Posts for sonicpacker


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AngerFist wrote:
In case you won´t manage to sync it, let natt encode it.
It isn't that simple at all, trust me. ;P Someone gave him bad advice and the TAS ended up being made on the Dolphin rev designed for Wii TASing. I tried hexing and editing input for hours yesterday, but couldn't manage to sync it past the Egg Hornet fight. The 1 frame black save screen kept messing it up (wouldn't appear on the frame it should, so the frame counter got whacked out). Input desyncs about every 30 seconds, even after fixing it to match up in earlier parts. Working with it is just a mess and it doesn't really have any chance of being accepted here. :/ Bottom line, the TAS needs redone on a proper rev to be published here. There may be a full WIP encoded by THC98 himself if he can make it work on his computer, but I don't think that has any possibility of being the final run.
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Regarding the Hero run, I just finished Prison Lane tonight. Depending on what itsPersonnal thinks when he's on in the morning, we'll either be improving PL or moving onto Metal Harbor. The final time at the moment is 1:27:97. For the record, the non-TAS record *with* upgrades is 1:31:04. Expect a full WIP after Green Forest. Edit: So after itsPersonnal pointed out a timesaver, we lowered the time to 1:27:65. Then I realized something retarded I did that wasted 61 frames much earlier in the level. Guess I shouldn't have tried to be entertaining while jumping onto the elevator. <_<
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Ilari wrote:
THC98 wrote:
I hope to finish this TAS in this week (I'm not making it fast, I just want it finished) and submit it in the next week, so I can encode the run and write the submission.
What kind of encode? Just quick'n'dirty (just try not to end up looking crappy) Youtube job to speed up getting feedback or some sort of encodes trying to be official?
He wants the official run on his own channel, ready to to be used in the submission text. Not for anyone else to upload it.
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Ilari wrote:
(unless lag itself affects randomness).
Which it doesn't in SM64.
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MARIO CHIP 1 wrote:
The N64 can be RGB modded for better video output. One thing I've thought about, by the way... The Super Mario 64 TASes, although they sync on the real console, the end time isn't the same due to different lag compared to the emulators they are created with. I think this is important to point out, because it's something the "console verified" status kind of ignores. I think the time the TAS achieves on the real system should be listed for the "console verified" videos. Honestly I think it's more interesting than what it happens to get on some inaccurate emulator.
I've thought of this as well and wondered how it can possibly be incorporated into movies when possible. Your move, staff!
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Ilari wrote:
sonicpacker wrote:
Couldn't you theoretically use this and a high definition capture card (or something else to record) to get really accurate N64 encodes with working games?
Unfortunately, the N64 video output is pretty crappy, so you wouldn't get good-quality encodes. Allegedly TASVideos N64 videos are way better in video quality than SDA ones, and most of the difference is due to what N64 outputs.
Notice I said accurate, not good quality. I suggested a high definition capture device so no quality would be lost, not because I think it could upscale or somehow make the game look amazing. Of course the N64 wouldn't be able to output at the resolutions emulators are capable of. I just think it would be cool to see what the game would natively look like with input from a TAS movie. What I'm saying is that the point of the special encode would be to show the game as accurately as possible, not to get the highest quality video. The quality isn't too "bad" anyway. This, for example was recorded directly from an N64.
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Couldn't you theoretically use this and a high definition capture card (or something else to record) to get really accurate N64 encodes with working games?
Experienced Forum User, Published Author, Active player (420)
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Experienced Forum User, Published Author, Active player (420)
Joined: 9/21/2009
Posts: 1047
Location: California
Experienced Forum User, Published Author, Active player (420)
Joined: 9/21/2009
Posts: 1047
Location: California
Experienced Forum User, Published Author, Active player (420)
Joined: 9/21/2009
Posts: 1047
Location: California
Out of curiosity, could this glitch also be useful somehow in a 100% run?
Experienced Forum User, Published Author, Active player (420)
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Experienced Forum User, Published Author, Active player (420)
Joined: 9/21/2009
Posts: 1047
Location: California
Experienced Forum User, Published Author, Active player (420)
Joined: 9/21/2009
Posts: 1047
Location: California
Experienced Forum User, Published Author, Active player (420)
Joined: 9/21/2009
Posts: 1047
Location: California
Experienced Forum User, Published Author, Active player (420)
Joined: 9/21/2009
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Actually, snark saved 2 frames on BitDW a couple days ago, so the next thing is waiting for that to be finished up (the part after the BLJ needs redone).
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Lowered it to 10:17, still trying for more. Edit: 10:10. Still think a couple more can come off with this method. Edit 2: 9:99 =)
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So, Andy and I [finally] finished up City Escape and did Big Foot. After checking Wild Canyon emerald positions...we were surprised (and overjoyed :P) to find that on the first frame possible, there is a rather good emerald setup. That's the update so far, but I also have a question for everyone here: Would you guys prefer a just Hero run for now since it would take about half the time to make? After that, we could go back and have something to compare to/beat and do Dark as well (I think a full any% would obsolete a just Hero run?). Hope to hear some thoughts! Onto Wild Canyon. =)
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Kyman wrote:
Cronikeys wrote:
I figured out what the random door was in wireframe mode. It's the door that blocks the entrance when this minigame comes up in Grunty's Furnace Fun. Makes me wonder what happens if you escape a minigame =o
Isn't there a bumble bee mini game? Could you clip out of it with the clip you posted before?
I second someone attempting this idea.
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Luigi2011SM64 wrote:
also the snowman star is the fifth star
sonicpacker wrote:
The only way to obtain this star is to open it from the star select screen. That option doesn't exist unless you find the stars before it...though that makes me realize, it doesn't matter because red coins can't be gotten no matter what. ;(
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bkDJ wrote:
Sweet find!
sonicpacker wrote:
This allows 3 more CCC/C-less stars: Slip Slidin' Away, Big Penguin Race, and Snowman's Lost His Head.
How does this help with Snowman's Lost His Head? I thought that one was CCC-less even in real-time. And what's the CCC-less total now, 80? I tried looking around but can only find individual star strats and sm74 stuff.
The only way to obtain this star is to open it from the star select screen. That option doesn't exist unless you find the stars before it...though that makes me realize, it doesn't matter because red coins can't be gotten no matter what. ;(
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Nahoc wrote:
OMG FINALLY YES!
I'm sorry, but what a waste of a post. ChristianF23 found that 3 years ago and it can be found here. No, but really, great job. This allows 3 more CCC/C-less stars: Slip Slidin' Away, Big Penguin Race, and Snowman's Lost His Head.
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Personman wrote:
Things like storyboards and scripts might get involved.
I make tool-assisted superplays, not tool-assisted machinimas.
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itsPersonnal has proven with memory watch/editing that landing on the rail after the City Escape ramp, while possible, is pointless because Sonic goes upward due to the angle of the rail. Since Sonic's facing angle is unchangeable, that means that it's impossible to hit the rail in a way where Sonic will go downward. We are moving on and currently trying to find the best way to get up the stairs right before the truck area.