Posts for mcill


Experienced Forum User, Published Author, Player (54)
Joined: 12/15/2015
Posts: 12
I think I asked about using a romfix for a 100% TAS and the response was that romhacks are frowned upon unless they contribute significantly to the TAS. My understanding of that was that something like kaizo mario could be submitted because it's basically its own game, where something like the SSSV romfix doesn't change much from the original and shouldn't be used. The runs for 99% and 100% are basically identical except in 100% you bounce off the trophy as you pick it up instead of walking through it like 99%, creating maybe a couple of frames difference. If I did a completion TAS I would do it using the original rom just so there's no chance it gets rejected after all that work. Unfortunate that we wouldn't get the satisfaction of full completion but oh well.
Experienced Forum User, Published Author, Player (54)
Joined: 12/15/2015
Posts: 12
In a discussion of the Space Station Silicon Valley TAS that was recently published, the topic of a completion TAS was brought up. I'm interested in doing an SSSV completion TAS at some point, so I figured I'll ask this now. In SSSV, there is an item (the Fat Bear Mountain souvenir/trophy) that cannot be collected because they forgot to enable collision. Last year a romfix was developed that does 3 things: 1. enables collision for this item 2. fixes a known expansion pak incompatibility that causes the game to freeze 3. provides language select options My question is: would a TAS made with the romfix be accepted for a completion run or would it have to use the base game? The gameplay would be identical because I would run through the item in the base game to fulfill the purpose of getting "as close as possible" to completion. It's just more satisfying to actually collect that trophy. It would be pretty cathartic for fans of the game to see the thing disappear too.
Experienced Forum User, Published Author, Player (54)
Joined: 12/15/2015
Posts: 12
There it is! Big thanks to everyone for watching, voting, and getting this TAS published. I hope you enjoy it!
Experienced Forum User, Published Author, Player (54)
Joined: 12/15/2015
Posts: 12
Awesome, thanks Stovent! I don't have any ideas for a screenshot. You can use whatever you like best.
Experienced Forum User, Published Author, Player (54)
Joined: 12/15/2015
Posts: 12
Yea this game was released in NA and PAL regions, but not Japan. Apparently there are Japanese ROMs out there from a test cartridge or something, but no official Japanese release. Mostly though I'm posting to ask about the status of the publication. Other submissions that are 5+ months old all seem to have technical issues that need to be resolved. Is there something like that for this submission as well? If not and the publisher is simply busy with other things, that's fine. I just want to know if there's something specific holding this up that maybe I can help with.
Experienced Forum User, Published Author, Player (54)
Joined: 12/15/2015
Posts: 12
Well that's a relief. I'll definitely make sure I'm using the recommended plugin in the future. Thanks for checking out the run!
Experienced Forum User, Published Author, Player (54)
Joined: 12/15/2015
Posts: 12
You know, I guess I didn't read the encoding guide carefully enough. I read "GLide" and thought that meant Glide64. I didn't realize there was a difference between GLideN64 and Glide64. My previous TAS also used Glide64mk2, so I went with it. Doesn't seem like a good excuse though. The encoding guide recommends resyncing to GLideN64, so I can try that. If this is a problem I guess we can close this submission and I can resubmit with GLideN64 or a better reason about why Glide64mk2 is used?
Experienced Forum User, Published Author, Player (54)
Joined: 12/15/2015
Posts: 12
After 2 years of new strats, I'm going to re-TAS this game. I expect to save around 5 minutes, maybe more. Pretty much every level can be improved.
Experienced Forum User, Published Author, Player (54)
Joined: 12/15/2015
Posts: 12
Hi Mikey. I've responded to your PM. Thanks for your interest in the game! You're right that it would be hard to reach me here, but I've been following this thread closely since its about my TAS. For anyone else interested, Crackerbean made a tutorial for leap of fox which can be viewed here: https://www.twitch.tv/crackerbean/v/55621674 I'll also put a little plug in for the sssv page on speedrun.com. We're still working on improving it, but it will be the place to go in the future for SSSV related stuff.
Experienced Forum User, Published Author, Player (54)
Joined: 12/15/2015
Posts: 12
Thanks for the vote of confidence everyone! I had a lot of fun making this TAS. I even learned things that helped improve my RTA runs. Regarding the 100% completion, fixing the game with a ROM hack has probably been on people's minds since this game was first emulated, but so far nothing has come of it that I know of and I don't know how to do it myself =(. My guess is that the game isn't popular enough to attract any ROM hackers. As mentioned, the PSX port is an abomination (and it wasn't even made by DMA). AFAIK, the PAL version is similarly broken. Of course, this issue doesn't affect the any% run. For those interested, the 99% run requires you to spawn the trophy and touch it so that you would collect it if you could. @jlun2: Not exactly sure what caused this. In my N64 cart, you can skip to the title screen by pushing start as the "Take 2" logo appears. Also, if you let the the game run through without pushing any buttons, it goes to the title screen after the DMA guy walks away. In the ROM, pushing start did not skip to the title screen and doing nothing cut to the news caster before going to the title screen. From my experience, reloading the ROM after playing the game makes it behave just like my N64 cart. My conclusion was that you were forced to watch the cutscene on first play. I can't confirm this because I'm not sure unused SSSV carts even exist. I won't pretend to know how emulators work, so I could be wrong.
Experienced Forum User, Published Author, Player (54)
Joined: 12/15/2015
Posts: 12
Alright, I finished a "first cut" run. I believe the levels are independent of eachother, so it should be simple enough to optimize level by level. I'm going to show the TAS on my stream and I'll post a link to it when there is a recording. I'll figure out the details later this week. I believe the levels are near perfection based on my current knowledge of the game with two exceptions. There are two glitches I have done before (only once each, one by accident) that I couldn't reproduce and have no knowledge of how to reproduce. The first is clipping through a wall to get to the king rat as the racing dog in stinky sewers and the second is a teleportation glitch on jungle doldrums.
Experienced Forum User, Published Author, Player (54)
Joined: 12/15/2015
Posts: 12
Hi everyone. I'm an SSSV speedrunner and I'll be away from my N64 for Christmas, so I thought I might spend the time trying to make a TAS. The category will be any%. As Bloobiebla expected, this game now has many glitches and in-level sequence breaks that can be performed. Current WR is 1:18:23 with a sum of bests around 1:11:xx IIRC. As this will be my first attempted TAS, I don't know how far I'll get in 3 weeks. Depending on how hard it is to optimize, I might be content with a "very good" run instead of a "perfect run". I'll post an update or a completed video when my vacation is over. Wish me luck!