Posts for okaygo

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tool23 wrote:
Those having desynch problems, do not forget to burn some incense at the Shrine to the God of Mupen. It also helps to make an offering of an old controller or cartridge.
Awww, all this for me?
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Soulrivers wrote:
okaygo, fact however remains that at the time of creating this movie, there was no other way to do it. Were we supposed to wait for you to come and salvate us before Mukki was allowed to start the run? Now there is a legit way to start a run, and that's great, but as already said, at the time this oppritunity did not exist, and as such it is a very bad reason for voting no.
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.
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Twelvepack wrote:
So to sum up, you are voting no, because you preferred to split hairs over some technical problem that has minor effect on the submission itself?
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
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Twelvepack wrote:
http://img340.imageshack.us/img340/9432/recordedfromah7.jpg Like I said before, if you have some reason to think that this is not true, post it.
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?
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Twelvepack wrote:
I did notice that if you have watched the movie one time, starting it again seems to cause desync, becuase file A will not be clear, and it will fail to make a new file. However, I found it to be really entertaining, so big yes vote. I think you may need to explain yourself more for a no vote like that, I dont really understand your problem.
I find the video to violate the rules.
The movie must begin from the game power-on state (no loading of saves).
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.
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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.
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Yes vote. I will encode this.
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Better quality of Depot run: http://www.youtube.com/watch?v=pgr_LeQPTng
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Raiscan wrote:
http://www.okaycreations.com/antids-mupen.7z Minor catch I've found with that version though: making avi's doesn't seem to work with it. Unless its been fixed, only the audio is sent to the avi, nothing more.
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)
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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.
[5BD1FE107BF8106B2AB6650ABECD54D6] Good Name=Legend of Zelda, The - Ocarina of Time (U) (V1.0) [!] Header Code=EC7011B7-7616D72B-C45 [EE38A903556C24520CD162FD046748A2] Good Name=Legend of Zelda, The - Ocarina of Time (U) (V1.0) [b1] Header Code=EC7011B7-7616D72B-C45 Reference=5BD1FE107BF8106B2AB6650ABECD54D6 [8C1348872D9AC31FF9D22C07D7186CCB] Good Name=Legend of Zelda, The - Ocarina of Time (U) (V1.0) [f1] Header Code=9FD0987D-7EAE10D8-C45 Reference=5BD1FE107BF8106B2AB6650ABECD54D6 [DB2D737DE0F117D419B3A48442B6DB22] Good Name=Legend of Zelda, The - Ocarina of Time (U) (V1.0) [f2] Header Code=9FD0987D-7EAE10D8-C45 Reference=5BD1FE107BF8106B2AB6650ABECD54D6 [640B928AD387B271094F64B9B93ABBFC] Good Name=Legend of Zelda, The - Ocarina of Time (U) (V1.0) [T-Dutch] Header Code=C7C3086D-93826E6E-C45 Reference=5BD1FE107BF8106B2AB6650ABECD54D6 [1746D1CC38C42F08F0CD12D170C046B8] Good Name=Legend of Zelda, The - Ocarina of Time (U) (V1.0) [T-Port.09] Header Code=EC7011B7-7616D72B-C45 Reference=5BD1FE107BF8106B2AB6650ABECD54D6 [0D6331C2FA062F20272CC1A7F80F7271] Good Name=Legend of Zelda, The - Ocarina of Time (U) (V1.0) [T-Port.14] Header Code=EC7011B7-7616D72B-C45 Reference=5BD1FE107BF8106B2AB6650ABECD54D6 [FF7C6D9909D36D3A11D4C9052EAFB2E8] Good Name=Legend of Zelda, The - Ocarina of Time (U) (V1.0) [T-Port.22] Header Code=EC7011B7-7616D72B-C45 Reference=5BD1FE107BF8106B2AB6650ABECD54D6 [D4718E7EA75847646025D07626A1DF69] Good Name=Legend of Zelda, The - Ocarina of Time (U) (V1.0) [T-Port.26] Header Code=EC7011B7-7616D72B-C45 Reference=5BD1FE107BF8106B2AB6650ABECD54D6 [E784353B07DAFCB66690193B03CC3E1F] Good Name=Legend of Zelda, The - Ocarina of Time (U) (V1.0) [T-Port.28] Header Code=EC7011B7-7616D72B-C45 Reference=5BD1FE107BF8106B2AB6650ABECD54D6 [E6A5B9A18BB8D0508FBB703EB90703B7] Good Name=Legend of Zelda, The - Ocarina of Time (U) (V1.0) [T-Port.30] Header Code=EC7011B7-7616D72B-C45 Reference=5BD1FE107BF8106B2AB6650ABECD54D6 [79BE4EEEB2DD94E542516DFC189B099E] Good Name=Legend of Zelda, The - Ocarina of Time (U) (V1.0) [T-Port.33] Header Code=EC7011B7-7616D72B-C45 Reference=5BD1FE107BF8106B2AB6650ABECD54D6 [65AC7755CB41E937A1DC5C58902A4222] Good Name=Legend of Zelda, The - Ocarina of Time (U) (V1.0) [T-Port.35] Header Code=EC7011B7-7616D72B-C45 Reference=5BD1FE107BF8106B2AB6650ABECD54D6 [7B3AD8B6FE2D8F0602ED1006FD673970] Good Name=Legend of Zelda, The - Ocarina of Time (U) (V1.0) [T-Port.37] Header Code=EC7011B7-7616D72B-C45 Reference=5BD1FE107BF8106B2AB6650ABECD54D6 [F85FC5CE4451C1E9F3EE00B814489A51] Good Name=Legend of Zelda, The - Ocarina of Time (U) (V1.0) [T-Port.42] Header Code=EC7011B7-7616D72B-C45 Reference=5BD1FE107BF8106B2AB6650ABECD54D6 [7FD3BA9B095C244367E84A6E4493349B] Good Name=Legend of Zelda, The - Ocarina of Time (U) (V1.0) [T-Port1.0] Header Code=EC7011B7-7616D72B-C45 Reference=5BD1FE107BF8106B2AB6650ABECD54D6 [92AED3D84A1AA0082B128E2CFD84C4AA] Good Name=Legend of Zelda, The - Ocarina of Time (U) (V1.0) [T-Russ.01] Header Code=EC7011B7-7616D72B-C45 Reference=5BD1FE107BF8106B2AB6650ABECD54D6 [5DF98AE5EAC2797555587D3391222FE4] Good Name=Legend of Zelda, The - Ocarina of Time (U) (V1.0) [T-Russ.06] Header Code=EC7011B7-7616D72B-C45 Reference=5BD1FE107BF8106B2AB6650ABECD54D6 [A1F18DE7D5570A502C7C93B7BF27E868] Good Name=Legend of Zelda, The - Ocarina of Time (U) (V1.0) [T-Russ.82] Header Code=EC7011B7-7616D72B-C45 Reference=5BD1FE107BF8106B2AB6650ABECD54D6 [51778E50CE70466796F8D51C686224C4] Good Name=Legend of Zelda, The - Ocarina of Time (U) (V1.0) [T-Spa100%] Header Code=EC7011B7-7616D72B-C45 Reference=5BD1FE107BF8106B2AB6650ABECD54D6
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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.
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petrie911 wrote:
Oh, I see. That explains the desync. Although it's not really against the rules, as at the time it was made there was no other way. But then how do we rectify the desync?
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.
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petrie911 wrote:
When I tried it, it desynced when creating the file. And I know about the usual desync there, it's just that it did it EVERY time, instead of just the first. Seems like that new thing still needs work. I could watch it on the other Mupen64 I have, so no problems. Mukki, excellent work. It just gets better from here, too, with GBT and Stone Tower coming up. Anyways, on the subject of Stone Tower, I finally got this to work. I'm not sure if it's faster than the current route, but it's something to test, and it looks awesome. http://youtube.com/comment_servlet?all_comments&v=WRWjcrquVoA
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.
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comicalflop wrote:
the "no desynching whan TASing the game" part is kind of what I wanted to be fixed more for N64 TASers than the actual watching .m64's part.... But a work in progress is a work in progress I guess, good work.
Be careful of how you load your states.
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Keep it mind the game is still desynch prone, and it is very fragile, so make sure you check your work.
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comicalflop wrote:
I'd not say inherently... more like most of the submissions are incredibly bad quality of playing that makes babies cry, one good run was canceled and redone, which was rejected more because of a fight between the author and a judge than for anything else, and mine was rejected after a huge debate, which was really close. There are only really two good submissions that have a chance I suppose, if antd finally submits his 1p which is faster than nico's and makes more interesting/entertaining choices on some levels, and like Zurreco/Baxter have requested one that does BtT/BtP modes. Until then, it's cursed because of poor submissions.
I don't think antd cares about doing it for TASVideos. He is more of a smashboards TASer.
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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.
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Halamantariel wrote:
How to make this movie sync, by Halamantariel. 1) Use the Rice 6.0.0 video plugin 2) The other plugins should be the same as the movie uses 3) Start from the beginning, not from a savestate If it desyncs at the start (when creating the game), delete the .fla file for Majora's Mask in the "save" folder of Mupen, then play the movie again. It will desync, stop the movie, start again, and it will work this time. Now, you may ask "But where do I find this Rice 6.0.0 video plugin?", to which I would answer "Google is your friend." For the lazy: http://www.emutalk.net/showthread.php?t=25534 I'm not saying that this will sync for everyone. But this method works for me. I thought I would share it, because there's usually a lot of people having problems watching WIPs for this game. All the information I've put here is available somewhere else in this thread in previous pages though. I just thought I'd put it all in 1 post (near the latest WIP) to make things easier for people.
Hmm, I think I know the problem. I gotta check the code for 'fla' files or whatever these are. Thank you.
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mwl wrote:
okaygo wrote:
technical - 9!
Which section(s) do you think can be optimised even further?
I think that given the first attempt, and by reading the text, a few things could be optimized. Specifically finding out how to do a 0 star run.
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I think I wet my pants! Entertainment - 10, technical - 9! OMG I really think I need to change my undies..
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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.
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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.
Post subject: Connect to IRC via proxy
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Use this thread to post working CGI-IRC sites that allow you to connect to freenode and #nesvideos http://neverstable.nipl.net/cgi-bin/cgiirc/irc.cgi (working) http://ircatwork.com (offline)
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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.
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Entering the caves of circe.
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