(Link to video)
Submission Text Full Submission Page
This is my first submission, a run through of adventure mode in SSBM with Captain Falcon. I used Dolphin v3.0 - 705, which is natt's latest a/v sync hack version you can find in the Dolphin forums. I have tested it on other versions and it would not sync correctly.
For some weird reason, SSBM does not sync correctly unless you have the same memory card data. I used a downloaded save from this link: [dead link removed] then import the gci file with Memory Card Manager under the Tools tab
Here are the Dolphin settings:
  • Direct3D9 for Graphics
  • Auto adjust window size on
  • Force 16:9 aspect ratio
  • Progressive Scan on
For enhancements:
  • Internal resolution x2 Native (Although it does work with x1)
  • Scaled EFB Copy on
Hacks:
  • Uncheck Fast Mipmaps, everything else is default.
Advanced:
  • Enable Progressive Scan (still works if unchecked)
  • widescreen hack on (I used this in order to upload HD to youtube, it is not necessary)
DSP LLE should be used in the Audio section
  • in the General Tab, Enable Dual Core and Idle Skipping should both be off.
This runs main goal was to complete Adventure Mode on Very Hard relatively fast without taking any damage. I also wanted to show off combos that are very hard if not impossible to pull off in real time. I wanted to be a little more creative than using the same move over and over again. I varied some moves to make the movie a little more interesting.
Let me know if you have any problems with the movie, because Dolphin is very temperamental and can desync due to the littlest detail. Also, here is the youtube link: http://www.youtube.com/watch?v=9QmBRDxLqrc

Nahoc: Judging...

RachelB
She/Her
Player (127)
Joined: 12/3/2011
Posts: 1579
^ I take it that is why. It might be something that changes/messes up otherwise.. Afterall even if some GC TAS's are possible, dolphin is very desyncable as an emulator, not saying that that's a reason he didn't start from power on or anything... Just saying why I can understand the reason for the whole provided save file thing.
Er, no it's not. Dolphin syncs perfectly for just about every gc game (mario sunshine is the only one i know for sure has ever desynced at all since nitsuja fixed save states). I doubt whatever his problems with the save file was was anything more than just not making sure it was exactly the same file every time he played his movie back (this game is constantly saving). Dolphin makes no attempt to verify that save data is the same.
But yet... You could have just made the run without a memory card present or does it not sync from power on gamerfreak?
This movie was recorded from power on.
Also I may just be confused on this but why does the submission say the movie is 10 minutes 21 seconds but the encode has the last input at 10 minutes 32 seconds?
It actually looks like 43,962 frames (12:12.7). The problem is that there are two counts recorded by dolphin. One is how many times the controller is polled (60 times per second for gc games, even if they run at 30 fps), the other is vertical interrupts. Tasvideos uses the latter number to calculate length, but for gc games the former is a more accurate measurement. I assume the reason the video is shorter is because he played through the credits, but cut that from the video, but since i can't get it to sync, i can't say for sure.
Editor, Experienced player (608)
Joined: 11/8/2010
Posts: 4012
Torn338 wrote:
Afterall even if some GC TAS's are possible, dolphin is very desyncable as an emulator
Don't accuse an emulator of being unstable based on how it handles one game out of hundreds. This is one of very few games that still desyncs in Dolphin; almost all other GC games are completely desync-proof. The emulator is very reliable, and I wish people would understand that there's nothing stopping long GC game runs from being submitted except for the large amount of time it takes to make and optimize them (the run of Majora's Mask took over a year to come out too, but that doesn't mean Mupen was the problem).
Sir_VG
He/Him
Player (39)
Joined: 10/9/2004
Posts: 1911
Location: Floating Tower
I'll say I was amused. My only complaint is that you Showed the building Your Moves, rather then the audience. :P
Taking over the world, one game at a time. Currently TASing: Nothing
Editor, Expert player (2316)
Joined: 5/15/2007
Posts: 3856
Location: Germany
I think any kind of mode runthrough is a terrible choice for a TAS speedrun that's to be published on this site / or in the very least, you will have a hard time making it look interesting. I already disliked the old SSB64 run for the same reason. Basicly, the games have that much more potential if you just choose to use 2 or more players. There is so much more crazy stuff you can do that way compared to a runthrough where you only run around and semi-quick kill CPUs. http://www.youtube.com/watch?v=lXCLNnj8OBY Also, I think semi-quick event match completion sounds like a bad idea as well for the same reason stated above. You could try getting all the TAS WRs in one video but that's gonna be way too tough and will require a LOT (and I mean a LOT) of level retries to get the desired RNG. HRC and BTT are less stupid in that regard; my point is, it will probably for the better to list separate videos for each character and that's what I already have done. http://tasvideos.org/Mugg/SSBM.html
Joined: 5/19/2010
Posts: 259
Location: California
I like this TAS, but I recognize that the general viewing audience (non-Melee enthusiasts) as well as Melee enthusiasts may find this to be a bit repetitive and/or underwhelming. You showed us your moves, but alas, it was not judged to be FALCONNNNNNNNNNNN PU-blishable.
#3201
Editor, Experienced player (608)
Joined: 11/8/2010
Posts: 4012
sameasusual wrote:
You showed us your moves, but alas, it was not judged to be FALCONNNNNNNNNNNN PU-blishable.
Lol, good one. I guess since the run is made for entertainment, it would have to be published as a moon or not at all. And judging by the audience response, it probably won't be published.