Post subject: Fighter's Destiny
Joined: 11/13/2006
Posts: 87
Location: California, USA
http://dehacked.2y.net/microstorage.php/info/4192/Fighter%27s%20Destiny%20%28USA%29.m64 Just a quick little fullspeed run (with rerecords, duh ^_^) that I made for fun. Here's some quick notes, too, for entertainment purposes only. -I use Leon because Leon kicks ass. Plus we almost have the same hair. -I tried to go for as much variety as possible, which sometimes didn't work out. Stage One: Leon (CLONE!!!) Round One: Simple knockdown. Slight manipulation, too. Round Two: Manipulation on the throw. Round Three: Couldn't manipulate anything faster, so a BACKTHROW OMFG. Stage Two: Ninja (original?) Round One: I did this particular fight without rerecords, which is why it's so sloppy -_- First special, though! ^_^ Round Two: Simple knockdown. No manipulation required, either ^_^ Stage Three: Bob (palindrome) Round One: I didn't want to do a ringout, but hey, it's pretty fast ^_^ Round Two: Backthrow. Round Three: Special. A bit of manipulation, and only somewhat less sloppy than the Ninja fight. Stage Four: Tomahawk (native american?) Round One: Simple knockdown. Round Two: COUNTER DOWN! THREE POINTS WON! Round Three: Faster ringout, but repetitive -.- Stage Five: Valerie (sex kitten?) Round One: Ringout o.o I hate doing them, but it's variety. Round Two: Had to manipulate the knockdown. The slight flash is my haste in pressing the start button maniacally to skip the replay. It happens again. Round Three: Told you. Also counter. Stage Six: Abdul (hilarious) Round One: I like Abdul, he's big and fat and doesn't like to dodge. Special. Round Two: Quick knockdown as well. Stage Seven: Meiling (cute?) Round One: Remember the Ninja fight from a few thousand frames ago? Round Two: Ringout for variety. Round Three: I wanted to do a throw here but the knockdown was just a lot cooler for some reason. Stage Eight: Pierre (CLOWN.) Round One: The only Piyori-status knockdown, cause I was in the middle of a combo. Round Two: *tap left* *tap left* COUNTER. I love the counter, it's quick and fun to try to get ^_^ Round Three: Horrible ringout -.- I kinda wanted to finish the run more than optimize it, ya know? You'll like the next two fights, though. Stage Nine: Ryuji (made him my bitch) KNOCKDOWN, COUNTER, THROW. Last Stage: Boro (insane) Round One: I spent about 150 rerecords on this because I didn't want to take damage. I like the end result. Round Two: Simple knockdown. For some reason, input ended a few hundred frames earlier than I ended it, so you have to put my second place (-.-) time in yourself. Obviously if I had optimized this and spent TIME on it, it'd have been a lot faster. The Ninja and Meiling fights weren't all that great since I hardly used rerecords when fighting them o.o I use too many smilies. Anyway, enjoy the run, post your own, whatever. I'm not going to be submitting this, obviously.
If you see me posting, I'm most likely being a douche. <small>Working on: not ever coming here again</small>
Joined: 11/13/2006
Posts: 87
Location: California, USA
Yes, I know, double post, but I'm bringing this back up for attention, and editing doesn't do anything, really. Sorry, I guess o.o I worked on an actual TAS, saved about 50 seconds from the previous run, but it desynched at the first fight. Ugh. I really liked it, too. Damageless and all, saved a lot on the Ninja and Meiling fights, optimized on other fights, did a bit more variety (hardly any ringouts!). I'll put it on Microstorage anyway, maybe it'll work for someone. Or maybe someone with a lot of hex-editing skill can make it work. It's probably only off by a couple frames or so... I hope. http://dehacked.2y.net/microstorage.php/info/4221/Fighter%27s%20Destiny%20%28USA%29.m64
If you see me posting, I'm most likely being a douche. <small>Working on: not ever coming here again</small>
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Added this "test run" to the tas.shtuff Fighter's Destiny page. tonight or tomorrow I will download the ROM and take a look at it, and give my verdict on what I think of the game and if it might have potential. It'd be nice to have more N64 fighting games join Mortal Kombat, but inevitably some might be worthy while the rest fall under the Super Smash Bros. category of great game, not so great TAS.
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Post subject: Re: Fighter's Destiny
Skilled player (1099)
Joined: 8/26/2006
Posts: 1139
Location: United Kingdom
Tragedy wrote:
For some reason, input ended a few hundred frames earlier than I ended it, so you have to put my second place (-.-) time in yourself.
This is Mupen's input termination bug. Each time you complete a WIP let the movie run a little to make sure it's all there and once completed hex edit it to make lost frames minimal (don't worry about that last bit just yet, only for the final submission).
Post subject: Re: Fighter's Destiny
Joined: 11/13/2006
Posts: 87
Location: California, USA
Mukki wrote:
Tragedy wrote:
For some reason, input ended a few hundred frames earlier than I ended it, so you have to put my second place (-.-) time in yourself.
This is Mupen's input termination bug. Each time you complete a WIP let the movie run a little to make sure it's all there and once completed hex edit it to make lost frames minimal (don't worry about that last bit just yet, only for the final submission).
Ah, so that's what it is. I'll keep this in mind while I work.
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Player (206)
Joined: 5/29/2004
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I think it helps if you save and load an extra time after the last frame! But maybe not.
put yourself in my rocketpack if that poochie is one outrageous dude
Editor, Experienced player (735)
Joined: 6/13/2006
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Location: Massachussetts, USA
Bag of Magic Food wrote:
I think it helps if you save and load an extra time after the last frame! But maybe not.
This does in fact work. if your move ends on frame ####, make a savestae on ####, use frame advance a couple of times, then load the savestate at ####, and the move file should be ####. I notice this consistently works when uploading to microstorage or for submitting.
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Joined: 11/13/2006
Posts: 87
Location: California, USA
I just want to know what the desynching problem I'm having is being caused by... It seems to only happen to me when I'm playing Fighter's Destiny and Pilotwings. Super Mario 64 doesn't desynch for me even when all my movements are frame-precise...
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Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Super Mario 64 is known to be an incredibly stable game. for PW and FD, are either of those ExP Pak? if not, then: you might be making/loading savestates too fast Or more likely, the game is dropping random input frames, which can cause desynchs when TASing frame precise movements. I know that you have made test runs for both games using some rerecords and not frame precise movements, which is the kind of "desynch test" I make for games that I study. If you keep getting desynchs, then most likely it will be a problem for you. if you want I can make desynch test runs for both on my own, and see if the problem is on your end or the game's end.
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Skilled player (1099)
Joined: 8/26/2006
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Location: United Kingdom
Another thing you should look at is ROM size. The larger the ROM the more likely it is to desync. I assume that this is because desyncs are caused by savestates not recording the last few frames when it is made. If the ROM is larger then one could argue that the savestate has more data to save and hence there is more chance of final frames being lost. Working on my experience: the SM64 ROM is only ~5Mb (very stable), Majora's Mask ~30Mb (very unstable). This idea has been reasonably consistent across all ROMs I've researched. Also, anyone fancy running Resident Evil 2? Only 68Mb ;)