Posts for shredwot


Experienced Forum User
Joined: 12/18/2012
Posts: 22
Location: Australia
The virtual pad is no longer displaying the controller on 1.7.2a i don't know if this is just on my end. Previous versions 1.7.1 and below all show it.
Experienced Forum User
Joined: 12/18/2012
Posts: 22
Location: Australia
I still haven't been able to get SM64 to work in Bizhawk all I get is a black screen. Is there any particular settings that works 100%? I've tried with multiple versions of SM64 with nothing working. Other games like F-Zero X, OoT, MM all work fine but SM64 is the only one I'm having trouble with.
Experienced Forum User
Joined: 12/18/2012
Posts: 22
Location: Australia
ripz wrote:
Sorry if this has already been found. I discovered this a few years back and never got around to uploading it. Not sure if this would save that much time, but I figured I'd share it anyway. Link to video
Pretty awesome strat, I think that Clockwork eggs are faster in collecting this jiggy though.
Experienced Forum User
Joined: 12/18/2012
Posts: 22
Location: Australia
Slowking wrote:
So collecting rupees, going to milk road and still making it to clock tower before midnight is possible. Obviously I didn't bother to manipulate all the rupees a real TAS would, but I did two spins per grass patch, which should be enough. Also, now that we don't need close to 200 rupees anymore (157 should be enough) only two patches on the second trip seems realistic. Manipulation will take a little longer than two normal spins, but this isn't very optimised. So with more optimisation it should still be very much possible to make it to the clock tower before midnight.
I'm assuming the 100 rupee in the inn is not viable due to too many transition scenes/chest opening cs?
Slowking wrote:
Interesting things to note: - While selecting how many rupees to deposit into the bank alternating between direction and neutral is one frame faster than just pressing the direction. - The banker has some quicktexts that are only about 6 characters long. In normal play you would hardly even notice it, but it does save a few frames. - Somthing about entering milk road and exiting it is desyncy. This is now the second TAS that desynced there and had to be fixed. - Savesates don't seem to be perfect in bizhawk, as desyncing movies do sync from states. Still, only two desyncs means it's a hell of a lot better than mupen.
I have also been having some issue with milk road exit desynching when testing the magic last route. I dunno how to fix it, i assume just z targeting the backwalk slower fixes it?
Experienced Forum User
Joined: 12/18/2012
Posts: 22
Location: Australia
Milk Road > Palace > SoS > Fairy Magic. Nah. You can only exit clock town through the east gate. The fairy is right there. It would be stupid not to get it on the way.
This was proposed only if it was absolutely necessary like if you needed 4-5 extra seconds to make it to Palace then skipping it could be viable
You are welcome to do some. ;D
I was actually thinking of learning to TAS MM but the camera is pretty tricky, I suppose I could look at your BKM to see what frames are necessary for angle changes/sidehopping etc.
Experienced Forum User
Joined: 12/18/2012
Posts: 22
Location: Australia
Meshidaru wrote:
Maybe it's a stupid question, but is it possible to obtain the song of soaring in the first cycle without the ocarina?
Yes otherwise the route wouldn't say 'Get Song of Soaring' (iirc it doesnt check for ocarina so it gives you one to learn the song, could be wrong) A lot of potential routes here to think about now since you can't really make it to Deku Palace before 12 while doing magic+milk. You could get Fairy > Milk Road > Palace > SoS then magic but i think that would involve continuing well into the final hours countdown. Then this goody 'in cycle 2 we would soar to great bay, get zora mask, activate zora hall, soar to mountain village, activate goron city, soar to Stone Tower, jump down, make our way to the witches, get the bottle, then go to deku palace again. The zora mask would make the swamp faster, but there is still a lot of redundant stuff.' But like Slowking said transitions plus double palace might be slower Also Fairy > Palace > SoS > Magic. Milk Road after cycle 1 wherever >lonlon etc Or Fairy > Milk Road > Magic + rupees then Cycle 2 RTA route involving heavy explosive use at the start Or if absolutely necessary you could go Milk Road > Palace > SoS > Fairy Magic. Im not sure if the fairy is still there when the countdown starts though. Slowking been putting in a lot of work testing it, thought i'd give an input even though it might not help. Testing it all sounds fun...
Experienced Forum User
Joined: 12/18/2012
Posts: 22
Location: Australia
RachelB wrote:
This was tested recently. You can't turn in to pictures to Oak, even using the Software Renderer backend.
Huh? Really? It worked fine last time i tried. edit: still works.
This would make an amazing TAS, I would love to do it but i cant seem to get the VC to work through dolphin.
Experienced Forum User
Joined: 12/18/2012
Posts: 22
Location: Australia
got4n wrote:
Nice WIP, but for know, will you do an "official" TAS? (submit to TASVideos) Funnyhair and I really want to submit ours :D Just for telling you :P On the slide you must jump it makes speed much better
Which slide would that be? The one at the start of the game or the 2 in the WIP? I would like to do an 'official' TAS but i can't seem to get bizhawk to work with Rayman 2, and as mupen desyncs on the littlestt things I wouldn't be able to do full game.
Experienced Forum User
Joined: 12/18/2012
Posts: 22
Location: Australia
Link to video My original TAS up to the area where you meet Ly. 0:51 - I've been meaning to test a strat here where you jump down earlier instead of running along the log. 1:30 - Tree climb can obviously be more optimized 1:55 - Same with these vines here. I want to look into jumping from where to waterfall is to a lower section of the vine than jumping again down to the lowest part. 2:35 - I think jumping into the hole at this part will give a faster descent 2:50 - I know mashing 'A' up a vine can make you climb faster but it just felt slower in this TAS. 3:10 - I did 4 jumps here as I kept getting hit by the pirate when i only did 3. I'm pretty sure you can do 3 without getting hit but i had no luck. The rest of the video was fairly good, probably a frame here and there could be shaved off. I have actually TAS'd up a bit further to the barrels, but i've been having no luck getting it to not desync. So hopefully Got4n or Funnyhair can get it to work on Bizhawk.
Experienced Forum User
Joined: 12/18/2012
Posts: 22
Location: Australia
got4n wrote:
shredwot: If you could give me your movie or tell me the first frame when cutscene at end of slidign appears more easy :p (thanks) (from the first frame when I can move and here http://prntscr.com/1pv3bo There is 692 frames
Oh wow, yeah your slide section is a lot faster, good job. I think the wall boosting that you're able to do definitely helps gain more speed. I saw manocheese find a new timesaver in Woods of Light right before globox skip which can save even more frames. http://www.youtube.com/watch?v=gMw35X75tcc It's the first one in this video if you haven't seen it.
Experienced Forum User
Joined: 12/18/2012
Posts: 22
Location: Australia
got4n wrote:
Here the first level: Link to video
Very nice, good to see that the first slide was TASed aswell. Do you know how many frames it was from the frame you get control of rayman to the frame that the cutscene starts? I had 748 so im hoping that you have improved that as I had a bit of trouble optimizing it. Hope to see more WIPs soon
Experienced Forum User
Joined: 12/18/2012
Posts: 22
Location: Australia
So I've tried TASing Rayman 2 and for some reason it wont load properly. I've tried all 3 video plugins and they all do the same thing. The problem I'm having is that, it will start the rom with a black screen, then after about 15 seconds the demo will start playing acting as if i didn't have a controller plugged in. If I mash A at this point the game will either freeze and then start another demo after some time or go to the main menu. Could this be caused by certain settings within the video plugin? I've messed around with different settings and haven't been able to fix it.
Experienced Forum User
Joined: 12/18/2012
Posts: 22
Location: Australia
Another WoL WIP: Link to video I put some stuff in the description but if you can't be assed opening the video in youtube then I'll post the basics of this video. Things that can be optimized: 0:33 By using a jumps downward acceleration and better movement to Lum 4 I can possibly save 3 seconds. 1:00 If I could boost jump here and then do globox text skip without getting caught on the ceiling I can possibly save 1 second. Boost jumping is a trick that allows you to jump on the last possible frame you're on a ledge so you travel a lot further. 1:20 This wall climbing section may look slow but it's as optimized as it can get, every jump is frame perfect. If I decide to wait a few frames and then jump closer to the gap so I can climb up without grabbing the ledge on the top it doesn't appear to save anytime. Also what funnyhair suggested aswell in this WIP I shoot the second ball just after landing to cancel the roll which looks like it does save time. An update on the TAS of Fairy Glades: I have TAS'd up to the explosive barrels when you have to save Ly, one problem is that grabbing the barrels can also cause a desync so it's definitely a lot more frustrating then I had anticipated. I could make a WIP to the loading zone just before seeing Ly and see if anyone has suggestions on timesavers with the route I used.
Experienced Forum User
Joined: 12/18/2012
Posts: 22
Location: Australia
got4n wrote:
Here WIP 2 Link to video
Also i really like this, theres a few optimizations i see in this that i might try like jumping later for the first lum to use jump decceleration to get to the ground faster. Another thing i want to see is if going over the hill at :50 is faster than going around it.
Experienced Forum User
Joined: 12/18/2012
Posts: 22
Location: Australia
Hopefully you can also get ledge boost jumps to work without desynching. That trick ontop of CoBD boss suiciding is one of the main problems I encountered.
Experienced Forum User
Joined: 12/18/2012
Posts: 22
Location: Australia
Potato Stomper wrote:
How optimized is this WIP? I never played the N64 version, but it doesn't look optimized. 3:14 Why do you get stuck on the entrance to the pipe? 3:25 Hitting the ceiling slowed you down 4:20 Are you sure this step by Rayman didn't cost time? I honestly don't know. 4:25 Wouldn't it be faster to jump down instead of falling down? 4:34 Why do you get stuck on the Murphy block? 4:42 Why don't you go straight to the lum? 4:52 Why don't you jump instead of pulling up? 5:10 You need 4s more than Manocheese in his SS run for that climbing section. And you rarely use edge jumps.
A lot of this is correct, I actually have done an updated tas of this section and saved quite a bit of time. On the suggestion of edge jumps, i've found that they desync a lot when playing back and I haven't been able to find a way to properly manipulate rayman without costing more frames.
Experienced Forum User
Joined: 12/18/2012
Posts: 22
Location: Australia
So far I've TAS'd up to Ly the fairy in the fairy glades. One thing I've thought about is potential Lum routes. In the sanctuary of Water and Ice I can skip getting the 2 orbs to open the door, but in doing so I could potentially sacrifice the 5 Lums near the explosive barrel. If anybody has any ideas where I can get 5 more elsewhere, or if i should just sacrifice the time to get them. I'm also contemplating whether I should skip the bottom Lums in the tornado tunnel in the Glades as those seem extremely slow to get.
Experienced Forum User
Joined: 12/18/2012
Posts: 22
Location: Australia
Hey guys, does anyone know how to manipulate rupee drops from bushes or drops in general? Do I need to mess around with MHS in order to get the drops I want?
Experienced Forum User
Joined: 12/18/2012
Posts: 22
Location: Australia
I just timed from reset to the first frame you see the Hall of Doors. I'm just in the mindset of RTA timing. To your suggestion about the walls, I had thought about grabbing just below, and I actually redid this whole section as i can easily save frames in the slide section. I messed around with some timing and found that jumping up a ledge is a lot faster than having Rayman auto-climb which I don't even know why i made him do that in the video. Overall the new TAS I did saves about 9 seconds from the previous one I did, which is a decent improvement.
Experienced Forum User
Joined: 12/18/2012
Posts: 22
Location: Australia
If anyone is interested, I might start doing a TAS of this game. I'm still undecided about whether I should do any% or 100%. There can still be a tonne of optimization in this first area, I just uploaded a video in hope that someone might want to help contribute. WoL WIP: http://www.youtube.com/watch?v=agjQh_3MaK8
Experienced Forum User
Joined: 12/18/2012
Posts: 22
Location: Australia
Yeah ive tried loading a save state but it doesn't record anything. I was able to do it fine a few fays ago and i've changed nothing in the settings.
Post subject: Mupen: continuing a playback after it's done
Experienced Forum User
Joined: 12/18/2012
Posts: 22
Location: Australia
Hi I'm just wondering how to continue a TAS after a playback in Mupen. I was doing it a few days ago and it just seemed to not work anymore. Does anybody know what might have cause me to not be able to do it anymore? Any feedback is appreciated.