Posts for Weatherton

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Joined: 10/23/2004
Posts: 706
Hello, I want to TAS GnarBike Trials, the SWF is available here: http://www.gnarlygames.org/GnarBikeTrials/ I'm not sure how to actually get that running in Hourglass though. Any tips? I assume I at least need to convert it to an executable. you can try the game at: http://www.gnarlygames.org/GnarBikeTrials/GnarBike%20Flash.html It doesn't seem to require a mouse at all. At one point, I was the world champion on the Android version :)
Current Project: - Mario Kart 64
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The glitch is so simple to execute (though I'm sure it takes many tries for an RTA) I'm not even sure it would get into the moons category if a run was submitted and published. I wonder what's really going on inside the game logic. I'm more curious about the reference to "glitched levels." Is it possible to go to levels that are not otherwise accessible?
Current Project: - Mario Kart 64
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Also, I managed to successfully execute a theoretical improvement to my "Weathertenko" lap skip on Choco Mountain. This is a ~0.8 second improvement by setting up on the other side of the line. Unfortunately, for the three lap it's ~0.1 seconds slower than the standard setup (due to having to spend more time turning). So this won't be in the All Cups TAS but it seems doable in Time Trials so it does offer a possible improvement for the Time Trials flap: Link to video
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
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Posts: 706
I'm currently working on replacing the video. Part of Rainbow Road was flagged as being owned by Nintendo... Edit: Video successfully replaced.
Current Project: - Mario Kart 64
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Link to video Cup timings are as follows: 4'16"83 Power on to race finish Race Times: • DKJP: 15"34 (8"01, 3"77, 3"56) • YV: 28"73 (9"27, 9"73, 9"73) • BB: 45"10 (33"48, 6"57, 5"05) • RRd: 56"24 (29"74, 14"89, 11"88) • Total In-Game Time: 2'25"41
Current Project: - Mario Kart 64
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Posts: 706
Status update: Special Cup encode is coming this weekend. Just two races left in the Flower Cup.
Current Project: - Mario Kart 64
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Posts: 706
You guys are on both ends of the tabs spectrum. I can't imagine using only 3 tabs but I also can't imagine regularly (ever?) using over 500 tabs. I think 5 - 25 is a much more reasonable range.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
I would like to echo this request for an overclocking option, but for N64 core. This functionality is available in a special 1964 build and the results for some games is amazing (e.g. Goldeneye and Perfect Dark play at 60fps consistently). The build I'm referring to is available at: http://www.emucr.com/2011/02/1964-ultrafast-v3.html
Current Project: - Mario Kart 64
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Thanks feos! I'm new to TAStudio so I don't want to call something a bug if I'm not sure of the intended functionality. I've also received a couple error associated with running out of memory. Is there any guidance on the memory allocation sizes?
Current Project: - Mario Kart 64
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Hi Samsara. Thanks for the tip. Unfortunately loading a branch still pauses the emulator in the interim build no matter what I try. I'm also not able to select the branch "0" slot by using the "Select State 0" hotkey (but 1-9 work this way). Are these bugs?
Current Project: - Mario Kart 64
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Is it possible to load a branch state without the emulator pausing? I've got "Autopause at end of Move" unchecked but the emulator pauses whenever I load a branch state using either the GUI or a hotkey for "Quick Load." I'm running 1.11.6 on Windows 10 with the N64 core.
Current Project: - Mario Kart 64
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dragonbane wrote:
Second big issue is that the implementation isn't complete. For example there is an activation delay between buying an item on the shop and the GBA actually sending the command to the game to activate it. This is done so you can't for example heal yourself every 5 seconds. This is ignored on the custom build and you could use items much more often if you wanted creating situations that are unable to be re-produced on a real console. Now Trog tested every single tuner usage on a real console and paid close attention to make sure he arbitrarily respects the activation delay down to the frame and everything else. Thus everything the TAS actually does works 100% confirmed on a real console in the exact same way and time which can be easily proven as well.
Here's something to consider. Since the game receives GBA commands via the controller port, it's actually not necessary for the player to use a GBA to send the commands. The player could provide these commands through the controller port through other means (e.g. TASLink). We allow this for Super Mario World total control TAS. The game being TASed here is Wind Waker on GameCube. The GBA hardware is not strictly required from my perspective. Perhaps strict GBA emulation could be a separate branch though if this assumption really breaks things.
Current Project: - Mario Kart 64
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I figured I should add some updates in here. I've been streaming a decent amount lately. Here are some outcomes: I managed to recreate a spinout chomp cancel jump that had only been seen one or two times before. This will be somewhat useful if we can recreate it off of the cars in Toad's Turnpike (should be possible as they put you in the same state as the chomps). I personally had a substantially larger jump that seems that it must be the "feather jump" state that is still in memory. We're still researching how this may be possible as that could have more significant results (specifically, a lap skip on Toad's Turnpike): Link to video I tested out an item box dash zone / fake item box cancel jump and it works to give you additional height but you lose the boost that gives you the necessary distance to make this useful: Link to video I completed a version of a first lap on Banshee Boardwalk but it's not fast enough so I'm working on some other versions. The first version (noteworthy for going left in the bat house) is at: Link to video I've revived my Magikoopa project thanks to some new tools that are available. Thanks to mib_f8sm9c, I'm finally able to add my Magikoopa renders directly to the ROM. They are required to be 64x64 resolution (same as the original characters) and I see I need to do some tweaking of the model, but I'm still pretty happy about this :) Link to video
Current Project: - Mario Kart 64
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Hi, sorry for lack of updates / progress. I've been making some behind-the-scenes progress on my lua script and helping out with some hacking / patching of Mario Kart 64. I didn't have much time over the last several months but I hope to get some good progress shortly (ideally with some streaming, if you're interested).
Current Project: - Mario Kart 64
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It's a float and persists indefinitely. I'll try to upload a simplified script example.
Current Project: - Mario Kart 64
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Backwards long jumps work because there is no speed check on negative speed and blj is an effective way to build up increasingly and uncapped NEGATIVE speed.
Current Project: - Mario Kart 64
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I tried using event.onloadstate in the N64 core of 1.11.6 and although the function description says "Fires after a state is loaded." However, when using the function to read the value of a memory address, I'm receiving the last value for the memory address before the state was loaded.
Current Project: - Mario Kart 64
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Good lord man, I'm glad youtube supports 60fps. That was insanity ( ゚Д゚)
Current Project: - Mario Kart 64
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If it desyncs without the cheat, it should definitely not be published. That would mean the cheat modified game memory in ways that appear to matter. The only time I've seen positive support for a run that used a cheat was for F-Zero GX to get parts that cannot be obtained otherwise but are generally used by the speedrunning community.
Current Project: - Mario Kart 64
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Posts: 706
Holy moly. That was amazing!
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
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Posts: 706
Okay, both of those last two videos were absolutely amazing.
Current Project: - Mario Kart 64
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Wow, that draw distance is terrible! So the PAL N64 release also has the bug then? It seems a very simple ROM patch could fix it to allow 100% runs.
Current Project: - Mario Kart 64
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Tangent wrote:
I'd be really impressed if you figured out a way to 100% the game.
Is the trophy on Fat Bear Mountain not obtainable in any version of the game? There was a PAL N64 release as well as PlayStation release. I can't find any confirmation online that the glitch exists in all versions.
Current Project: - Mario Kart 64
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YES!
Current Project: - Mario Kart 64