Posts for nitsuja


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Here's a fast way to do the end part: http://dehacked.2y.net/microstorage.php/info/405/ (But it's the bad ending since you didn't get any crystal balls or S tokens.)
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JXQ wrote:
I was using Nitsuja's FCEU and I got a desync in the first level of world 6...Mario gets hit by the last piranha plant and so he misses the card at the end of the level.
If you're using the newest version of the emulator with that partway-through-world-6 version of the movie, it should actually desync at the end of world 5 (in that lava fortress on the upper sky part of the world where he would suicide anyway but a bit later). Unless you can find the 2 magic numbers of missing data to enter into the boxes, that is, although it's probably easier to just insert/remove a frame of lag instead. Sorry, but I couldn't get that particular movie to stay in sync past there after the random timing bugs were finally fixed, not when I had to fast-forward through 35+ minutes each attempt before finding out it didn't work again. And, I agree about 5-5 being great. (I kind of wish the run didn't have "amazing" in its title because I keep wanting to call parts of it amazing then realizing it would sound redundant.)
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daniayaw wrote:
after giving it a try, i improved the first 2 screens you made by 267 frames.. and maybe you can improve it even more, u need to try, and remember each frame is precious here^^ http://dehacked.2y.net/microstorage.php/info/394/Mighty%20Bomb%20Jack%20(U).fcm gl^^
BTW, you shouldn't give the whole link like that. It should be: http://dehacked.2y.net/microstorage.php/info/394/
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Uh, I think you should make really sure you read everything in the FAQ ( http://tasvideos.org/FAQ.html ), and then try again. mistakes I noticed with what you posted: Waiting around a lot, moving somewhat slowly, not correcting mistakes (you only used 1 re-record), not doing anything really interesting (maybe the game's fault? - you did indeed choose an easy game, anyway...)
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Go to http://dehacked.2y.net/microstorage.php and upload the .fcm or .smv file you made, and it'll give you a link so post that link here. And you should probably say what game it is and for what system, at least. Also, make sure to read the FAQ if you didn't already. Almost all of it is helpful. (Just mentioning it because a lot of people don't seem to read it...)
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Patashu wrote:
Hm. Actually, now that I think of it, go with overall time not fastest time per level, but still no clouds. Make it a 100% run.
Did you post this suggestion in the wrong thread? Genisto's run here isn't really aiming for fastest anything or 100% of anything (I think).
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Guybrush wrote:
I can't think of any game! I'm hopless!!!
Umm... well, here are some games to look at, maybe: Cybernoid (NES) Zanac (NES) 8 Eyes (NES) Elevator Action (NES) Elevator Action New (GBA) Super Mario Land 2 (GB)
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Sarmu wrote:
And if thats the case, maybe everygame should play without a memory card so it will save few frames.
Well, some games say "Warning: No memory card!" wasting maybe 5-10 seconds at startup if you don't have a memory card, so it depends on the game.
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Guybrush wrote:
I don't think that Monkey Island-video would be fun to watch!
Agreed. It would probably be less interesting than even watching somebody play it normally. (Unless it's a lot more buggy than I think it is...)
Guybrush wrote:
But for this topic: I have played lot of Megaman and SMB:s but I don't think I can ever beat those videos alone.
I'm sure you would learn a lot about TAS's by trying to beat those videos, but something else might be better to try to start out with...
Guybrush wrote:
If I could Co-operate with someone I think I could get something done! I'm not so good at playing but I think I can fix some little parts etc.!
Making a TAS isn't very much like actual playing, so being able to catch and fix little mistakes is perhaps more important than being good at playing. As for cooperation, I'd suggest you first try making a little of something on your own and then post your work, and people here could look at it and help you with the part you did. That is usually how cooperation on these starts, anyway (I think).
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I meant, if you put the emulation into any kind of fast-forward mode, that would cause a problem with this movie.
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Great. I knew it was possible to get the mushroom faster somehow, looks like the 4 additional saved frames did come from that (I noticed some other changes too). One thing, though, is that if you jump one frame earlier than you did to the flagpole, Mario will do his victory pose one frame earlier (and same for when the score starts counting down), although I don't know if it makes any difference by the time the fadeout delay happens.
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I don't see how this could be all that useful. It can't give better than a rule of thumb in general, and do we really need something like this to tell us how impressed we should be at how fast a TAS is? It's somewhat interesting for the purpose of comparing different games, but not much else.
Post subject: Re: Input Plugin Question
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One (very minor) complaint about this run, actually: In Toxic Seahorse's stage, it's possible to kill those two green robot enemies at the start with the X-buster without losing time or even moving any differently than you did. It doesn't save any time but it looks a lot smoother. Also, a few screens after that, are you sure it's faster to go on the left and climb a bit up that ladder instead of jumping off the right side of it? (I'm guessing it is, but why?)
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Graveworm wrote:
It'd seem to me that nitsujas video was only an attempt to get rid of the lousy video that was up before his.
Well, it was a lot of fun too, but yeah that video really needed to be obsoleted by someone. FractalFusion: Looks like you're doing a great job of this - keep it up.
Post subject: Re: Easy game
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Guybrush wrote:
Could you tell me what would be easy game to do a TAS? I new in this but I'm really interested. Some advice would also be nice.
Yes, a game you are familiar with is best. Since you posted this in the NES forum I assume you're interested in doing a NES game, so that probably narrows it down a bit. Also, there is a list of suggested games/ideas (although mostly they are suggested because they are not yet done, not because they would be easy to do). I think overhead-view games are easiest for TAS beginners to control, although platformer games can be pretty easy too. But, the real difficulty usually comes from how hard it is to figure out what is fastest to do to beat the game, so the bigger and more complicated the game rules are the harder it will probably be.
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Note that increasing the range of your input plugin will decrease the amount of precision control you have for finer adjustments (unless your joystick is really good, I guess). So for something like Mario 64 (and probably many other games), when you're sure it wouldn't do anything extra it's probably better anyway to use a range closer to the "real range" so as to get better control.
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Adebis wrote:
I hope i could do hex editing instead of doing whole run again just dont know how it works.
Read Hex editing.
Adebis wrote:
jumping again when i get mushroom seems to be hard...
Actually this is really easy - you just have to make sure you stop holding the jump button one or two frames before picking up the mushroom, then start holding it anytime during the animation and you'll jump again when it ends. I'm guessing it also works for the fireflower. For the backjump, note that it might be necessary to jump multiple times (I'm not sure exactly how) in the castle levels where you start really close to the ceiling (in order to get optimal acceleration).
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dugan wrote:
sound.c:1097: error: too many arguments to function ‘FCEUD_PrintError’
Oops, that was a typo in the last thing I changed; change FCEUD_PrintError to FCEU_PrintError and it should compile. (Well, assuming there aren't any more stupid errors where that came from, which there might be.)
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Adebis: 1-1 can be done at least 11 frames faster (example) with similar improvements possible in other stages, and I'm pretty sure the fireflower in 1-4 is not being picked up optimally (too much loss of speed for too long - maybe should grab it from the right side). I thought I noticed some slowdown with shooting Bowser at the end of 1-4, but I'm less sure about that. Besides that, the style is good and it's pretty well-optimized. EDIT: The differences to the time to look for are 4 frames gained at the start from backjumping, 6-7 frames gained at the mushroom from double-jumping at it (I'm not sure if the slowdown to get the mushroom was optimal so that's mainly why I say "at least" 11 frames faster), and maybe 1 frame somewhere else (flagpole?). Also, note that you can use hex editing to fix things in your run without having to redo everything after it, but depending on your experience with it, splicing improvements could end up being more difficult than just redoing it.
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Weatherton wrote:
now my question is, could you make the adjustments without losing frames?
Yes - you don't actually need to adjust it yourself when playing on the emulator, that would be annoying/unnecessary - it's just implicit that it would have been done to make the controller send that output. Start + L + R doesn't actually do anything in the emulator because you can already change the output range in the input plugin settings. (And if we can pretend it's possible to hit a button at 30 Hz on a standard controller or move the stick to opposite extremes instantaneously, we can pretend it's possible to recenter it fast enough.)
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Phil wrote:
MAJOR BUG:...MAJOR BUG:
Could you give some more details? I can't get either of these to happen. Also for the last bug (EDIT: and also the first one) in your post on page 1. Maybe you could PM me or post the movie files + relevant save states.
Post subject: Re: N64 analog stick range: 100% or real?
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I think this mainly applies to the diagonals, where normally the range is restricted to a circle so you can't push 100% right + 100% up, but without the plastic ring you could push it that way. I don't think it's really a problem, as games with 3D movement already limit what input they'll accept to well below 63% (or whatever that number is) so it rarely makes a difference. The most difference it's likely to make is that in a game with a 2D cursor controlled menu, you could move the cursor a little faster on the diagonals. (And yes, you could do it on the console, and since the range is a physical restriction of the controller, the exact range depends on which controller you used which means any restriction on it would be somewhat arbitrary.)
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Bag of Magic Food wrote:
Wouldn't it make more sense to have it out of 127 or 128? Or at least 100? I don't see the big deal about a couple of extra digits in the display.
Well it's not a big deal either way, especially not the difference between 99 and 100, so I just went with the way that showed less digits (without making the max 7F).
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What plugin settings are you guys using? You'll need "copy framebuffer to rdram" on in the video settings if seriously testing anything, for now. (And if you did have it on, it's possible that fixing the delay with that option still leaves a random part of the delay which would usually cause desync, not that I've seen anything to suggest that so far.)