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Desynchs for me with about .5 seconds left in the level, so it doesn't quite get cleared. I think this is a known Mupen problem (cutting off the last few frames of input), but I don't know the specifics. Otherwise, looked very good (glad you got the key crate blown earlier) and all the headshots were fun Oh, and glN64 doesn't work at all for me (it just produces a black screen), but jabo 1.6 is picking up the slack nicely.
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I recall Mukki's Gex 64 had similar problems where he had to end his movie. So something to remember. I tried ending input so that the "area cleared" stats would show. I was disappointed that some drones, no matter which frames I shot, wouldn't get a head shot on first try, which is why I had to shoot them 2 or 3 times. But many rapid shots like I did with a few of them would make their head pop off, so that's fortunate. And the machine gun does a great job, if most of the bullets connect of acheiving that. Only question is whether or not if I snipe a drone from far away whether it'll make them take a long time to die or not, from my 1 controler .m64 I actually turned around and sniped a drone in one area, and his head went clear off, so I dunno. Edit: using interpreter makes it desynch, after I shoot the flying drones. so that's no good. switching it back to decompiler made it not desynch, so that's what I'll be using. Does that mean that anyone who sets their mupen to interpreter is going to have it desynch as well?
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mmbossman wrote:
I think this is a known Mupen problem (cutting off the last few frames of input), but I don't know the specifics
I believe this is the easiest way for you stop that from happening:
I wrote:
save and load a savestate on the last frame of recording your movie, before stopping the movie
comicalflop wrote:
using interpreter makes it desynch
Did you record it with interpreter on? Like DeHackEd said, you have to start over to use interpreter mode. If anything you should get less desyncs when you use it.
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I actually did not receive any desynchs while making it without interpreter. But, IF (and only IF) it really will make the AVI easiest to make (i.e. without it the AVI quality will be terrible/unable to be made) then I guess, despite the great progress I made that I'll redo again. But I really do not want to have to redo again, this is a lot of work. and it took me all day today to have gotten this far... although I have all of tomorrow and plenty of time for the next few days. Edit: ok, here's a .m64 using interpreter. I noticed that the intro ran much slower for me, and that in general the FPS was lower. I don't think that, for me vieweing on the emulator that it would look good. The gameplay would definetly suffer on my part, going in frame advance it'll seem a little choppy and reviewing it in real time I don't know how it'd turn out. Could you make an AVI of that and see how the intro turns out?
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That video didn't play correctly at all... failed to start game from the title screen with Juno running in the circle. Mupen64 hates me... Let me try fiddling with it.. I might have other options.
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Alright. In order to make progress resume (since this is a long project, and every day working on it counts) is it alright if I continue working on the current WIP that I have? Edit: The AVI has the intro run slowly because the FPS during that segment is incredibly high I'm guessing. However, for gameplay and during cutscenes it runs extremely fine (because those both ran at FPS or 40-60), so if under the recompiler that I used it starts to work that's what I'm sticking with, the slow intro can be ignored because the gameplay and cutscenes were perfect.
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Yeah I see what you mean... So interpreter makes it desynch? I'll just stick to what I have with the decompiler and keep going. No sense in another restart if it wouldn't work.
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No, I attached the input for your benefit. You don't press buttons at the right time, and I don't mean 1-2 frame error. This M64 doesn't desync for you?
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oh. the .m64 with interpreter doesn't desynch for me when I replay it on my mupen, but when I replay it it runs incredibly slowly on my computer. I dunno, I'm a little confused, I'm just going to keep going with the .m64 that I have with the recompiler, is that ok?
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That's about what I got! A bunch of ones....
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
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That .m64 using interpreter (jetforcegemini-comicalflopv2.m64) does not desynch for me. It selects the start screen, then selects z as the name, and goes to the intro. did you delete the .fla file? do you have right settings etc. etc. that stuff? are you using my current .m64 (jetforcegemini-comicalflop2controller.m64) because that's the one I'm working on. Speaking of which: latest WIP (the current one, 2 controller decompiler) thoughts?
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Looking good, especially liked the rockets being fired at you while you're opening up the machine gun chest. Something small that probably isn't worth much thought (but it just occured to me) was the bridge at the end of the first area. You run all the way around to cross it. Why not just cut the corner with a jump? Or is Juno's jump not much at gaining distance?
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Juno's jump is not much at gaining distance. But in that scenario I could probably save about, say, 10 frames, not worth it IMO. In general jumping makes you lose a little bit of momentum. You'll notice I jump around that big guy with the rockets, but I did that because at that angle he blocks my way. I also take that shot into the wall to get past him without slowing down at all, which you can see in frame advance, without shooting he'd drop to 1/2 speed in one frame. The machine gun to trigger the door segement was difficult, it was pure luck that at time that I started shooting I could enter the door just as it was opening. That was a tricky shot. I'm curious as to how aiming at aerial units will work with the machine gun- I'm hoping I can direct the recoil to directly aim the next shot at the next enemy, but maybe that's wishful thinking. Gotta finish a few more rooms before I get to see. Currently I'm at the second ruins, and it's tough because the ants that you have to kill to trigger the door don't seem to have the "one shot head-shot" so I have to make extra shots, with the machine gun and pistol, to ghost 'em. And There's two that I missed initially, and I have to make sure to get them all. But with planning I think I ghosted em all so far, so as long as I keep firing at a drone until the exact frame to stop it's "overkill" and they ghost. I truly hope the one shot headshot can kill later drones needed for trigger doors. Thank god explosionss do that for big enemies. Edit: phew just finished those ruins. the route looks a little weird, but I saved mucho time. It was tricky, because two of the drones were hiding. One I had to aim and shoot at with the machine gun, then switch and snipe the sniper, save the tribal, then strafe around the structure to get another hiding drone. marshmallow was right in that they hide sometimes in weird places. (an overscreen map with enemy/you positions would do wonders for this game.) It was a taste of some of the levels to come where I need to trigger doors, but those'll usually be more squarish and I'll have better weapons. Currently roughly 1 minute 34 seconds ahead of the SDA run. Tool assistance does wonders to this game. Just three more areas to go, and then Goldwood (not Goldenwood as I miscalled it) will be done. Thank god. Oh, another thing: when strafing I face a weird angle, so when I switch to aiming I have to turn around a lot to face fowards. That happens three times in this area. In the future I'll try to find a way around this. (possibly normal walk with C-buttons while aiming?) I don't lose too much time when doing this, but it's something to remember for the future. And strafe running is proven to be faster- in the exit doorway, I tested running and straferunning, and saved 8 frames in a small distance with strafing. So that'll accumalate over time nicely, but will make some shots difficult. Here's a WIP for anyone interested: Goldwood WIP second ruins cleared, 3 rooms to go Savestate if anyone wants to review it while I'm sleeping in that'd be nice, if anyone finds major flaws before I finish the last 3 areas let me know. (I'm hoping it's flawless so that it'd be unnescessary. me and restarting do not equate very well. Blame DKC2 102% v1-7.)
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I figured out what was wrong with my system. The second player wasn't loading under the plugin, so 1P was going limp every other frame since nothing was pressed on the 2P controller... Now to figure out how to fix the dynamic recompiler. Edit: So I guess it's too late with the interpreter... Edit 2: When talking to a character, they need to move to the correct location. You might want to drop yourself into position so they don't need to wander to the right spot. The guy with the red key is one obvious example. Does it help?
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yeah it's too late with the interpreter, I'm a little too far ahead to restart again. Hope that's ok and that you can get it to work, but interpreter was giving me some graphic problems as well and would've been more taxing on my computer. about the red key guy... the loading point that makes him start to walk towards you is huge. he has a wide radius, so at the time I figured trying to be closer to him by jumping and landing next to him is trivial, because I have to walk the opposite direction anyways. And I tested it, and they take the same amount of time to reposition themsleves to talk to you, no matter your location. If you're right next to them by jumping, they'll walk away a distance and take the same amount of time to wait before talking.
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Great news! Goldwood is done!! wow that took a while and a lot of effort. phew. Starting on SS Anubis tonight. Hopefully some rooms can be done WAY faster than SDA, already studying how each room is done, planning strategies. it's here when Marshmallow's mistakes start losing time. However, the truly faster speed will come in Tawfret and afterwards, when more explosive weapons and Floyd becomes accesible.
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Mission accomplished.. There's still some work to be done, but I have a better idea of what my objective is now. This AVI was constructed with the hq2x scaler, for no particular reason other than to try it. Known emulation bugs: the life force door icons don't turn green, and fog is disabled and it was too much effort to turn it on and rerender (if it works).
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wow. great job, I'll download it and take a look. I think the lack of the door turning green and the fog is a respectable loss. Edit: AVI is beautiful. I'm currently on the second room of SS Anubis. Man, those big rooms where you need to kill certain number of drones is very tough, but the end result is very fast. I had to redo that room 3-4 times to get rid of missed shots, snipe one drone earlier, and pick up some ammo on my machine gun that was beginning to run low. Until the rockets in Tawfret are obtained it's going to be tough to conserve machine gun ammo/use sparingly (I use the plasma pistol for sniping, and machine gun for killing, because while inaccurate it's a faster killer, especially for the drones that need to be killed because they take more hits.), and while SS Anubis is slow progress it's good stuff. This is gonna be a great level I can tell.
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Greetings, I'll preface by saying that I'm glad to see this game getting run. JFG is one of my favorite N64 games. Especially memorable is the nearly perfect sploosh/splat sound the game had whenever an ant exploded and its guts sprayed on the ground. I don't remember routes well enough to help with that. a couple things though, regarding rocket jumping, I don't believe it is possible. I spent of lot of time playing around with this game years ago and that including firing entire inventories of ammo for every gun everywhere that I could think of. I don't think any of the explosives, or any explosions in the game, alter your velocity at all. If they do it is negligible. This is after firing every explosive directly at my feet, falling into explosions etc. I don't believe "enemy boosts" are possible either, either from direct contact or by being shot. Floyd is immensely powerful, and unlike the normal guns, are only limited to how fast you can mash the fire button (AFAIK). I can only imagine how ridiculous tool assisted Floyd usage would look like. Some bosses have multiple areas that can be attacked and destroyed separately so those will definitely be faster. If possible I think it would be neat to see some gem play-around. gems bounce around after being shot and can be shot multiple times before hitting the ground and if you can mess around with that without losing time I think that would be fun to watch. I'm fairly certain i have the guide to this game at home. I'll be going home tomorrow so I can check. at the very least, I distinctly remember reading the guide, and I can only imagine that being the case If I had owned it. If so I can definitely scan and post anything that might be useful. I might be able to say some more after going back and actually playing the game again. this is my first post here, though I've been browsing around for a bit, and have downloaded and watched a good portion of the runs on the site. The idea of tool assistance is intriguing to me because it seems to reduce game-playing to problem solving and optimization, which are both interesting to me as a student studying computer science.
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I'd like to be the first to welcome you to these great forums, and in particular I'm pleased that you've chosen my run as the first one to watch/contribute to. Rocket jumping not working... meh that's ok. Lupus can fly anyways, and everyone gets jetpacks later on. Although, if rocket jumping worked it could've saved 2 minutes in one room alone, for example. Question about the jetpacks... you stand on a pad and it fuels up, does that fuel retain from room to room? That'd save a LOT of time as well if it did, as refueling a full pack would save WAY more time than the time watsed waiting for it to fully fill i.e. there's a lot of high places to reach in different rooms that's near a fuel pad. (example: in Eschebone, inside the brain of that giant slug thing. You have to reach the top, and close by that huge room there's a fuel pad.) enemy contact is bad, in that it can stop my strafe running for one frame. However, there is luck manipulation to some degree base don which frame I shoot into emtpy space, as evident in getting the machine gun. (saved 2 frames by shooting the wall just as I pass the big guy.) Floyd both makes me giddy and makes me nervous. I'm beginning to imagine the possiblities, for entertainment (Twisted Eye: spelling words? how?), doubling killing speed and for helping kill enemies for goals (similar to using tails in the sonic 2+3 runs to activate triggers before sonic gets there) however it is going to be really daunting to be controlling two characters in 3-D, with the huge myriad of possiblilites of multitasking by shooting different enemies with two characters, etc. etc. etc.... very scary. As of now I'm playing around by giving headshots to passing drones. But the gems can be shot too, in fact it's essential for one of the ship parts to shoot the gems INTO a tank device. Gawd, that's gonna take a few days on its own to do that segment. Arcadic also said he has the guide, but that's good that you have it too (because he said he's sometimes away for long periods of time). If you can scan images, that'd be soooo cool, especially maps (wink wink) Tool Assistance does not merely reduce it down to problem solving and optimization, there is also a lot of creative inginuity that goes into it. But TASes have completed dominated over normal real time playing for me, the ratio of TASing vs. real time playing is way imbalanced. If you thought GoldWood was fast, SS Anubis is sure to please. Since the level is actually shorter, I'm not going to release a WIP until I'm done, but it won't be disappointing :P
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Spelling Words: Watch the most recent Gradius run and you'll see what I mean, you can do this as well in this run (and change "Eat at Joe's" to "Eat at Juno's"...or something) Jetpaks: Sorry, they're for only the current room you're in. Rocket Jumping: Damage doesn't change your movements at all. I forget, though, can enemies push you around? If so, you can get some timesavers out of that, though slight, and at the expense of health. Unless you can really get an improvement out of it, it probably wouldn't be worth it. Cutting corners should be done, jumping included, but you don't need to start that part over just for this. You're making great progress already! Speaking of which, I'm going to watch your most recent WIP now. Huge poweroutages all over the northwest and the aftermath have kept me off the internet for a couple days so I'm behind everywhere hehe
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Gradius style hm... that's 2-D, and he had macro programs to help him out. I don't think I have such programs, and it's 3D, so it'd be very tricky and make it much harder for me to do. It'd be fun if I could do it easily though. I'm going to play around for many days straight with Floyd, that's one of the things I'll toy with. Jetpack fuel don't transfer room to room? damn, there goes a potential 10 cumalative mintues saved. I've noticed that enemy contact doesn't do anything too beneficial. So I think that it can't be used to speed things up (like in Super Metroid.) However, damage can be ignored to increase time, by aiming at enemies/bosses and keep firing. However, rocket explosions make Juno stop slightly, but normal fire doesn't as much. I tried my best to cut corners, but I guess not enough with jumping (and somehow I exit through one door and slide against the wall, wasting about 1/4 of a second. That wasn't supposed to happen, I don't know how that was included. Oopsie.) I'll try from now on to make sure 100% corners are rounded (I personally only found one spot where a corner wasn't rounded perfectly by 1 frame, right after collecting the red key), more straight lines to destinations, and to really make sure the fastest possible method is done (for route and execution).
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I didn't mean to have the damage boost you, I meant to have them physically push you around with their bodies, or by like jumping onto them and sliding off to get a slight boost, but again it's a silly idea. The Gradius-writing thing is actually for when you're zoomed in with R and aiming with Floyd, so it's 2D, and it'll be more easily and accurately done here through that TAS input plugin, you'll just have to remember that there's a good two, three frames of lag between what you do and what actually happens.
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Sorry if I made it sound like I thought tool assists made gameplaying a mechanical thing. I know thats certainly not the case. back home and played around on the N64 a bit. jet pack fuel dissapears when switching rooms, as mentioned. I think the writing would be neat also. when you hold R and move with the C buttons, you can use the analog stick to aim around without changing your movement (within a certain range). It could happen there I believe. its slower moving that way than strafewalking though so it would depend on the situation. on a more useful note, how's this? I don't think I can properly describe how impossible it was to find. Anyways, it does have maps, in a simplified 3/4 view format with tribal locations, weapon, ammo etc marked. there spread out between the text and stuff so I can cut and edit them together to make it more logical (and take up less space)
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