didn't you look here?
whoops, lol I guess not then.
Experienced Forum User, Published Author, Player (186)
Joined: 8/3/2012
Posts: 116
Location: U.S.
deleted
Experienced Forum User, Published Author, Player (186)
Joined: 8/3/2012
Posts: 116
Location: U.S.
Flossy wrote:
For those of you that tas this game, what is your primary method of input? I used the tas input tool and found it to be rather unwieldy.
I actually use a gamecube controller connected to my computer, but many people use the tas input. I just work quicker and more efficiently with the controller, but there are instances where you need precision and that's when I use the tas input.
MUGG wrote:
With people being more competent at looking into memory addresses and how games behave with Dolphin, I just want to say again, I'd really like it if someone investigated the possibility of Ness' Super Yoyo Glitch. Mentioned on this wiki page http://www.ssbwiki.com/Yoyo_glitch#Super_Yoyo_Glitch Quote: It is a very rare occurrence, so very little about it is known. Its effects (including but not limited to infinite Jackets and instant KO throws) are similar to those of the Yoyo Glitch, but are more lethal and have longer lasting effects. I think this has something to do with it but I don't know.. http://www.youtube.com/watch?v=XvX3GCaU9yA There was a forum topic somewhere but I can't find the link to it. In the forum topic, 1 or 2 people mentioned that SYYG happened to them during a match randomly. There is no video showing the occurrence.
This looks extremely interesting, infinite jackets? Wow, I wonder if this is possible or if it's just some myth.
Experienced Forum User, Published Author, Player (186)
Joined: 8/3/2012
Posts: 116
Location: U.S.
I did a little testing with multiple versions of SSBM (as in version 1.0, 1.1, and 1.2) and found out some interesting things. When TASed this first event, I noticed that Bowser's invincibility frames last longer in 1.1 and 1.2 than 1.0. I happened to be using 1.0 for this TAS, and I'm guessing that's why I got a better time because of the version I was using. I havent tested out the Japanese version yet, but my guess is it's going to be the same as version 1.2. I wonder if this will make other event matches possible to have even better times?
Experienced Forum User, Published Author, Player (186)
Joined: 8/3/2012
Posts: 116
Location: U.S.
Well, I improved the first event by one or two frames, 7.26. I know that some person apparently got 7.25, but seriously, he must have gotten super lucky or had some different strategy. (or he was lying...lol) Link to video
Experienced Forum User, Published Author, Player (186)
Joined: 8/3/2012
Posts: 116
Location: U.S.
So, this happened when I tried to open a TAS I was doing for Goldeneye: and the details: See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.ArgumentOutOfRangeException: Non-negative number required. Parameter name: count at System.IO.BinaryReader.Read(Byte[] buffer, Int32 index, Int32 count) at BizHawk.Emulation.Consoles.Nintendo.N64.N64.LoadStateBinary(BinaryReader reader) at BizHawk.Emulation.Consoles.Nintendo.N64.N64.LoadStateText(TextReader reader) at BizHawk.MultiClient.MainForm.LoadStateFile(String path, String name, Boolean fromLua) at BizHawk.MultiClient.MainForm.StartNewMovie(Movie m, Boolean record) at BizHawk.MultiClient.PlayMovie.Run() at BizHawk.MultiClient.PlayMovie.OK_Click(Object sender, EventArgs e) at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) It was working fine when I restarted it yesterday, but then it happened a second time after I redid the TAS. I will test other games to see if it's just Goldeneye...
Experienced Forum User, Published Author, Player (186)
Joined: 8/3/2012
Posts: 116
Location: U.S.
I noticed there is a similar audio emulation in mupen64 plus that Bizhawk also has. In Goldeneye, the background music for some levels do not contain certain parts (for example, drum beats and other details) that are present on console. I know Jabo Direct audio plugin emulates the audio just like it sounds on console, so is there any way to fix this? It's not really important, just if you want to get it looking and sounding just like the console you know.
Experienced Forum User, Published Author, Player (186)
Joined: 8/3/2012
Posts: 116
Location: U.S.
McBobX wrote:
Hello! I still have problems with running BizHawk (Bizhawk requirment are installed) Can someone help me?
Try installing "Microsoft .NET Framework 4.0 FULL" because for some reason the requirement package doesn't have the full version of the framework. Once I installed that, it worked.
Experienced Forum User, Published Author, Player (186)
Joined: 8/3/2012
Posts: 116
Location: U.S.
Masterjun wrote:
I have an AVsync build of 3.5-2161 in case anyone needs this one =D
Great! Thank you!
Experienced Forum User, Published Author, Player (186)
Joined: 8/3/2012
Posts: 116
Location: U.S.
hey, sorry to be a pain guys but again, could someone make an a/v sync of whatever the latest version is currently?
Experienced Forum User, Published Author, Player (186)
Joined: 8/3/2012
Posts: 116
Location: U.S.
zeromus wrote:
please check eventviewer application log for anything interesting. as well, run this http://blogs.msdn.com/cfs-file.ashx/__key/CommunityServer-Components-PostAttachments/00-08-99-90-04/netfx_5F00_setupverifier_5F00_new.zip and choose ".net framework 4 full" and supply the log if verification failed
Ha, I didn't know you had to install .net framework FULL (it doesn't come with the prerequisite installer...). lol thanks its working now :)
Experienced Forum User, Published Author, Player (186)
Joined: 8/3/2012
Posts: 116
Location: U.S.
Thank you for the helpful steps zeromus, but I tried everything and its still not starting up. Heres the error message: What is KERNELBASE.dll? I can't find that anywhere... Also, is it possible that Windows 7 is the problem? I did try compatibility mode and run as admin, but didnt do anything.