Posts for gamerfreak5665


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I'm having an issue opening up Bizhawk. I downloaded the prerequisites installer from google code. But whenever I open up the .exe file (BizHawk.MultiClient) it just crashes on startup. Am I missing an important step?
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I had to set auto aim off in the menu anyway, so I figured I would just put widescreen on. It looks better IMO, especially since it's a first person shooter.
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MUGG wrote:
I think if the third item from the crate could be another pokemon or a mushroom, more time could be saved, but how are you gonna manipulate 3 items...
Yeah, that'll take forever to get exactly right.
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That was great! Good job Mugg
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EDIT: this isn't the world record, mugg has 15.55 Link to video
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Hey RachelB or natt, can I get an a/v sync version of 3.5 - 1721? Or whatever the latest version is whenever you read this?
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Another event match I improved; Link to video I'd be very impressed if anyone can improve this. Technically two Porygon 2's would be faster, but apparently there was some sort of cheat incident, and I don't think it's even possible to get 2 of the same pokemon in a row without cheating. The previous TAS had 8.82, and used Moltres instead of Unknown. http://www.youtube.com/watch?v=7jKUKwEGtzk
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Warepire wrote:
Watched it now. My question a bit higher up in the thread still stands. Other than that this was a lot more entertaining than the previous TAS, and I did enjoy all the things drawn with bullet holes a lot. I do however think that the drawing on the screen in one of the final levels could have been more "007 inspired". The planning and execution was also a lot better here, specially shooting and health management stuck out to me. I'll vote yes.
Thanks for voting yes! In response to your question, there is no RAM watch in dolphin (at least not the official version). The only RAM related thing Dolphin has is a RAM search via the Cheat Manager, which doesn't update itself per frame. Whenever I type in the code on the exact frame that the lock requires, it doesn't open it. This means that the door was never meant to be opened by typing in the code.
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Warp wrote:
Too many compression artifacts in the encode, therefore voting no. I'm obviously kidding.
lol, I almost believed you. Yeah, I'm never going to encode to .wmv files for youtube again. Kinda stupid on my part.
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I like the last screenshot for the run. But really any of them look awesome
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Patashu wrote:
Can you release all input files/scripts/notes then? It can be picked up by someone else.
lol, if you look real close you can see some white letters after what he said. I'm currently encoding it now, almost ready for submission. :)
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lol, I remember playing this game. Really fun! (and annoying at times...) It would be interesting to see a TAS of this game, since you can control 4 characters at a time. I say go for it!
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I have a question about doing an all event match TAS: I know you need a verification movie to start from a save, but there are certain characters that are the fastest to use for the event matches, and they take sometimes many hours to unlock. Would it be ok to use a save from the internet with everything unlocked? Or would I have to unlock everything from scratch...
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I improved Event 16 by 9 milliseconds. Although, there is no video confirming Sin2324 actually got 10.10, the best video previously was 10.13 by Dr. M. EDIT: I already beat my own time, thanks to mugg for suggesting that I make the warp star appear at the highest point on the stage: Link to video
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Here's two more levels from the run. alec kermit did the first one, and I did the second: Link to video
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http://www.ign.com/faqs/2007/metroid-prime-hunters-glitch-faq-730379 I'm thinking this may be very useful for the run, that is if it's still being worked on. If not, I would love to try it.
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I uploaded a TAS run of the first level: Link to video
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Dude! Thank you so much for finding this out! This is really going to save some time on the run.
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Speaking of new builds, is the most recent AV sync version built off of the new Dolphin 3.5?
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alec kermit, thank you so much for these awesome improvements! Sorry I haven't been in contact for a while, I've been quite the busy college student. Anyway, I want to start improving this TAS with the stuff you've posted so far, I'll post a WIP on here sometime in the next few weeks.
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Ok, thanks for the suggestions RingRush. I definitely will try and plan out better routes and optimize more.
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Thank you so much everyone for the support!
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I eventually want to improve this run when I have the time, but not until one of the judges decides whether or not to publish this one.
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Ok, so I just wanted to try TASing the first level, and this is my result: http://www.youtube.com/watch?v=Gd9sWr5lvMY This is on PSX, but I figured I would post it here just instead of making a new fourm. There are a couple spots like the basement where it would have been faster if I got the sheep after getting the planet token, but this is just a run through. Any suggestions, comments?
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RingRush wrote:
Okay, I was considering working on this game. Here are some notes: - Alternating holding left and right every frame is faster than holding forwards and removes speed oscillations, which is pretty nice and TAS-looking. - In this video you can observe a useful/cool glitch. It is very easy to perform on pj64 or mupen-rr. However, I was unable to perform this glitch on my actual N64 OR on the playstation emulator pcsx-rr. In both of these cases, the camera physics behave noticably differently than on my N64 ROM. This leads me to two possible conclusions: (1) There are different versions of Toy Story 2, or (2) The clip is an emulation glitch. I have obtained several roms/isos trying to check (1), and I cannot find any evidence of a version difference for the (U) version. I have tried other language versions, and they were also able to clip on mupen/pj. What would be useful is if people could try to do the clip on actual console - if someone can get it, that confirms this is a version difference. If nobody can get it...I can only assume (2) is true and this is not a true glitch. - Which brings me right to my next major dilemma: what emulator to play this on. Here are some emulators I've tried: 1. PJ64: game runs perfectly, but no TASing capabilities. This is an obvious no, but it is just to contrast with the next emulator. 2. Mupen-rr (whatever the most recent version is): the game runs alright, but it is very, very laggy. As in, so laggy, that somewhere around 1 in every 3 frames is lag. The framerate drops far below console levels all over the place, oftentimes to half speed or slower. Unless there is some special way to fix this, I think this horrible lag alone eliminates this possibility. The N64 version of the game would be faster all other things being equal, due to the ammount of loading time and filler screens before the game / between levels. I thought I heard someone say once that the N64 version requires 10 less pizza planet tokens to beat (N64 requiring, 30/50, PSC requiring 40/50), but I haven't verified the accuracy of this. Either way, I'd probably do 100%. 3. PCSX-rr: In some areas there are some minor graphical glitchs on Buzz, making him appear black, shadowy or blue-tinted. It is undesirable, but not really that distracting from the run. I can post a sample video if need be. The main reason why I'm hesitant to use PCSX-rr is that I can't find a good TAS input for the analogue stick like the one for mupen or the one built into PSXjin. As I did all my work on this emulator for Croc (where analogue is slower than digital due to a semi-bug in the speed system), I'm pretty comfortable with it. 4. PSXjin: This may have the same graphical glitchs as PCSX-rr. I don't know though, since I can't get the game to run past the first two screens after game startup (before the main menu). I also have the same problem with A Bug's Life, which is another game I am considering TASing. However, Croc and Croc 2 I can run perfectly fine (or at least as "perfect" as pcsx-rr), so I know I at least have a clue what I'm doing. I've tried fiddling around with psxjin's settings to try to match my pcsx-rr, but to no avail. Just to be clear: the same file I can get to run in PCSX-rr, I cannot get to run (past the first few screens) in PSXjin. If anyone has any ideas, that'd be useful. Of the 4 choices above I'd like to do the N64 version since it has less waiting times between levels, but unless the crippling lag problem can be solved that is just impossible at the present moment. Furthermore, if the door glitch ends up being an emulation error, I am skeptical of the accuracy of gameplay emulation for the n64 version and think it would be best not to use it. I don't think the small graphical glitchs in the PSX version are a big deal, and would probably run that, but I need either a good input plugin for PCSX-rr or a way to get the game to run on PSXjin. Also I'm not commiting to anything right now, except that if I can't resolve these issues I commit to not TASing this game ;) Edit: Received one result of someone else testing the glitch on console (n64): did not work.
To comment on the analog input plugin problem, I tested out N-Rage's controller input for PSX, and it has an analog option that works perfectly, and doesnt desync as far as i know. Also, does the alternating left and right to run faster thing only apply to N64? Because I did a speed test one running straight and one alternating left and right per frame and they are the same speed for PSX.