Post subject: Rayman Origins
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We will run into that TAS me and Andzura, we are actually at getting the Wii Game, we will see if the DTM can sync, the only problem will be route planning, someone has tips or can extract the maps? Because planning the route would be hell nightmare
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
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Here a testrun I did. I'll see what andzura do. Link to video
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
Patashu
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There is an active topic for Rayman Origins on SDA, you could ask there if anyone is interested in giving routing advice for your TASing. https://forum.speeddemosarchive.com/post/rayman_origins_any_route_testing_on_xbox_360_and_wii_versions_108.html
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
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Thanks, already posted, my name is Rayman ^^
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
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Mmmh. So yeah, finally will do 100% cause Any% is boring since about 3/4 of speedrun is Rayman dieing so I will do a 100%
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
Patashu
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Or you could do any% deathless (assuming it would be entertaining enough to get moons of course ^^)
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
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Right. But I think I would do 100% because no route planning (well there is some but just for getting all lums without losing time)
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
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Mh. Deathless with using Speedrun route for lums could be finally better. (I'm getting all lums that the speedrun got in levels where he not dies, then I'll do the rest of levels that does not need that but without getting a lums) What you think?
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
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Sadly. Project will be given up. Dolphin is too desync friendly with this game :(
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
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Link to video I've done this! What you think?
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
Patashu
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Lookin' good!
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
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impressive for a Wii Game
keylie
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I modified Dolphin so that I could record inputs from each controller separately, by providing a "read-only" option per controller. Here is a test on Rayman Origins: Link to video
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How does the modification work? Also, does this sync on an unmodified dolphin build? This would make TASing co-op games much easier.
keylie
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I add four options "Read-only" for each controller. When the option is on, the emulator will read the inputs from the movie file. When it's off, it will read from the controller and write it in the movie file. You can see the modifications I made to the code here. I didn't test, but there is no reason it would not sync on an official build.
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keylie wrote:
I add four options "Read-only" for each controller. When the option is on, the emulator will read the inputs from the movie file. When it's off, it will read from the controller and write it in the movie file. You can see the modifications I made to the code here. I didn't test, but there is no reason it would not sync on an official build.
Nice! :) Have you tried doing a few levels in TAS? This game had huge desyncs at the time! There were also multiple times I didn't TASed this game along the desync: -RAM different per levels (small reason though) -very technical, multiple ways to get different results -routing -some glitches unexplored like the zipping one -coop potential
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
Fog
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keylie wrote:
I add four options "Read-only" for each controller. When the option is on, the emulator will read the inputs from the movie file. When it's off, it will read from the controller and write it in the movie file. You can see the modifications I made to the code here. I didn't test, but there is no reason it would not sync on an official build.
Would this also apply to Gamecube controller? Also, feel free to test this and possibly make a pull request for inclusion with Dolphin.
keylie
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Fog wrote:
Would this also apply to Gamecube controller?
Not right now, because I only bother implementing it for wiimotes, and GC controllers are handled in different functions. But GC is actually easier to modify than wiimotes, so it would not be a problem.
Fog wrote:
Also, feel free to test this and possibly make a pull request for inclusion with Dolphin.
Yes, I thought about that. There are still a few things to fix: - Movie endings: There are still bugs when you go over the movie end with partial read-only, but this shouldn't be hard to fix - Wiimote input lenght: as opposed to GC controllers, Wii controller inputs have variable length depending on what is plugged in. Currently I don't check for the length, I assume that the input length of a controller is constant in the entire movie. It would require a bit more coding to correclty handle this case - User interface: Some more work to do here, like detecting what is actually plugged in, probably using a sub-menu, translation, etc.
got4n wrote:
Have you tried doing a few levels in TAS? This game had huge desyncs at the time! There were also multiple times I didn't TASed this game along the desync: -RAM different per levels (small reason though) -very technical, multiple ways to get different results -routing -some glitches unexplored like the zipping one -coop potential
I only tested one level and didn't see any desync, so I assumed it was fine. I will do more testing then. RAM different per level is bad. I tested that addresses were constant over rebooting Dolphin, but didn't test other levels :( I saw your zip video, I will definitively investigate that. By the way, there is a rope glitch using the pause.
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keylie wrote:
Fog wrote:
Would this also apply to Gamecube controller?
Not right now, because I only bother implementing it for wiimotes, and GC controllers are handled in different functions. But GC is actually easier to modify than wiimotes, so it would not be a problem.
Fog wrote:
Also, feel free to test this and possibly make a pull request for inclusion with Dolphin.
Yes, I thought about that. There are still a few things to fix: - Movie endings: There are still bugs when you go over the movie end with partial read-only, but this shouldn't be hard to fix - Wiimote input lenght: as opposed to GC controllers, Wii controller inputs have variable length depending on what is plugged in. Currently I don't check for the length, I assume that the input length of a controller is constant in the entire movie. It would require a bit more coding to correclty handle this case - User interface: Some more work to do here, like detecting what is actually plugged in, probably using a sub-menu, translation, etc.
got4n wrote:
Have you tried doing a few levels in TAS? This game had huge desyncs at the time! There were also multiple times I didn't TASed this game along the desync: -RAM different per levels (small reason though) -very technical, multiple ways to get different results -routing -some glitches unexplored like the zipping one -coop potential
I only tested one level and didn't see any desync, so I assumed it was fine. I will do more testing then. RAM different per level is bad. I tested that addresses were constant over rebooting Dolphin, but didn't test other levels :( I saw your zip video, I will definitively investigate that. By the way, there is a rope glitch using the pause.
Yeah the desyncs were between level loadings iirc, like the autosaving was messing everything Yeah addresses are super constant over Dolphin if you use Cheat Engine / Memory Editor (via debug dolphin) because Dolphin has the same starting address, but I heard that the new windows 10 version was changing it :o For the zips, I know they work on multiple versions, I got it on Wii, PS Vita and PC, I haven't tried on the other versions though! Nice rope glitch! :o Also, I saw a zip which was used in the first level, after you get the punch power, you use a trampoline to see one enemy and a door, if you time your jump and punch perfectly, you'll break the door and enter at the top of it, and on next room, as the game keeps track of your Y height, the roof is a bit lower here, so you zip in the wall, but die just after!
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
keylie
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Here is the first stage: Link to video Couple of notes: - The fastest way to move in this game is to get punched in the air. Before I got the attack power, the way to get more speed is to stop running for a frame then press down, which will trigger a dive and increased speed - For a level transition to trigger, all characters must pass the door or be killed (in bubble form). However, they will keep their bubble form at the beginning of the next section. So I must choose which character must pass the door and which must suicide itself. - Balancing the lums between characters saves time at the end of the level when the lums are filled in the bottle. I didn't get perfect balance here, but I didn't loose any time collecting lums.
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You madman! This is looking great so far.
effort on the first draft means less effort on any draft thereafter - some loser
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Dude that is amazing. Are you going to do any more levels?
keylie
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I'm planning on doing the any% (50 electoons) category, if I can keep the motivation.
Zarmakuizz
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I love it!
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keylie wrote:
Here is the first stage: Link to video Couple of notes: - The fastest way to move in this game is to get punched in the air. Before I got the attack power, the way to get more speed is to stop running for a frame then press down, which will trigger a dive and increased speed - For a level transition to trigger, all characters must pass the door or be killed (in bubble form). However, they will keep their bubble form at the beginning of the next section. So I must choose which character must pass the door and which must suicide itself. - Balancing the lums between characters saves time at the end of the level when the lums are filled in the bottle. I didn't get perfect balance here, but I didn't loose any time collecting lums.
Haha nice! :) Also, I'm pretty sure there's a timesaver at the end of Lums counting, if you get a medaillon, iirc there's a single frame when you can press A to save 3 seconds, it's not shown in RTA because it's frame perfect, ensgmaster did it in his Speed Game run if I remember correctly! :D
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand