Posts for sonicpacker


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Personally, I believe the in-game timer is the best option. In SM64, star times are different because Mario needs to hit the ground to begin his celebration. In both SMG games, once you hit the star, you're good to go.
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How is nunchuck support? Do the new changes affect wiimote-only input?
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CoolKirby wrote:
YoungJ1997lol wrote:
No one has ever tas'd a hack before, with the exception of this. It got rejected for bad game choice. So i suggest we be careful with our TAS's.
Have you even played Super Mario Star Road? It's a very well made hack, and way better than Super Mario 74 (not that 74 wasn't fun). There's no way an any% or 100% run of Star Road would get rejected for bad game choice.
I doubt an any% of Star Road would be accepted here. It would be even shorter than the regular SM64 0 Star (second key is skipped), and would provide essentially the same visual content (yes, the first boss would be different, but that's about it): BLJ ---> short level ---> boss ---> repeat
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What about the case of Dolphin where it's being updated literally constantly?
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Is there any reason we should update revisions? Is anything fixed? Is emulation speed/accuracy better?
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Experienced Forum User, Published Author, Active player (420)
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I'm surprised Nahoc's WIP isn't getting any backlash after the score vs. time discussion. I for one still think time is more entertaining for a TAS so I'm glad he picked that category. Good luck Nahoc!
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Tell your mom Happy Birthday from me. Oh, and I can't wait for an encode! =)
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Experienced Forum User, Published Author, Active player (420)
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CoolKirby wrote:
sonicpacker wrote:
CoolKirby wrote:
That's really cool. I hope the 120-star TASers can use it, that is if they haven't done that star yet.
It will use a metal cap BLJ.
Even better! By the way, have they made any progress since the last encode was posted?
No. Because of the new route on BitDW red coins, many things need redone due to luck manipulation. And the 0 Stars/70 Stars BLJless runs took priority over the 120 Stars run.
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CoolKirby wrote:
lxx4xNx6xxl wrote:
Honey just found a new glitch. http://www.youtube.com/watch?v=4duWbFntICU
That's really cool. I hope the 120-star TASers can use it, that is if they haven't done that star yet.
It will use a metal cap BLJ.
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Experienced Forum User, Published Author, Active player (420)
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Experienced Forum User, Published Author, Active player (420)
Joined: 9/21/2009
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Experienced Forum User, Published Author, Active player (420)
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[15:54] <Kyman> can someone explain to me how the reset recording branch of mupen can't emulate banjo kazooie with jabo 1.6 but the normal rerecording one can fine? how a reset implementation manages to mess up a video plugin is beyond me [15:55] <rog> Kyman: because mupen [15:56] <Nahoc> "because mupen" [15:56] <Nahoc> I should make a t-shirt or poster out of this [16:15] <ThatGugaWhoPlay> Why is the site so slow?!?! [16:15] <rog> because mupen [16:15] <rog> ThatGugaWhoPlay: everything bad in life can be traced back to mupen [16:15] <ThatGugaWhoPlay> <_<
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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Location: California
John11 wrote:
Kyman wrote:
Bobo the King wrote:
Could a Mario 64 runner please explain why Mario's speed appears to go up incrementally (and not continuously) with the HSWK?
It actually does go up continuously.
Weird. It looked like discrete jumps in speed to me as well.
Mario's speed, as in the actual value, does increase continuously every frame. However, the small increase does not mean you save a frame reaching the adjacent wall. You need to reach a certain speed before that happens. So even though the speed is creeping upward every single frame, the time it takes to get to the other wall may be the same amount of frames multiple times in a row. i.e., the first 20 wall kicks it would take 10 frames to reach the opposite wall, then on the 21st wall kick it would take 9 frames to get back to that same area. In short, it appears that Mario isn't speeding up very much because it's taking the same amount of frames to reach the adjacent wall even after multiple wall kicks.