Posts for sonicpacker


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So I dumped video for the SA2B WIP and it worked well. I dumped audio at the same time, but there are huge delays during the games loading times. Am I stuck syncing the audio to the video by myself, or is there a known fix? I'm using LLE of course.
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Weatherton wrote:
sonicpacker wrote:
Skelux made a big mistake
If by "big mistake" you mean "absolutely amazing game, that is better than the original in a variety of ways" then, yes. Yes, he did... I think he was a bit more focused on the game mechanics than preventing world skips. Still, good observation about being able to skip the key.
Pretty sure that was taken out of context..... I wasn't questioning how good the hack is, lol. I think that Star Road is absolutely spectacular. I was just pointing out that putting the area that a keydoor leads to in the same space as the keydoor wasn't the best idea (referring to it as a "big mistake"). =)
Weatherton wrote:
sonicpacker wrote:
I've never actually used the code ever.
Agreed, I found that code to be very annoying. It didn't allow me to switch to Lakitu view or the close-in Mario view even if I wanted to.
I don't have an opinion about the code, as I've never taken the time to enter it into PJ64.
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Brian_pso wrote:
By "best possible emerald locations" you mean that this layout is even better than the old one, making Dry Lagoon also be improved? If yes then this is amazing, if not it's amazing anyway just because the reason of it being slower would be the Iron Gate run. Great job guys
How does 13"30 sound? ;)
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PikachuMan wrote:
TASing with the camera code for this hack can only be done on Mupen64Plus.
How is that relevant? I didn't use the code to get that picture...I've never actually used the code ever.
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Mapler and I essentially found the best possible emerald locations for a no death Dry Lagoon run. I honestly think it's impossible to get a better cycle than what we found. You'll see why in a in couple days. ;)
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Maybe possible to skip the 2nd boss/keydoor? Skelux made a big mistake tying those 3 overworld areas together (the pipe area is further down, but obviously useless if skipped).
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bobmario511 wrote:
Using Jabo's video 5 or 6 it is possible to finish this 34 frames faster (1266 total) as this .m64 shows (assuming it synchs). Since the only way this game can be reasonably encoded is with glide napalm wx, the frames were needed.
The final time should not reflect the need to "fix" the .m64 for encoding IMO. We have to extend the .m64 in SM64 for Aktan to encode it as well because of the Mupen pause bug, but never have we been asked to change the time of the run because of this. Edit: Oh, and yes vote of course.
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Clearly a yes, as well as:
Kyman wrote:
N64 TASer of the year award has already been decided in my books.
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MrGrunz wrote:
...so we would be able to archieve a time of around 40 minutes using Japanese rom.
Roughly how much time of that would be actual gameplay and not cutscenes?
Experienced Forum User, Published Author, Active player (420)
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Experienced Forum User, Published Author, Active player (420)
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Experienced Forum User, Published Author, Active player (420)
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Is LLE still the preferred audio choice for TASing? Also, is the LLE audio dumping-crackle-problem fixed? Thanks =)
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From the looks of it, we'll finish Iron Gate with a time of early 1:04s or late 1:03s. I compared the times of our run from a year ago to what we have now (at the very last exploding door when the first red bomb shows up) and the difference is 54 seconds. That extremely old run finished with a time of 1:58:95. So subtract the 54 from that, plus redoing/optimizing everything after, then you get my guess. Remember though, the old run was doing all the doors horribly (targeting all 4 bombs at once instead of 1 at a time), AND didn't have the speed shoes at this point. Hope to move on from this stage soon! =) Edit: Oh, and we're about 1.3 seconds ahead of son1cgu1tar's upgrades run. We obviously lost some time compared to him at the elevator skip.
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Experienced Forum User, Published Author, Active player (420)
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Voting no because Blood Brothers by Papa Roach is only in the PS1 version. I think the suggested screenshot in Hangar is the best choice because it's the most iconic level.
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Solution: You won't have to waste time looking at two pages if you bookmark (or have your browser open the page automatically) this page. Now you can quit bitching about something as pointless as this conversation you're "defending."
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Please ignore Brian. He's just trolling as usual. IMO, all this crap since his post should be deleted or moved somewhere else. Pikachuman hasn't done anything wrong.
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If I'm remembering right, I believe that Brian said once his "time" was tied, he would make his .m64 public. We're waiting Brian. =)
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At the second elevator now: Left: our TAS run (no upgrades) Right: son1cgu1tar's non-TAS run (with upgrades) Just for comparison purposes. =)
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So I managed to get the "checkpoint container" without losing any time (saved 2 frames from redoing the slope + gravity trick part actually). After the fact, I managed to save 28 more frames up to the other 4 ring containers. This means I don't need both of the ring containers in the next room (only the 20) and can hit the ground sooner to get to the next door faster. Wish us luck for that troll of a door! ;P
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RingRush wrote:
It looks like one of those is him passing through the checkpoint. Remember, checkpoints give 5 rings for 20-39, 10 for 40-59, and 20 for 60-79 (and as you know, speedshoes for 80-89).
Well, I feel stupid, lol.
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. Edit: It doesn't seem possible to get the extra 5 from the checkpoint because of how much speed Eggman has. We'll have to get all three in that corner I suppose. Edit 2: 55 rings, no frames lost. Now Mapler and I just need to find an optimal way to get the 2 boxes after the turn.
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At 0:25 in this video, how does he get 5 ring boxes when there's only 4 in the room? If I can get that box somehow, I won't need to get the third one in the later room.
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Thanks rog! Will update this post with results. Edit: It worked to break the first 4!! Will try the next 3! =) Edit 2: Sadly, we'll have to re-do the part with the 3 ring boxes. We turn away from them too fast to lock on to them simply through adding B presses. Luckily it's not very much to change though!