Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
I see fact as this:
The bug was either known, or the the game wasn't deemed TASable.
And no, my request is simply a note in the movie description explaining this... or a dummy reset after the initial ram is made, preventing the desynch all together.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
Yes, however I corrected your words. Submission is great, however technically it violates rules. If it didn't desynch from the start of the game, and make you reload it with old RAM, then it wouldn't violate the rules (aka to fix this it would need a restart after the initial RAM was made.
Basically what I am getting at, is this movie is unoptimized in the start up phase, because he turns the game on, turns it off, and turns it on again before doing his run.
Would I vote no because of this if a reset was actually put in there, nope.
FAQ:
What if the movie desynched because of this?
You mean it doesn't already? Try it before asking me this..
EOF
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
The first time you play the video, it creates flashram, then desynchs. The second time you play it, the FLASHRam isn't cleared... the movie plays. Thus the movie starts from FLASHRam. This is an overlook by nitsuja, and although it was a known bug it was probably overlooked by Mukki. I fixed these bugs in one of my versions and because flashram was cleared each time the game loaded, the movie wouldn't even play. Make sense?
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
I find the video to violate the rules.
However I must say that if the video description has a note, specifying the special agreement made for this movie, I will change my vote to Yes.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
This video starts from FlashRAM, thus changing the integrity of the frame count. My vote, is no. Using my legit way of loading a movie (clearing all flashram before a load) this movie will never load.
Disclaimer: Nothing against the movie or the creator. Personal value.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
Works for me, sadly you are just hated by all; this is your fate. (j/k)
I sent the source modifications to DeHackEd, hopefully he can pump something out (AVIwise)
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
Voting Meh, but you get an A for effort, and shame on the people who made him submit (although thats victim language... no one made him).
For people having trouble with the run make sure you use my latest builds of Mupen64 (AntiDS Mupen64 Rerecording V9). I've had easy success syncing this game.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
Like I said before, the current run needs to be fixed because in it's current state it doesn't comply with the TASVideo rules. The easiest fix would be to place a reset right after the initial FlashRAM is made, then the movie should sync up.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
By using reset recording, or hex editing. If you use reset, although it will make the run longer then it is, the FlashRAM will stay or... you can hex the title screen to work. I would strongly advice fixing that, because the version is available now that clears up this issue.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
Sorry to burst the bubble, but the current run actually starts from FlashRAM which is to my knowledge against the rules. Thats the reason why it doesn't work in the new one, because the new one actually clears FlashRAM now, and saves it correctly in savestates.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
I changed the file format for savestates, and modified the way flashram is used.
www.okaycreations.com/antids-mupen.7z
Try this and tell me if it desynchs with savestates.
NOTE: I changed the way savestates work in this build, so you need to make new ones.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
Some more updates on DK64 support:
I have some good buddies who hack RARE games as passionate as this site makes TAS, I know what the problem is, and I will be asking around using my connections to find the solution.
The problem is the r4300 boot code, DK64 isn't getting booted correctly, and although it is a minor bug it might be hard to find the exact root of the problem. I will be getting together with some people to see if they can not help me.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
I am pretty sure I've stumbled onto some information regarding games in my Mupen code, stay with me... No promises but I might be able to get the game to run.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
Strafing does work on the N64, however adelikat and I disagree on the consistent use of it during the rough draft. After about Hub 1, I have been practicing straffing in frame advanced so I can optimize better on the final.
Part of the run will include using an item dupe glitch and the exploiting of Chaos Devices which will take maybe 10 seconds per item, and save a few minutes each use.
The castle of grief glitch does not work in the N64 version.
The Cleric is by far the best character to play with, making great use of stun flechettes, decent speeds, and a powerful last weapon. It was easier to complete Korax on skill 4 with the cleric, using only all weapons (no artificats from the start of the level), then it was to do it with fighter on skill 5 using all weapons, infinite items. He just takes too much damage from the close range and the damage dealt isn't good.