Posts for sonicpacker


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Experienced Forum User, Published Author, Active player (420)
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Rene, I'll ask bzb for a 32bit version when he gets on the computer today. Angerfist, I don't know anything about Wii TASing being stable (haven't tried it recently), but yes, Gamecube is working amazingly. Also, I would love to TAS SMS before SA2, but that Sirena Beach glitch is stopping me. Mapler is going to TAS the SA2 intro today after he gets home from school, then I'll be working on improving our old Iron Gate run. Overall, I'd like to TAS SMS (any%), SA2 (all stories), Wario World (any% and maybe 100%), and Sonic Adventure: DX (not sure if Sonic's story or all stories [aka beating Perfect Chaos]). We'll see how those plans go though. =)
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I don't believe this video has been posted in the thread: http://www.youtube.com/watch?v=stc2cu_BbiM Very cool montage of the past few years.
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How exactly do we use those addresses, petrie? Cheat Engine, MHS, Dolphin?
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CoolKirby wrote:
Wow, the TAS input window has some new graphics! I like the one in my Dolphin better though, since up and down aren't switched (no graphic at all, actually, who needs it?). How is that Dolphin? Did you get everything set up fine?
bzb95 is the one that implemented the new TAS input and built a custom rev for me (with nitsuja's save-fixes). He's still working on it. The TAS input from the picture I posted was the first attempt. Since then, he's fixed the up/down issue, made it more space-friendly, and is beginning to implement the ability to click on the stick diagrams. You can download it here: http://www.mediafire.com/?3z9v12wr5m12s3l Edit: This rev is working great so far. I haven't TASed with Dolphin in months and everything has been extremely improved since then. Read-only is working great, as well as savestates. I haven't had one desync, and Dolphin isn't crashing at all either. I'm really really impressed with all the work that's been done since I last tried it. Even recording and playback in dual core is working for me!
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Well this is working nicely: ;) Edit: ignoring the fact that up is down.....
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Toad King, nitsuja, or anyone with programming knowledge: How difficult would this glitch be to fix? http://www.youtube.com/watch?v=088zBw18t4g
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Experienced Forum User, Published Author, Active player (420)
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sonicpacker wrote:
Can someone more familiar with speed running this game go ahead and list all of the major tricks/skips/sequence breaks? That would be extremely helpful to us. It would also be great if someone used to memory address-locating could find the following addresses: - Mario's facing angle (what direction Mario is facing) - Mario's movement angle (what direction the stick is being held) - X position - Y position - Z position - Mario's speed value Thanks to anyone willing to help us get started!
Can someone also list the pros/cons of using U vs J?
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Instead of SA2B, Mapler and I have decided to TAS an any% run of this game, as we're rather familiar with SM64 TASing. Can someone more familiar with speed running this game go ahead and list all of the major tricks/skips/sequence breaks? That would be extremely helpful to us. It would also be great if someone used to memory address-locating could find the following addresses: - Mario's facing angle (what direction Mario is facing) - Mario's movement angle (what direction the stick is being held) - X position - Y position - Z position - Mario's speed value Thanks to anyone willing to help us get started!
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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Mapler and I would like to resume our SA2:B TAS, but neither of us have been keeping up with Dolphin as much as we used to. At this point in time, which version has the most reliability in terms of savestates, movies not desyncing, and read-only? Can I have a download link to it as well?
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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If that Billy kid is GiraffeCheetah/generalmarioz/12 other aliases used to support himself and two friends*, this entire thread is a pointless joke. He's just a troll. I'm willing to bet he didn't even call NOA Customer Service. He's been banned from the SM64 forum multiple times for tons of stupid reasons. Keep in mind this is the same kid that "stole" his own videos, uploaded them onto a different account, and claimed someone else was stealing them. The kid just wants attention. Please feel free to see what I'm talking about. *"friends" are more than likely him using even more usernames
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Me messing with Dubstep in FL Studio: http://soundcloud.com/v3n0mix/murderstep-dubstep-wip Obviously not finished. As for what is done, the intro needs more variation, and the mini drop needs variation from the first drop, but I'm lazy.
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Experienced Forum User, Published Author, Active player (420)
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andymac wrote:
sonicpacker wrote:
If you have 118 stars and find an improvement on star number 2...let's just say you no longer have 118 stars.
SM64 is still very hex friendly. It fits a lot of the criteria. Encountering the RNG is a problem for any game with an RNG, and most games have an RNG. However, most games have additional complications as well. I have only encountered one game that is more hex friendly than SM64.
Overall, yes. But the amount of time required for the optimization of 100 coin stars is absolutely insane. And no one likes TASing them. It would take a very long time to redo everything that got ruined from hexing something early in the run. Like I said, 120 Star is the only thing that makes SM64 seem "not friendly."
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Enemy position and coin manipulation is affected when you hex something (and other things like the rolling rocks in HMC). That's why the 0 Star is easy to hex and the 120 isn't. If you have 118 stars and find an improvement on star number 2...let's just say you no longer have 118 stars.
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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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Mickey thinks it might be possible to save more frames, so I'm going to wait to hex + submit a new 0 Star run with the improvements.
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Well, I saved both frames. Looks like the 0 Star will be 5:03:73 now. Edit: Annnd here's an encode for everyone: http://www.youtube.com/watch?v=KHBGuo0Ll58
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Sorry to double post...but I have almost saved 2 frames on BitS. The problem is...I literally go THROUGH the pipe loading zone...so Mario won't stop. The 2 frames saved are from: 1. Getting to the ledge 1 frame sooner to BLJ into the pipe. 2. More speed so I clip the platform the pipe is on a frame sooner. But if I can't get into the loading zone...it's useless. I'm sure at least 1 frame will come out of this, but 2 might be tricky. I'll keep trying and keep you guys updated.