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Joined: 4/29/2005
Posts: 1212
I personally think that a 100% TAS would be more entertaining, seeing as how there is already a any% on SDA. Maybe a 100% TAS would get a SDA runner to try it too. But. I will settle for either. :3
Joined: 4/29/2005
Posts: 1212
I am just checking for any progress. Since I am highly interested in seeing this TAS done. :3
Joined: 12/10/2007
Posts: 260
Location: Oregon
Edited by request.
Experienced player (822)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
You're also not allowed to request ROMs here. It is explicitly stated in the rules, and your post will probably be edited by a mod (if you don't edit it yourself first), to avoid legality issues. http://tasvideos.org/ForumRules.html#ToStayLegal By the way, what the hell is an internet advisor?
Living Well Is The Best Revenge My Personal Page
Joined: 12/10/2007
Posts: 260
Location: Oregon
Sorry i didn't read the rules, did now, and edited post. I meant provider not adviser, sorry.
Joined: 7/18/2007
Posts: 109
there are visual problems with paper mario, there is a lot of blinking screen, i don't know if it is like that for somebody else, but i'd like to know if somebody has that problem
Joined: 4/29/2005
Posts: 1212
I have that same problem. But it doesn't really take away from the game, no matter how annoying that glitching is. :3
Joined: 3/6/2006
Posts: 15
Location: Santa Maria, RS, Brazil
Is there any way to get rid of the flickering? If not, how would a good-quality avi be generated for a run?
N._Harmonik
She/Her
Joined: 8/27/2006
Posts: 502
Location: Canada
I don't see why we shouldn't allow a video of a run that flickers a lot...unless it causes seizures. Otherwise, it couldn't be worse than The Legend of Zelda: Majora's Mask; the fairy regularly became a different colour and that whole flashback sequence with Zelda was whited out.
Why, oh, why do I even <i>try</i> to understand my own species?
Banned User, Former player
Joined: 12/23/2004
Posts: 1850
The difference between Majora's Mask is that the occasional fairy-color problem is not something most people would notice and is not annoying. Even the whiteout period isn't annoying; it just fails to appear and only lasts one time for less than half a minute. From what I have heard, Paper Mario's problems are far greater and annoying.
Perma-banned
N._Harmonik
She/Her
Joined: 8/27/2006
Posts: 502
Location: Canada
I'd sure like to see a video that demonstrates these problems.
Why, oh, why do I even <i>try</i> to understand my own species?
Joined: 12/10/2007
Posts: 260
Location: Oregon
Once i get a working rom from my friend and once i play through it again (havn't played though in 3 years) ill atempt a TAS of this game.
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
Paper Mario isn't emulated correctly, there's no point in making a run.
Joined: 12/10/2007
Posts: 260
Location: Oregon
Any reasons why with mupen it does this? Because on my xbox emu it runs fine (little flash every 5 minutes or so) using the same rom.
Joined: 12/3/2006
Posts: 131
Location: Seattle
I know there is a lot of flickering with Jabo but I think there are other video plugins that work fairly well with Paper Mario.
Joined: 12/10/2007
Posts: 260
Location: Oregon
I think ill do some internet searching, because id love to start my tasing career off with this game.
Joined: 10/3/2005
Posts: 1332
I... sort of... got it working. It flickers in fullscreen mode, and has problems in certain scenes in either mode. These might be fixable if you do some trial and error with the "frame update" and "n64 frame buffer" options, along with switching between Jabo's and hacktarux's RSP plugins. Use antids-mupen and rice 6.1.4 (or 6.1.1; it probably doesn't matter) with these relevant options: *Frame update at the first CI change *N64 frame buffer Write back and reload *Rendering to texture: basic render-to-texture *primary depth hack & near plane z hack should be checked. Some of the render to texture options freeze the game when Bowser's megazord thingy flies out of the ground. AVI recording shouldn't be a problem if the kinks get worked out and this actually gets to the publication stage.
Joined: 2/14/2007
Posts: 127
If it helps, the game looks pretty much perfect in my setup. See if you can get it to work on re-recording Mupen. emulator: 1964 ver 0.9.9 video plugin: Glide64 Wonder Plus video card: Voodoo III OS: Windows 98 S/E The only graphical problems are the pause menu (brief glitches when you change categories -- e.g. badges to map) and the usual pause when you hit start during gameplay. Also, the characters aren't shaded in dark areas, but you still get the cool "shadow effect" when near a point of light like a candle. Granted, Glide64 is designed for Voodoo cards like mine, but it comes with a wrapper that lets it work with any card (at the cost of a lot of speed). But if my 450 MHz computer can run the game at near 100% without sound (most of the time -- it slows to a crawl at Sushie's Tidal Wave, although the move itself looks perfect), then a modern computer can handle the slow-down that comes with the wrapper.
Joined: 12/10/2007
Posts: 260
Location: Oregon
Well got it to run on mupen guys. On my Nvida Geforce video card the direct64 v0.5 ALPHA runs it perfectly (well almost). There is no more flashing (i mean it, none) but around mario and every character there is a black or brown box, but ill take that over flashing anyday. Here is an avi of me running it (to download scroll down and click on free, then wait for it to start):http://rapidshare.com/files/86135587/paper_mario.avi.html
Editor, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Not bad at all. I think that's incredible quality, compared to everything described in the rest of the topic. If you plan on running it, I say go ahead if the emulation in the whole game matches that .avi.
Homepage ☣ Retired
Skilled player (1090)
Joined: 8/26/2006
Posts: 1139
Location: United Kingdom
The backgrounds were fine, but the black boxes are really ugly. That emulation error is far too great in my opinion. I suggest you wait until a setup that fixes this has been found before starting your run.
Joined: 10/3/2005
Posts: 1332
Floogal wrote:
Granted, Glide64 is designed for Voodoo cards like mine, but it comes with a wrapper that lets it work with any card (at the cost of a lot of speed). But if my 450 MHz computer can run the game at near 100% without sound (most of the time -- it slows to a crawl at Sushie's Tidal Wave, although the move itself looks perfect), then a modern computer can handle the slow-down that comes with the wrapper.
The fact that you were using a different emulator aside, that sounds promising. I have the wrapper, but haven't been able to configure it properly. I hope someone else is willing to test it, if no one has already done so. Linky.
Joined: 11/1/2007
Posts: 100
This helped for me. Anyone else wanna confirm? EDIT: I also tested it using the Hacktarux wrapper linked above, and it seems to work ok.
Joined: 12/10/2007
Posts: 260
Location: Oregon
Nvm guys, running rice video 6.1.4 i was able to make it look like it does on the n64.
Joined: 12/10/2007
Posts: 260
Location: Oregon
Im begining (pardon my spelling) a playthrough so i can write a guide out for the fastest way, since i dont remember much of the game because i havn't played it in 3 years. A few questions: 1. Is it worth getting the fire flower at the start of the game? 2. Is it worth getting the sleepy sheep at the start of the game? 3. Are star peices worth the time? 4. Is the hammer throwing badge worth the time? It also seems that save states dont work randomly, causing me to reset the rom and loading a different save state. If i made a run and it did this my movie would be screwed.
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