Posts for slashmolder

Experienced Forum User
Joined: 12/31/2007
Posts: 10
Dwedit wrote:
Isn't it 59.94, not 59.85? At 59.94FPS, the time would be 1:20:46.37. So it's emulation inaccuracy here.
The N64 runs at some magical internal speed which isn't documented or known by much of anyone from what I can tell. 59.94 is the NTSC refresh rate not the N64 rate. Additionally the console will occasionally lag while doing things (100% cpu/gpu usage type situations). Mupen doesn't properly account for this lag and I'd honestly be shocked if any emulator except maybe bsnes accounts for this. From a technical standpoint it's pretty difficult to do so. I'm kinda disappointed that it loses the magical 1:20 number for a 120 star run on the console but oh well. At least it synchs properly.
Experienced Forum User
Joined: 12/31/2007
Posts: 10
goldfish wrote:
screenshot suggestion, @ 58:54
I'd have to second that. Overall amazing run. Glad to see it finally out.
Experienced Forum User
Joined: 12/31/2007
Posts: 10
Well this was by far the most entertaining run I've seen in a long time. I'll toss making a game with this on my cool things to do if I ever have free time list.
Experienced Forum User
Joined: 12/31/2007
Posts: 10
I don't know how it could work with frame advance though as that most mic features are if the mic is used or not there might be a way to use a button to stimulate mic interaction.
Experienced Forum User
Joined: 12/31/2007
Posts: 10
With a decent computer, DS emulation is plenty good as for the mic, most people have a mic on their computer so the emulators should be able use that for mic emulation and implanting that in recording will probablly follow too.
Post subject: NDS Emulator with rerecording?
Experienced Forum User
Joined: 12/31/2007
Posts: 10
There are quite a few DS emulators out there that can run almost all DS games at 100% speed so I think now it would be possible to work on DS TAS. The only problem is getting rerecording. Of the Top 3 current DS emulators, iDeaS, no$gba, and DeSmuME only desemume is open source but, iDeaS does have a Plugin Function, a Plugin SDK, and already an Avi capture plugin. Project Homepages: http://nocash.emubase.de/gba.htm http://www.ideasemu.org/ http://desmume.org/ I sadly have the slightest clue how to make rerecording work. Anyone how knows some bit of how to do it willing to work on a project such as this? I am willing to help and know a bit of C++ and assembly but do not seam capable of making the emulator on my own. [Edit by Bisqwit: Moving post into the existing topic.]
Experienced Forum User
Joined: 12/31/2007
Posts: 10
oh... I never saw that anywhere, well now I can do it, thanks.
Experienced Forum User
Joined: 12/31/2007
Posts: 10
When ever I go down the pipe my game always scrolls while I go down, going down the pipe even as fast as I possibly can it still scrolls while the pipe down animation is occurring thusly not allowing me to do this glitch. Is there something wrong with my game or am I doing something I am not supposed to do? fcm movie of me attempting, to show problem: http://www.megaupload.com/?d=UB4ZB74V
Experienced Forum User
Joined: 12/31/2007
Posts: 10
How is it possible to do that because even when I go down the pipe instantly I can not get to the warp zone. The only way I can do it is with the vine warp.
Experienced Forum User
Joined: 12/31/2007
Posts: 10
Not to sound like a total noob but, in Andrew Gardikis speed run of 5 minuets how exactly did he do the alternate pipe glitch in world 4-2 without hitting the vine? I understand that you do not need to hit it but he just ran by it and entered the next pipe and it sent him to where the vine sends you to.