Posts for sonicpacker


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SoulCal wrote:
Luigi2011SM64 wrote:
SoulCal wrote:
Does anybody know if these m64 files will sync with the "Player's Choice" version of the game? I found a copy on eBay for $10 but if it won't sync I won't buy it.
your kidding right?
Why would I kid about this? (in case u r perplexed, I want to console verify this and not run it on emulator, but someone already beat me to the punch)
He's a troll, SoulCal. Better off to ignore him.
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So to be sort of on topic, I'm guessing that the "real" OoT thread will be unlocked after SL's submission is published. When/If that happens (or at some point earlier), are the garbage posts of the thread going to be moved and/or locked?
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I examined both .dtm's side-by-side and found out that on the final hit, Shadow was homing attacking a frame late on the final hit compared to the old file. So I removed the last frame of input before the homing attack. The movie still desynced, so I looked further, and after removing that extra frame, I found that the input didn't match the old movie once again on the frame I was hitting HOT SHOT. I adjusted it to be correct, and the .dtm finally synced how it did in the YouTube WIP. Success~~!
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jlun2 wrote:
Does the current submitted file include Kyman's GWK method?
No. Snark is trying to save 1 more frame.
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When I hex edited the HOT SHOT input to the .dtm with a soft reset after Iron Gate, I checked, and for some reason the input started a frame late (I tried hexing twice, so yes, it was done correctly). The frame I used was the one when Shadow's life count and such appeared. Anyway, I tried hexing out one of the frames before control of Shadow begins and the fight synced, but oddly, the "celebration" part after the final hit still desynced. So judging from that, this game doesn't like hex editing. I think it has to do with lag frames. They don't appear to be very consistent.
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Luigi2011SM64 wrote:
VIDEO has anybody seen this?
I know you're a troll so you did this on purpose, but there's a Star Road thread here: http://tasvideos.org/forum/viewtopic.php?t=12329
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N. Harmonik wrote:
If this is done without a memory card, how come the game doesn't lose your progress when you softly reset?
A soft reset doesn't actually reset the game. It sort of just takes it to the title screen.
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petrie911 wrote:
The soft reset code is X-B-Start last I checked. Is there any need for A and Y?
I was told that it was ABXStart, but either way that doesn't change anything. All it means is that we can skip the time bonus with A or Y now.
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Kuwaga wrote:
How bad can you guys be at detecting a silly joke? ;p
You think this was a joke? Grunz deliberately picked his choice of words just to just fuck with tasvideos. It would be ridiculous to think otherwise. I urge everyone at tasvideos to call Grunz out on the fact that he is a japanese hating, thread derailing racist.
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So after doing some testing, I've concluded that soft resetting after each level saves approximately 9 and a half seconds (closer to 9.6). On regular levels, the first frame you can reset while having the game register that you completed it is when your time bonus hits 0. A soft reset takes 30 frames to activate. To optimize, you go 29 frames before you're supposed to press a button to skip the time bonus animation, start your soft reset (A, B, X, Start), and then on the frame you need to press a button, press Y while still holding the other 4 buttons. On boss levels, the earliest you can do it is right when the screen fades entirely to white. So this time, go 30 frames before it's all white, then just press the 4 buttons for 30 frames. So far I've done this after Iron Gate and the Hot Shot battle. The first reset saved 9"6 (576 frames) and the second reset saved 9"63 (578 frames). If you're doing this for the Hero Story, I suspect 1 more frame would be saved in each of those situations because you don't need to press right when choosing it after each reset. This also means that we don't have to stick to one story at a time and can switch back and forth between Hero and Dark. I think that allows for some room to be both creative and entertaining. For example, after Dry Lagoon, we could soft reset and go to City Escape instead. That way, people wouldn't have to watch 2 Eggman levels so close to each other. Speaking of Dry Lagoon, due to emerald position manipulation, it looks like we're going to have to find a new frame to enter the level that gives us some good options. I've found one that I estimate would take 14:xx seconds if optimized. It only takes a 3 frame delay at the cutscene as opposed to the 42 frame delay it took in the YouTube WIP. Mapler and I will continue to see if we have any better candidates.
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I've never played this game, but you made it look interesting and entertaining. I may give it a try sometime! Yes vote!
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Mitjitsu wrote:
And that is somehow worse than a 20 page flame war over a 1 frame improvement?
Absolutely not. I'm just saying popularity shouldn't be determined by a select amount of people arguing (although I think Grunz was joking to an extent).
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MrGrunz wrote:
Some SM64 fanboy moderator was just pissed that the OoT thread is now the most popular thread of the whole TASvideos forum. That's the way it is ;)
ye, if popular means that the same 4 people wouldn't stop wasting time by repeating their opinions in different ways over 10 pages
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N. Harmonik wrote:
Incidentally, are the ones doing this run certain that it's faster without a memory card?
If we were to use a memory card, there would be longer loading times, we would need to create a file, and we would need to choose the file twice after both of the soft resets (to skip the credits). So no, we don't know for "certain" because it was never tested, but I'm assuming that overall, no memory card is the better option.
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Been watching all the WIPs, and all I can say is YESYESYESYESYES. So awesome. Great job Felipe!
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I was trying to glitch the physics and maybe walk on the sand so we could reach Mystic Melody, but sadly, nothing happens: And Brian, I used a chaos drive. Rings don't fill health when you're "dead." But for some reason chaos drives do. ;)
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I made Eggman die with health: It's useless, but I thought it was funny.
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MrGrunz wrote:
sonicpacker wrote:
MrGrunz wrote:
One question on this pole BLJ in general. I've tried to TAS this once myself (and horribly failed) and this question occured to me: Can you grab the pole only with a limited amount of speed and did you use the max. number in your test video?
There is no max speed for grabbing things like poles. It all has to do with Mario's position. My BLJ was the max speed that let me stay inside the boxed area (and not fly out the back), so I guess yes, I had "max" speed.
hmm, you couldn't you then grab that other pole with a huge amount of speed, get forward speed and then do a jump up into the elevator boxed area?
No. You go through the wall of the platform below the "!" box.
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MrGrunz wrote:
One question on this pole BLJ in general. I've tried to TAS this once myself (and horribly failed) and this question occured to me: Can you grab the pole only with a limited amount of speed and did you use the max. number in your test video?
There is no max speed for grabbing things like poles. It all has to do with Mario's position. My BLJ was the max speed that let me stay inside the boxed area (and not fly out the back), so I guess yes, I had "max" speed.
Post subject: Re: IMPORTANT: Do not TAS using official builds
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rog wrote:
Specifically, these are dual core must be off, idle skipping must be off, and DSP-LLE recompiler should be used (never HLE).
Idle skipping has never given me any problems.
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ALAKTORN wrote:
sonicpacker wrote:
Flip wrote:
At the start of BiFS, any chance you can BLJ off the moving platform when it rises out of the lava? Or perhaps off the nearby tilting platforms?
Not really. There's a BLJ right here: but it's never proved useful. And yes, we have hit the pole directly behind it.
can you go to the pillars at the beginning of the stage and WK really high from those with enough speed to get to Bowser’s pipe? edit: can you WK off of the stage’s invisible borders?
Wall kicking on those pillars would take far too long, and no you can't. Otherwise it would've been done forever ago. =P
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Flip wrote:
At the start of BiFS, any chance you can BLJ off the moving platform when it rises out of the lava? Or perhaps off the nearby tilting platforms?
Not really. There's a BLJ right here: but it's never proved useful. And yes, we have hit the pole directly behind it.
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theenglishman wrote:
I'm curious as to how the pair of you got around to manipulating the treasure hunt levels. Is there some kind of RAM watch, or skipping the previous cutscene on a certain frame, or what?
The only thing it's based on is what frame you enter the level. In this case, we needed to waste a total of 42 frames before pressing start on the Knuckles/Rouge cutscene.
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ReneBalow wrote:
hegyak wrote:
About the WIP: Why no A rank on Eggman?
It's no A rank, because he has just 13910 points. But you need for the A rank 20000 points.
Like Rene said, it's based on points, not solely on speed. Yes, you get a speed bonus for doing the levels in a timely fashion, but it's not going to auto-A Rank you for going extremely fast. If the 2 elevators hadn't been skipped (very long waiting period with lots of robots), we probably would have went for an A Rank for the sake of entertainment, but obviously a dual elevator skip is more entertaining than an A Rank, right? ;)
sonicpacker wrote:
RingRush wrote:
Also, do you know if you'll be doing any dualspeed duration in the TAS (getting two speedshoes overlapping to get a permanent speed increase).
We haven't planned that far ahead, but thank you for the reminder.
Can someone explain the meaning of "permanent" in this case? Do the air shoes get carried over to other levels for the same character? Other characters? After a soft reset with the controller to be used in the other 2 stories?
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jlun2 wrote:
sonicpacker wrote:
needz moar height Edit: It's slower than the normal method ;(
How much slower is it? Does it have potential to become (slightly) faster?
Like 3 seconds. So no, not even close.