Posts for CoolKirby

Editor, Experienced Forum User, Published Author, Experienced player (609)
Joined: 11/8/2010
Posts: 4012
It looks like all the addresses for Bobby is Going Home are at Address Set 48, so at least that one's safe. Ohhh, that's right. I think one of those TTYD entries was a mistake by me before realizing that the .wch files were only for BizHawk (and Dolphin can't load them anyway). The other one was either from one of my teammates or another mistake by me. It would be nice if the name and system could be changed so the whole address wouldn't have to be deleted if someone made a mistake.
Editor, Experienced Forum User, Published Author, Experienced player (609)
Joined: 11/8/2010
Posts: 4012
It looks like only entries 1, 2, 19, 46, and 47 were deleted. I'm guessing 1 and 2 were test lists (perhaps duplicates of the first entry, Super Mario Bros. 3) and the other three were probably mistakes. I don't think you need to worry about it.
Editor, Experienced Forum User, Published Author, Experienced player (609)
Joined: 11/8/2010
Posts: 4012
I think he means that the loading zone isn't there for most open paths beyond closed doors or fences until you unlock the door or raise the gate (like the Twilight Town fence).
Editor, Experienced Forum User, Published Author, Experienced player (609)
Joined: 11/8/2010
Posts: 4012
The Puni glitch didn't seem to be fixed for me, at least in Direct3D mode (the new OpenGL won't work on my computer). Try this save right after the Chapter 2 Bowser intermission (where all the Punies are seeing Mario off outside the Great Tree) and see if it's fixed for you.
Editor, Experienced Forum User, Published Author, Experienced player (609)
Joined: 11/8/2010
Posts: 4012
I don't see anything wrong with using 3.5. Any 3.5 revision that syncs the latest version of your run should be a good build to TAS on (all have TAS input, supposedly desync-proof savestates, etc). I'm most familiar with 3.5-1729, which has the added benefit of corresponding with an existing A/V sync Dolphin build, but I'm not sure if your run will sync on a 3.5 revision that new.
Editor, Experienced Forum User, Published Author, Experienced player (609)
Joined: 11/8/2010
Posts: 4012
You are awesome. Thank you for finding these!
Editor, Experienced Forum User, Published Author, Experienced player (609)
Joined: 11/8/2010
Posts: 4012
I don't think the elevator cutscenes will trigger unless the Elevator Key is used. Also, thanks for letting me know about that emulation fix, but unfortunately it only fixes some effects in Super Paper Mario. The Punies' graphics are still messed up:
Editor, Experienced Forum User, Published Author, Experienced player (609)
Joined: 11/8/2010
Posts: 4012
Oh my gosh, thank you! :D And you can re-enter that room and open the chest and everything?
Editor, Experienced Forum User, Published Author, Experienced player (609)
Joined: 11/8/2010
Posts: 4012
That Mushroom Cup was worth the wait. Way to go, Weatherton! Here's hoping the other cups won't be as hard to make (since the routes are already figured out for those).
Editor, Experienced Forum User, Published Author, Experienced player (609)
Joined: 11/8/2010
Posts: 4012
I'm sorry. :/ Is it possible you could switch to a (possibly newer) revision that's compatible with an existing A/V sync build? It doesn't seem like anyone's filling requests to create A/V sync revisions for the members anymore.
Editor, Experienced Forum User, Published Author, Experienced player (609)
Joined: 11/8/2010
Posts: 4012
I briefly tested playing back a 3.0-735 movie on this old A/V sync build from April 2012, and it appeared to sync perfectly. It's also 64-bit. Try that and see if it works for you.
Editor, Experienced Forum User, Published Author, Experienced player (609)
Joined: 11/8/2010
Posts: 4012
I found this quite enjoyable. There were definitely a lot of little optimizations and times that I could tell you were performing a precise trick (like the platform zips). Your commentary was also interesting and even funny at times. I feel I was entertained enough to give this a Yes vote. Good job!
Editor, Experienced Forum User, Published Author, Experienced player (609)
Joined: 11/8/2010
Posts: 4012
Lol, it was not. Thanks for catching that.
Editor, Experienced Forum User, Published Author, Experienced player (609)
Joined: 11/8/2010
Posts: 4012
I think that's a good idea. The way this game lags, I'd be surprised if you were able to save any time with an improvement that early on.
Editor, Experienced Forum User, Published Author, Experienced player (609)
Joined: 11/8/2010
Posts: 4012
Right, that's why I said that. I guess I should've quoted that part.
Editor, Experienced Forum User, Published Author, Experienced player (609)
Joined: 11/8/2010
Posts: 4012
Natt, I'm not sure how long of a movie you tested the a/v sync hack with, so I figured I'd let you know that when dspdump2.wav reaches a file size of 2 GB, it successfully splits and the audio continues dumping into dspdump3.wav without any break in audio. If you're curious, the TTYD encode reached that point at about 4 hours, 12 minutes.
Editor, Experienced Forum User, Published Author, Experienced player (609)
Joined: 11/8/2010
Posts: 4012
That would be perfectly acceptable according to the Movie Rules:
However, there are certain games with unlockable modes, second quests, or other things of interest that can only be accessed if a save file (or an otherwise "dirty" SRAM) is present. If you really wish to submit a movie made on such a mode, you will need a verification movie made and provided alongside it. Any input file that starts from power-on (for example, a previously submitted movie for that game) and creates the exact circumstances for your submission to sync will generally do.
I'm sure it's much more entertaining to use Funky Kong than any other character, so I don't see why it would be disallowed in this case. I hope a Wii Remote TAS Input gets done soon too so you can start working on this.
Editor, Experienced Forum User, Published Author, Experienced player (609)
Joined: 11/8/2010
Posts: 4012
I love her videos. I'm glad you posted this, I would recommend her as well.
Editor, Experienced Forum User, Published Author, Experienced player (609)
Joined: 11/8/2010
Posts: 4012
While it showcases some really cool and impressive things that can be done with the game engine, Kirby Puresabe is unfinished, so I don't think you can make a publishable TAS out of it. As for Antarctic Adventure, there is already a published run of the MSX version, but you're free to try and improve it. Kiwi Kraze as well.
Editor, Experienced Forum User, Published Author, Experienced player (609)
Joined: 11/8/2010
Posts: 4012
That was really fun to watch! Thanks for encoding it for us. I think you should go for best ending too. It would only add to the impressiveness of the run to take on an additional stage at this difficulty.
Editor, Experienced Forum User, Published Author, Experienced player (609)
Joined: 11/8/2010
Posts: 4012
I also think it should be obsoleted by the new run. It's not entertaining enough for Moons or Stars and it doesn't fit the criteria for the Vault. The only place it could belong is in an obsoletion chain.
Editor, Experienced Forum User, Published Author, Experienced player (609)
Joined: 11/8/2010
Posts: 4012
I also really like Bloobiebla's suggested screenshot.
Editor, Experienced Forum User, Published Author, Experienced player (609)
Joined: 11/8/2010
Posts: 4012
It's a good idea, but we tried that first. The loading zone has tall invisible walls on all three sides, preventing us from seamwalking around the log. I also attempted to Yoshi hover over it from a small rock and jump on it in paper mode (you can hop up slopes in paper mode, like the wooden wheel in Chapter 8). Unfortunately, the log seems to have one big, tall hitbox/wall (with extensions for the twigs) that doesn't have slopes like the log's actual geometry does. It might be more useful to look into ways of getting into the storeroom without the key (though I don't know how likely this is).
Editor, Experienced Forum User, Published Author, Experienced player (609)
Joined: 11/8/2010
Posts: 4012
No, unfortunately there are no force swaps for Koops in any of the cutscenes up until the end of Chapter 4 (when you get him back). Once you switch to Flurrie in Chapter 2 to reveal the Great Tree's secret entrance, you won't be able to switch to or use Koops until you get him back after beating Doopliss. That's why we would have to find another way to get the key other than using Koops's ability.
Editor, Experienced Forum User, Published Author, Experienced player (609)
Joined: 11/8/2010
Posts: 4012
Well, since you would say no to him when he asks to join your party, you would skip the "Koops's Abilities: A Primer" cutscene and delay the Koopie Koo cutscene until the next time you leave Petalburg (which is at the end of the Chapter after you get the Crystal Star). This alone would save about 35 seconds. Since you can't switch to any other character after encountering "Koops's father's bones", you can't Goombella buffer in Hooktail Castle. However, you can use Cronikeys' Staircase Flip Skip to get to the next room instead, which is only 20 frames slower. So overall, it would still save about 35 seconds if we could get the key in Chapter 4 without him.