Posts for sonicpacker


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Sounds good. Also, thanks itsPersonnal for bringing up son1cgu1tar's run. We totally forgot about the speed shoes so we had 0 rings. Luckily, I think I can just hex in some B presses at the 4 ring box area, and possibly at the 3 ring box area as well. rog, do you know what the formula is for finding a frame of input in a hex editor?
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True, but I have no idea how to compile. So I guess it doesn't stop you either. XD
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I know that no changes will prevent it from syncing, but bzb might not want to put the TAS Input into an outdated rev.
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rog wrote:
sonicpacker wrote:
provided everything syncs.
It will.
Not necessarily if there's more save fixes or loading times are messed up by some accuracy fix and bzb incorporates them into his update.
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The newest one that bzb95 has released (TAS Input AND more save fixes). Though he has more plans for the TAS Input in the future, so we might switch to that rev mid-run (provided everything syncs).
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As of this frame (shortly after the boost pads and a couple of robots): Mapler and I are 27.43 seconds ahead of our Iron Gate run from last year.
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Yeah, we're doing full game. We wanted to start with Dark story because most people wouldn't expect it.
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IMO it's pointless to have a "Hero only" or "Dark only" run because a full game any% obsoletes that category. Just throwing that out there...
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sonicpacker wrote:
On this new dtm using the skip mentioned above, we're getting 24:19 at the moment [checkpoint #2] and it's still fairly improvable.
We got it down to 22:37 and it looks great! I'll upload an encode sometime in the next couple days =)
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I'll have my own Super Bowl on Madden the way it should've been. Packers and Ravens with the Packers coming out on top. Patriots
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Alright, if you remember a few weeks ago, I saved 2 frames at the end of BitS. Mickey and I talked some and we decided that we wouldn't submit yet in hopes that we could find some more frames to optimize. Recently, Mickey contacted me and he told me that ToT found a little trick in BitDW that managed to save another frame. We've been trying to squeeze out a second one for awhile by getting more BLJ speed while still being able to tie the C-Up, but it's rather difficult. Even more recently, I talked to Mickey again and he said that he and snark played with the beginning of BitFS and saved another frame before the pole trick. He asked me to do the wall kicks because I had more knowledge about them than he did. So I did the wall kicks today, and in the process saved another frame by gaining ~0.2 speed. One more frame may be possible but I'm not quite sure at the moment. It was extremely difficult to pass up the speed of the wall kicks in the current published run. I was ~0.1 - ~0.2 speed behind for hours before I finally managed to get ahead. Anyway, there's your update on a probable new 0 star run being submitted sometime "soon."
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Please feel free to list any ideas you might have for time savers. =)
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So, while trying to be entertaining in Iron Gate during the elevator descension, I accidentally found a method that skips it entirely without the need for the Jet Engine (hover boot things)...which is a huge time saver since there's 2 elevators that take quite a bit of time in IG. Mapler deserves credit too because I wouldn't have known about the trick used if it weren't for one of his theories on skipping the elevator. Edit: On our dtm from last March, we got to the checkpoint after the elevator at 45:77. On this new dtm using the skip mentioned above, we're getting 24:19 at the moment and it's still fairly improvable. If we're able to pull it off again with the second elevator (99% sure we will), I assume this trick will save roughly 43.5 - 44 seconds in Iron Gate.
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ALAKTORN wrote:
DarkKobold wrote:
I know a certain desmume dev who is working on implementing 3DS support, since the CPUs are similar, so it wasn't a dumb question.
how did that go? I’m speedrunning SM3DL lately and TASing it would be great
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CoolKirby wrote:
I don't know why else rog would want to compress the file.
Well for one, it takes up less space on a hard drive...
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[2:17:54 AM] Vis⇔SONY/MICKEY: Hey SP. [2:18:41 AM | Edited 2:21:48 AM] Vis⇔SONY/MICKEY: Can I use your input of BitS for new 0star TAS? [2:19:48 AM] Vis⇔SONY/MICKEY: Me and ToT found another improvable point. [2:20:47 AM] Vis⇔SONY/MICKEY: Of course, I'll add you to credit.
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BrainStormer wrote:
Can someone test if this works yet? (it's been 5 years) if it doesn't work now it probably never will because mupen improvements have nearly come to a complete stop. WTF PEOPLE!!! NO ONE HAS STILL REPLIED??? IT"S BEEN LIKE A WEEK WTH!!! SO FREAKIN ANNOYING!!!!
Why didn't you bother testing?
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bzb95 wrote:
can you please try these new revs and post the code again if it still crashes?
It still crashes for me on the first time I try to open it, but after that it works fine (I only tried x64).
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From my testing with dual core, it seems that when I record with it turned on, it plays back correctly for me with it on OR off. When sent to other computers, it still syncs, but only with dual off. I have not tried dumping audio or video with it on.
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Does the value update in real time with Dolphin? How exactly does MHS not work with Dolphin? Can someone find the speed values as well as the characters facing angle values in Cheat Engine or MHS if possible? I tried with MHS, but can't find any of the addresses. I would try with Cheat Engine, but I don't know how it works. According to this thread, it's apparently possible. When I open Dolphin in debug mode, it's extremely slow, and I have no idea how it works. Also, can I not find the addresses in MHS because I only searched for float type values? I'm not very familiar with finding memory addresses, so I don't know if that would make a difference.
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Input display is already built in, and bzb implemented rapidfire with the TAS input yesterday. He just hasn't released it to the public.
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Tompa wrote:
Something I find highly annoying when TASing, is when you load a save state you won't automatically appear at that point in the game, but have to press frame advance once in order to do so. Does it have to be like this...?
Mupen does the exact same thing, and since that was the first emulator I TASed with, I don't even notice it on Dolphin.
Ilari wrote:
STBM wrote:
I have a little question : What is VI ?
Vertical Interrupt. Raised every time vertical blank starts, that is, once per actual frame. I have no idea what Dolphin calls "Frame".
On Mupen, VIs is real time (aka include lag, loading times, etc.), and frames are the visual frames. Dolphin seems to be opposite though.
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