Posts for sonicpacker


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Rolanmen1 wrote:
On the other hand, it is possible that all 3 emeralds appear in the first zone?
Out of me and mapler's total of 50~ attempts at emerald positions, we didn't once see all of them appear in area 1 (not saying it's impossible, just that it never happened for us). We did however get all 3 pieces in the 2nd area. It was usually just bad positioning. The video I posted is by far the best positions we could achieve. There was 1 runner up candidate, but it wasted 15~ more frames at the cutscene skip, and I'm 90% it is slower because of the placement of the last (piece 2) emerald being in the water of the 2nd area.
Rolanmen1 wrote:
i also noticed that you picked it in the order it was supposed to be picked
It actually went 1>3>2
petrie911 wrote:
I may even be able to give you a few pointers.
That would be appreciated =)
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It would be appreciated if someone familiar with treasure-hunting speed runs could critique this video: http://www.youtube.com/watch?v=Ibsr8Nv893w I know it isn't a good encode, but I didn't have time to make a full video. I would just like some feedback...perhaps enough to sub 16:00? =)
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Toad King wrote:
sonicpacker wrote:
I feel like I should point out that newer revs messed up playback of older recordings. I downloaded 7321 to test netplay with someone else and my SA2:B .dtm desyncs at the intro of the game. My last "working" rev that I downloaded was 7306.
Revision 7272 had some changes that messed up old movies.
That was only Wii movies. I'm talking about Gamecube. I use 7227 on my laptop and 7306 on my desktop, and the movies I've made so far sync on both. But when I updated to 7321, they broke.
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I feel like I should point out that newer revs messed up playback of older recordings. I downloaded 7321 to test netplay with someone else and my SA2:B .dtm desyncs at the intro of the game. My last "working" rev that I downloaded was 7306.
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News on full game run: Mapler and I chose to start with Dark Story for reasons involving the individual character fights. I finished Iron Gate with a time of 1:58:95. It is EXTREMELY hard to optimize turns while retaining speed (especially with a controller and no TAS input). So it looks like some corners are not cut well, but in reality, not much could be saved over it IMO. At the end of Iron Gate you have to hit a missile switch. I found a quick way to hit it without taking the small elevator. So the ending looks pretty nice with that time saver. Following that is the B-3x HOT SHOT battle I uploaded with a time of 19:80. I believe this is optimized to it's fullest. If you hit him too early (for the first hit), he won't start hovering in the air, which is bad because his invincibility lasts much less while floating. So I hit him on the first frame where he would not just sit on the ground. All the other hits make contact as soon as the invincibility dies down. The next part is Rouge's first level -- Dry Lagoon. I found out that emerald manipulation has NOTHING to do with input of buttons or the analog sticks. The only thing that changes emerald positions is what frame you enter the level. This means that the only way to get an "optimal" position is by saving/delaying frames. Mapler and I found a very good position, but it requires delaying 34 frames at the cut-scene skip (AKA when you press start to move on). This is a 60 FPS game, so 34 frames is only a little over half a second. As of right now, I have a time of 16:97 with this emerald position (no death manipulation was needed). This time is definitely improvable and I plan to work on it in my free time. Hopefully Mapler will be able to get a controller soon so he can help with the TASing aspect of things (we are also awaiting a TAS input). Anyway, thanks for the support AngerFist (and others who have given positive feedback). It really does give us motivation to keep working through Dolphin's issues! XD EDIT 16:45 on Dry Lagoon for now.
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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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I have discussed the score attack vs. time attack issue with multiple people. These people seem to agree with me that with speed comes entertainment. The point of this game is to finish the levels, NOT to collect bananas. To reject a movie because it isn't a score attack is like rejecting an SM64 120 stars TAS because it doesn't collect all of the coins. Speed running is the main goal of this site, and in my opinion, time attack makes more sense to do.
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Thanks for the opinions guys. I think I'll stick with 4:3 from now on since it is the native aspect ratio. On a different note, does anyone here know how the manipulation of emerald placement works for Knuckles/Rouge stages?
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Greenalink wrote:
None of the Gamecube games I know have 16:9 support.
http://en.wikipedia.org/wiki/List_of_Nintendo_GameCube_games_with_480p_and_16:9_support
Greenalink wrote:
The only solution is to use a widescreen hack so that the video doesn't look noobishly stretched.
That was what I was asking; if widescreen hack should be used for encodes of this game or not.
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The Boss of Tricky Ruins in 27"77 by ReneBalow Timing works like it does for SM64; it is the first off black frame until the shine celebration starts, divided by 30 (30 FPS game, not 60).
Experienced Forum User, Published Author, Active player (420)
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I agree with RingRush on this, right down to the preference of in-game time being done first.
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If the recording started from opening the game, you can just re-open the game, load the savestate, then press export dtm and it should be just fine (provided there is no desync).
Post subject: Re: frame counter
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antd wrote:
the frame counter does not decrease when a savestate is loaded?
That only happens when recording from a save.
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Mapler and I have decided to do an "Advanced Time Attack" run. We picked advanced because it has the most shortcuts, and we believe that alternate routes provide a lot of entertainment. When you combine that with the fact that with speed comes entertainment, we think that we will have a pretty good TAS when Advanced is over (as in worth submitting here). If we get a positive response once people see it, we might consider doing an Expert + Master run (since the first flows right into the second).
Post subject: Wario World
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Welcome to Wario World! I have always had an interest in this game since I have a thing for collect-a-thons. And WW delivers pretty well in that department. It isn't an extremely long game (any% or 100%), but it is still very fun IMO. Any% WIP: http://www.youtube.com/watch?v=8-l6ADLpFkU Sadly, I can't continue this due to lack of emulation support. But when the issues get fixed, I would love to finish this TAS.
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I wasn't even requesting stuff for Wii. That's unnecessary at the moment due to Wii rerecording not being stable quite yet. But a Gamecube half would be preferred as soon as possible. Once Wii rerecs are stable, then I assume it can be added on.
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What I would prefer is something like a modified version of Mupen's TAS Input plugin, with 2 circular displays instead of 1, and where right clicking is still turbo.
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With current Dolphin conditions, it is virtually impossible to test angles efficiently. Since the website is now accepting submissions from Dolphin, I think that a new way of input is basically essential at this point. A controller just isn't optimal enough for this site's standards.
Post subject: Re: Sonic Adventure DX: Director's Cut
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mapler90210 wrote:
Some TASes have been done by ToolAssist on youtube, such as Emerald Coast: http://www.youtube.com/watch?v=NyGt0sWHtSc
I feel the need to point out that this TAS is a little under 19 seconds slower than the non-TAS WR.
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AngerFist wrote:
...once Dolphin v 2.0 is released...
Wasn't 2.0 released awhile ago?
kuja killer wrote:
is there still any very slight tiny possibility that the SVN people for dolphin might add a AVI-recording thing to the emulator anytime in the near future ? Or is that unlikely you think ?? So that people wont have to rely on Fraps or other programs to do it
It can already dump AVIs efficiently.