Posts for sonicpacker


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So should we wait for the site (TASVideos) to have a "recommended" revision of Dolphin to use? That is, for starting serious TASes.
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petrie911 wrote:
However, once that's done, the save file it generates could be used for other catgories to have hard mode/cutscene skip.
You can just import "real" Gamecube saves for Dolphin instead.
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Quick unlisted test to show off the new Dolphin revs power: http://www.youtube.com/watch?v=zdMEA3QKyCE Not WR or anything special, but playback is perfect and dumping video/audio is working.
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You need the newest rev. But the Dolphin site's compiler is down at the moment. So you either have to compile it yourself, or wait a bit longer.
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Thank you Toad King. New question, would you happen to know why FRAPS doesn't record Dolphin (in fact...it crashes it). This was never a problem before r62xx hit (around when input after loading a state was broken).
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Toad King wrote:
sonicpacker wrote:
It happens to me with Gamecube games. So far I've tried with Mario Sunshine and SSBM.
Is it the controller stops completely, or does it start working again after a couple seconds ingame? If it's the second thing, I think I've got a way to fix it which I'll commit later today.
For example, what I do is enter Event Match 1 at normal speed. Then during the countdown (around 2 or 1), I pause and enter frame advance. I go until there is about .13 or less on the timer, then I make a savestate. If I hold left, Mario turns and walks like you would expect him too. Then, if you load the state back and hold left, Mario will not move for quite a long time. If you go out of frame advance and wait like 1 - 1.5 seconds, control of Mario will resume and you can play normally. I hope this helps. Edit: If it helps, I believe this problem started around r62xx.
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It happens to me with Gamecube games. So far I've tried with Mario Sunshine and SSBM.
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Is anyone even working on implementing rerecording in M64P? I'm assuming it can't be THAT hard for an experienced coder since the source is similar to Mupen. The newest version was released on November 22nd. I'm guessing we won't be seeing an update for at least a few more months (the previous release was in February 2010), so why not modify the current one?
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nfq wrote:
A very useful and simple thing that's missing in this plugin that would save a lot of time would be the ability to centralize the analog stick to 0 for a moment...
I second this. It would make testing 0 Input BLJs in SM64 much quicker.
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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)
Joined: 9/21/2009
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Experienced Forum User, Published Author, Active player (420)
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I just finished playing through this game for the first time and I've concluded that it NEEDS to be TASed. What are the first steps needed for this game to even be TASable?
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petrie911 wrote:
OK, I've been trying this, and while I can get recordings to sync, I'm having a bit of trouble with the rerecording part. Every time I load a state, it stops taking my inputs. This kind of puts a damper on any attempt to make any sort of TAS. Any advice on how to fix this?
Use an older rev. I recommend from 6154 - 6200. The new ones seem to break (not take input for X frames) whenever you load a savestate.
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Holy motherfuck, sick improvements! Edit: Would someone be willing to make a comparison encode with the obsoleted movie? I think that would look pretty cool as well as showing everything this submission has to offer.
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So it's basically decided now that the 100% run will be improved unless a game breaking glitch is found to bypass note doors, levels, etc. Next up is to decide what really constitutes a "100%" run. There was some debate on IRC yesterday whether all note doors needed "opened," if all mumbo tokens needed to be collected (since it is a collectible that the game has a counter for after all), and more. Or should we just forget this part of the conversation and follow what Sami called 100%? Thoughts everyone?
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Hello everyone. I'm considering beginning to TAS this game. I think that the current 100% run isn't near-optimized to it's full potential. I also believe that there are many more physics exploits to be found (think SM64). My question to everyone is, would you rather see a redone, more optimized 100% run, OR a completely new any% run?
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ALAKTORN wrote:
no you didn't, nice try saving yourself =_= bolding "anytime" was exactly to make people think it'd be impossible to ban HSWK, because you wouldn't be able to WK anymore
When I said "starting a chain," it clearly implied that I was talking about doing more than one. Stop twisting my words. I'm done replying here. I got my point across.
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ALAKTORN wrote:
sonicpacker wrote:
ALAKTORN wrote:
sonicpacker wrote:
Anytime you do a first frame wall kick, you are starting a chain of HSWK
a chain doesn't exist with just 1 piece, ever saw "1 hit combo" in fighting games?
I said starting a chain.
you can't start something that doesn't happen
I also said that with the clear intention of Mario wall kicking more than once.
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ALAKTORN wrote:
sonicpacker wrote:
Anytime you do a first frame wall kick, you are starting a chain of HSWK
a chain doesn't exist with just 1 piece, ever saw "1 hit combo" in fighting games?
I said starting a chain.
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You can't try to judge a movies play by "how the original author intended." Here is an example of what I mean: http://www.youtube.com/watch?v=0E0PLDE-tgg If you do Z+B on the correct frames, it not only maintains speed, but it continues to grow as well. The jump kick trick is very similar to this as well (but better for shorter distances). They are obviously considered glitches, but the average person that watches it wouldn't even notice that the player did a slide kick instead of a jump dive or something else "intended." Another example would be a wall kick. Anytime you do a first frame wall kick, you are starting a chain of HSWK, because all "perfect" wall kicks maintain speed (again, breaking the intended amount). You guys will have a tough time deciding what to enable/disable on a 70 Star run (which I think is just as arbitrary as this 16 Star movie).