Game objectives

  • Emulator used: Dolphin 3.0-378 (more-save-fixes)
  • Takes no damage
  • Takes damage to save time
  • Starts from a saved state or SRAM (.dtm or save file) [links no longer exist]
  • Forgoes time-saving death
  • Uses hardest difficulty
  • Manipulates luck

Emulator details

  • Dual core off
  • Idle skipping off
  • Progressive scan on
  • DSP LLE recompiler (this requires you to dump files from a wii or gamecube. If you need help with this, or otherwise cannot do it, PM me, and I'll help).
  • Standard gamecube controller in port 1, no other controllers/wiimotes connected.
It should sync on any version after 3.0-365

Comments

This is a 28,475 frame improvement over my previous, canceled, submission #3428: RachelB's Wii Muramasa: The Demon Blade in 1:12:54.32.
Three significant improvements were made over my last run of this game. The first is significantly better luck manipulation. Many more random encounters were skipped than previously, and when i could not avoid a fight entirely, they were almost always either extremely short, or smoke bombed. All in all, i saved 11117 frames over my previous run due to better luck manipulation.
The other major improvements were better routing and boss fights. Although forging new weapons requires quite a bit of detouring (approximately 2300 frames worth throughout the run), it ended up saving much more time than i expected. All in all, i saved 16997 frames on the bosses, of which i suspect at least 10k of which can be attributed to having better weapons, the rest being mostly the result of improved attack patterns (3 attacks followed by a downslash).
Other than this, approximately 2480 frames were saved through small miscellaneous improvements. Of note, using air dashes to move faster in certain areas saved around 5 seconds, and doing less shopping (this is mostly thanks to better luck manipulation though) saved about 13 seconds. The rest were small gains to traveling and menu use.

Bosses

Blue Monk

This was just better optimized. 536 frames were saved in total. A slight advantage was had thanks to the better attack pattern, but in this fight it actually didn't make much difference, because the boss is so tall.

Wanyudo

The Botan Muramasa was equipped for a 5% damage bonus. This actually makes almost no difference at all. A total of 81 frames were saved, mainly as a result of slightly better optimization.

Yukinojo

553 frames were saved here. This fight was disappointing because so much time was lost because of the dynamic difficulty in this game. The improvements here were the result of fighting him on the ground, instead of in the air. Luck was manipulated pretty heavily to delay him from drawing a new sword as long as possible, and a technique was used to move through the boss while he attacked, allowing me to attack almost continuously at the highest damage rate possible at this point in the game.

Ippondatara

This is the first boss with a large advantage thanks to having better weapons. In total, this boss was 3,639 faster than my previous run. The biggest improvement came from delaying damage to force the secondary hp bar to drain more. In addition to simply doing more damage per hit, i also used the secret art flash, which deals around twice as much dps as normal attacks. Furhermore, the boss takes significantly more damage while in its boar form, so i manipulated it to stay there for an entire hp bar, after which i damaged the foot so fast that it skipped the transition up the the sky. It was actually possible to drain all of his hp during the second foot phase, and this would have saved around 5 seconds, but unfortunately it won't actually die unless it is in boar form. This was also the first boss to be impossible to improve before its final hp bar, due to the dynamic difficulty in this game.

Chimera

2,754 frames were saved here. Again, the stronger weapon helps tremendously here. More than that though, was using drawn back slashes to force him to fall to the ground. Thanks goes to youkai for figuring that out. I again managed to drain every single hp bar on the first possible frame.

Big Oni

This would be the third boss in a row to be perfect up until its final hp bar. A total of 3,267 frames were saved here. The botan muramasa helped a little with the extra 5% attack, as did the better attack pattern. Mostly though, the gains were had by manipulating the boss to stand still for the entire fight, and never attack, even a single time.

Raijin

Only 1,015 frames saved this time, at the cost of significant entertainment value. All but one hp bar was drained at the first possible frame, which was <1 second short of perfect. The main difference was destroying the orbs around her, making it easier to continue attacking without relying on earth hornet, which does terrible damage.

Fudo-Myoou

Last but not least, Fudo-Myoou. The obvious improvement here is that instead of being level 14 (enemies scale with level), i'm 12, and instead of using a 33 attack sword from level 9, i'm using a 53 attack sword that would normally require level 14. The lack of hp bars made this fight extremely easy to improvable. Doing around 70% more damage per hit, while the bosses had less hp, along with a slightly optimized strategy, i managed to save a massive 5,152 frames on this fight.

Thanks

I'd like to thank Youkai, from SDA. After seeing my tas, he decided to do a speed run of the game. In addition to finding a few different improvements i used in my run, he also provided the motivation to redo the run, by beating/matching some of my boss fight times, in real time.

Nach: I'm not sure that using hard mode here was necessary, as a goal of avoiding damage would be the same as hard mode, and not require starting from SRAM. In any case, I found this to be a nice movie. Even though there was a lot of running, it still was pretty cool, and it was a bit involved as you needed to avoid enemies in the process. The fights were very entertaining. Accepting.

natt: ...gnissecorP


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I made a "quick" encode. Colors are wrong (FFMS bug, that's my next step), audio sync looks good. 823MiB (but this isn't indicative of anything, as I did it in ffmpeg with mostly default settings). Anyone want an upload?
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I can wait. I would want to see it with correct colors anyway. Plus, there's no reason you should have to upload two large and nearly identical encodes.
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natt wrote:
I made a "quick" encode...audio sync looks good.
So you fixed the issues that I was explaining to you on IRC a few weeks ago? Did you also fix the fact that Dolphin doesn't dump visual lag frames?
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sonicpacker wrote:
natt wrote:
I made a "quick" encode...audio sync looks good.
So you fixed the issues that I was explaining to you on IRC a few weeks ago? Did you also fix the fact that Dolphin doesn't dump visual lag frames?
Don't recall what issues we were talking about (sorry!). As far as visual lag frames go, that's the point of this whole a/v sync stuffaroo that I'm doing. And yes, I believe my solution to that is pretty good.
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natt wrote:
sonicpacker wrote:
natt wrote:
I made a "quick" encode...audio sync looks good.
So you fixed the issues that I was explaining to you on IRC a few weeks ago? Did you also fix the fact that Dolphin doesn't dump visual lag frames?
Don't recall what issues we were talking about (sorry!). As far as visual lag frames go, that's the point of this whole a/v sync stuffaroo that I'm doing. And yes, I believe my solution to that is pretty good.
The issues I'm referring to are the audio dumps that weren't dumping correctly (sound effect timing-wise), weren't dumping accurately (time length-wise), and not being consistently the same even when dumped the same way.
RachelB
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As far as i've seen, audio always dumps perfectly.
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That's weird. When I was encoding my SA2:B WIP, I tried multiple audio dumps and they were never the same.
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sonicpacker wrote:
That's weird. When I was encoding my SA2:B WIP, I tried multiple audio dumps and they were never the same.
Ilari was going over the sound code today, and from what he said my guess would be it depends on how individual games program the sound hardware. Muramasa in particular doesn't seem to have any such issues. I do remember discussing Sanic Adventure encodes and av sync with you, but I guess I kind of glossed over some of the details =/
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The issue appears to be video dumping. As far as i can tell, it dumps only once per VI, even though there can be frames where no VI occurs. I've been successful in getting a/v to to sync by recording the vi/frame counter and adding extra frames to the encode whereever VIs fall behind relative to the frame counter.
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rog wrote:
The issue appears to be video dumping. As far as i can tell, it dumps only once per VI, even though there can be frames where no VI occurs. I've been successful in getting a/v to to sync by recording the vi/frame counter and adding extra frames to the encode whereever VIs fall behind relative to the frame counter.
So perhaps the practical best thing to do is to dump video with my Awesome New Dump Mode (coming soon!) and then see if you still have a/v sync problems.
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rog wrote:
The issue appears to be video dumping. As far as i can tell, it dumps only once per VI, even though there can be frames where no VI occurs. I've been successful in getting a/v to to sync by recording the vi/frame counter and adding extra frames to the encode whereever VIs fall behind relative to the frame counter.
I made the SA2:B encode match Dolphin's frame counter, frame-for-frame (visually) and the audio wasn't even close to matching up with any of my audio dumps. Even when I matched up specific parts (like Iron Gate alone), it would slowly DS over time regardless of lag. However, lag caused even larger desyncs.
natt wrote:
So perhaps the practical best thing to do is to dump video with my Awesome New Dump Mode (coming soon!) and then see if you still have a/v sync problems.
Can't wait! :)
RachelB
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sonicpacker wrote:
rog wrote:
The issue appears to be video dumping. As far as i can tell, it dumps only once per VI, even though there can be frames where no VI occurs. I've been successful in getting a/v to to sync by recording the vi/frame counter and adding extra frames to the encode whereever VIs fall behind relative to the frame counter.
I made the SA2:B encode match Dolphin's frame counter, frame-for-frame (visually) and the audio wasn't even close to matching up with any of my audio dumps. Even when I matched up specific parts (like Iron Gate alone), it would slowly DS over time regardless of lag. However, lag caused even larger desyncs.
The missing frames don't really seem to correspond to anything. The twilight princess wip encode i posted needed 120 frames to be added, and according to the lag counter, there were only 2 frames of lag.
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rog wrote:
The issue appears to be video dumping. As far as i can tell, it dumps only once per VI, even though there can be frames where no VI occurs. I've been successful in getting a/v to to sync by recording the vi/frame counter and adding extra frames to the encode whereever VIs fall behind relative to the frame counter.
This is the problem I had when I dumped my Paper Mario TTYD Prologue encode, and I was able to add frames of black screen during screen transitions and frames of white screen during the Prologue intro with the spinning letters. This method was not frame-perfect, but it looked like it synced to me. The dumped audio was in no way the problem though; the video only seemed to dump the VIs. Even the title screen audio was off. Oh wait, I won't have to re-sync my run on 3.0-378 to use natt's Awesome New Dump Mode, will I?
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These are subject to future replacement before publication. archive.org collection http://www.archive.org/details/WiiMuramasaTheDemonBladeusamomohimeByRogIn10459.75 normal downloadable http://www.archive.org/download/WiiMuramasaTheDemonBladeusamomohimeByRogIn10459.75/muramasa-tas-momohime-rog.mkv There's also a _512kb (as usual, and not meant to be downloaded). I haven't worked on any "hq" encodes yet. Because this is so much different than other systems, I'm not sure exactly what an "hq" encode will be. 720p 10 bit 4:2:0? From viewing the normal, I can say pretty confidently that the notion of a 4:4:4 encode seems pointless in this case.
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the "HQ" encode will be coming soon. 1280x720 4:2:0 10bit, and it looks awesome. Under 2 gigs too. For the technically interested, here's a dump (~6MB) of all of the "lag frames" that Dolphin doesn't record right and need to be reconstructed: "first" is the frame that should be dupped, "second" is the frame that comes right after it. If particular pair of frame numbers appears more than once, then that frame was multiply dedupped; ie "23866 23867" appearing twice means what actually should go in the stream is ... 23865 23866 23866 23866 23867 23868 ... http://www.mediafire.com/?7r5qyjcz5nx1gb8
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natt, I don't know if it's due to my codecs (I am using ffdshow) or my computer but every once in a while, the running doesn't appear to be smooth. I am referring to your 720p encode.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
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1080p youtube encode: Link to video
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AngerFist wrote:
natt, I don't know if it's due to my codecs (I am using ffdshow) or my computer but every once in a while, the running doesn't appear to be smooth. I am referring to your 720p encode.
I hate to say it, but it might be your computer. The video is 10 bit 4:2:0 at 720P and full 60fps. Nothing can decode that in hardware, so it's full software, and quite demanding at that. The SD encode (768x432, 8 bit) has also been produced to a high level of quality; you might try that.
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Alright, I finally watched the encode. Great improvement, yes vote. The run felt a lot more interesting this time around
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natt wrote:
10 bit 4:2:0 encode (720p) http://archive.org/download/WiiMuramasaTheDemonBladeusamomohimeByRogIn10459.75/muramasa-tas-momohime-rog_10bit720p.mkv
Great job on this encode, natt. It looks perfect (on my 720p screen)!
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I've finally watched. While your search for the bosses is boring (you can only run the right), the bosses itself are entertaining. Yes vote, I'm glad that we finally have an ACTUAL Wii TAS (Mega Man 10 is more like NES style).
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natt, I just rewatched it and for some reason (for lack of better word), it didn't stutter. Thank you for the encode.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
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natt wrote:
AngerFist wrote:
natt, I don't know if it's due to my codecs (I am using ffdshow) or my computer but every once in a while, the running doesn't appear to be smooth. I am referring to your 720p encode.
I hate to say it, but it might be your computer. The video is 10 bit 4:2:0 at 720P and full 60fps. Nothing can decode that in hardware, so it's full software, and quite demanding at that. The SD encode (768x432, 8 bit) has also been produced to a high level of quality; you might try that.
Why is there nothing that can decode that in hardware? What is so special about it? <-- Noob Btw. I love my new laptop. Two threads are at about 30%, the other two threads are totally idel. So I could in theory watch 6 of these videos at the same time. :) If I didn't say it already, yes vote. The running around is boring and I wish the game didn't have smoke bombs, but the boss fights are very entertaining.
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Slowking wrote:
Why is there nothing that can decode that in hardware? What is so special about it? <-- Noob
It wouldn't be impossible; I just don't think any of the consumer available GPU or dedicated decoders handle 10 bit yet (which is a bit of a fringe format).