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Skilled player (1109)
Joined: 4/11/2008
Posts: 159
Location: Anime land
NEW SC is discoverd in Space Port Alpha!!! Found by OffGAO in niconico video. http://nicodown.blog10.fc2.com/?vid=sm7073756 EDIT This SC can be done in not JPN rom. I got this message in messenger.
Experienced player (608)
Joined: 10/23/2004
Posts: 706
Very cool shortcut find. Unfortunately it kind of breaks the level completely, but it is still an interesting discovery. It's amazing to me how difficult it is to find shortcuts in this game (especially when compared to Mario Kart 64).
Current Project: - Mario Kart 64
Joined: 2/9/2006
Posts: 124
Whoa that was unexpectedly badass..I was expecting the checkpoint SC that had already been discovered on that track. EDIT-I gave it a shot on my good old N64, couldn't do it..I only tried a few times, but still, it looked pretty straight forward on the video.
Player (80)
Joined: 7/7/2008
Posts: 873
Location: Utah
That trick is only useable when you play the court for the first time, second one is collecting coins, though you could use it after you get all the coins.
Kaylee
She/Her
Editor, Active player (434)
Joined: 9/29/2008
Posts: 706
Location: Canada
That was an awesome shortcut. I wonder if things like that could be applied in other courses..
Joined: 4/10/2009
Posts: 8
Hopefully not, if they could it would be a pretty boring speedrun if you ask me.
Active player (417)
Joined: 8/22/2008
Posts: 301
Location: Brazil
Maygs wrote:
Hopefully not, if they could it would be a pretty boring speedrun if you ask me.
But would be interesting to see a run aiming for fastest time.
MarbleousDave
He/Him
Player (13)
Joined: 9/12/2009
Posts: 1560
Probably play the Adventure Two mode using T.T. (play from predefined save using mupen64 reset recording) Could we see a 2-player Adventure TAS using the JOINTVENTURE code? There are NO codes for the DS version whatsoever.
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
are you guys aware the Hovercraft air physics are badly emulated? apparently, it can get much faster times on emulator… wouldn’t that invalidate a 100% TAS? edit: hmm actually I’m being told the zippers (booster things) are broken on emulator regardless of vehicle…
Joined: 5/2/2009
Posts: 656
I guess not, since our published Star Fox run badly emulates the Super FX timing as well... That should be a note regarding this on the publication, just like Star Fox
My first language is not English, so please excuse myself if I write something wrong. I'll do my best do write as cleary as I can, so cope with me here =) (ノಥ益ಥ)ノ
Experienced player (608)
Joined: 10/23/2004
Posts: 706
ALAKTORN, do you have any documentation / examples showing in which ways the emulation is broken?
Current Project: - Mario Kart 64
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
Weatherton wrote:
ALAKTORN, do you have any documentation / examples showing in which ways the emulation is broken?
I know a guy with console WRs, and he’s been destroying them easily on emulator (obviously without using tools) that’s all I know edit: actually, this guy made some vids, let me check [emu] DKR Jungle Falls (Hover) flap - 14.98 http://www.youtube.com/watch?v=NynbT8YZTIs DKR JF Hover flap 15.23* http://www.youtube.com/watch?v=AKOmrerpLko edit2: actually, here’s another WR holder claiming so: http://www.youtube.com/watch?v=kFpIqtekgcw (read description)
Joined: 6/12/2008
Posts: 84
I think this game is in dire needs of a new tas that will use T.T IMO. It'll be more entertaining no matter what
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
BrainStormer wrote:
I think this game is in dire needs of a new tas that will use T.T IMO. It'll be more entertaining no matter what
what’s the point if the game is badly emulated?
Experienced player (608)
Joined: 10/23/2004
Posts: 706
ALAKTORN, those two Jungle Falls fast laps are not even close to comparable as far as I can tell. The console race is very sloppy looking (bumping into walls and bouncing off the footprints) and, at a minimum, does not use the same strategy / path. I'm not saying the emulation is accurate, but those are not a good comparison example.
Current Project: - Mario Kart 64
Former player
Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
I did test this game a bit some months ago. I used the same character as the published run and managed to save some frames here and there, like talking to Taj faster and choosing the driver at the first frame possible. I lost my motivation on the flying part on the island, which is very annoying to TAS. But if your interested and could provide me some help (like memory addresses and strategies), I could give it a try again. I did think about a "bad ending" run, which would be siginicantly shorter and less repetitive.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
Weatherton wrote:
I'm not saying the emulation is accurate, but those are not a good comparison example.
it’s the first I found, and it does show that the zippers give different boosts, regardless of the driving and ending times and I trust Stacy’s and 0xwas’s judgement, if they say the zippers’ boost is different on emulators, then it is true Stacy is from the MKPP, and 0xwas is one of the best gamers in the world, and also a TASer
Expert player (2470)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
andypanther wrote:
I did test this game a bit some months ago. I used the same character as the published run and managed to save some frames here and there, like talking to Taj faster and choosing the driver at the first frame possible. I lost my motivation on the flying part on the island, which is very annoying to TAS. But if your interested and could provide me some help (like memory addresses and strategies), I could give it a try again. I did think about a "bad ending" run, which would be siginicantly shorter and less repetitive.
Same here, but my testing was done a week ago. I found some memory addresses, and although they seem to be the correct addresses, they did not help much. Better stick with the speedometer. The lack of skills with 3D games, and mupen64 emulator in general, made me lost the interest in the run. Anyway, I also think the published run needs an update since mupen64 is now capable of recording resets, even if it have some emulation inaccuracies.
I am old enough to know better, but not enough to do it.
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
Dooty wrote:
even if it have some emulation inaccuracies.
http://tasvideos.org/MovieRules.html “Play games that are emulated well Emulation of several platforms such as Nintendo 64, Sega Saturn, and PlayStation is still far from perfect, and some games work worse than others. This may be grey area on such systems, but we generally aim to publish videos that look like they could be played back on the original video game system. Movies of games that are not emulated well (have graphical or functional glitches that do not exist on the real console) should not be submitted. Accurate emulation is preferred over inaccurate! The goal of our movies is to show what could theoretically be done on a real console. Exploiting emulation bugs goes against this goal.” a DKR TAS would be nothing like what’s actually possible on console…
Expert player (2470)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Yeah, I know, but recently a run was submitted and accepted that uses a trick only possible on emulators to steer beyond the point a normal N64 controller would allow...
I am old enough to know better, but not enough to do it.
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
Dooty wrote:
Yeah, I know, but recently a run was submitted and accepted that uses a trick only possible on emulators to steer beyond the point a normal N64 controller would allow...
I think the reason for that is because you can mod a N64 controller to work like in the TAS, so it’s not an emulator inaccuracy
RachelB
She/Her
Player (132)
Joined: 12/3/2011
Posts: 1579
Dooty wrote:
Yeah, I know, but recently a run was submitted and accepted that uses a trick only possible on emulators to steer beyond the point a normal N64 controller would allow...
That is no different than left+right/up+down.
Expert player (2470)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
I'm disassembling my N64 controller right now, and yeah, it's possible to turn its gears indefinitely without the stick, like a mouse's wheel, so it may be possible to reproduce the mentioned run on a real N64... ...but here's a rule quote that makes one wonder if it should be allowed or not; "The emulator should be set to emulate the system as closely as possible" We are not competing with real time players of course, but playing a game with "disassembled" controllers, or pressing "left+right+up" at the same time is something only doable (fast enough, that is) on emulators. I think our main goal is to make entertaining runs, if it's possible to reproduce it on real hardware is something far from being a reality and would require to remove a lot of runs from the site, even the "console verified" runs that have to be tweaked to play properly. That being said, even with my lack of skills on this emulator, I'll give this game another try, if it will be reproducible on a real N64, well, maybe not but I'll try to make it a lot more entertaining than it would be possible on a real console :)
I am old enough to know better, but not enough to do it.
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
I tried making a good post, but I suck at this… I can only say, Dooty you’re completely wrong and I hope that no DKR TAS will be published until it is correctly emulated …you should also consider that if emulation is ever corrected, a better TAS would still be minutes and minutes slower than the inaccurate emulation TAS, how do you go about doing obsoletion like that?
Editor, Experienced player (860)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
ALAKTORN wrote:
I tried making a good post, but I suck at this… I can only say, Dooty you’re completely wrong and I hope that no DKR TAS will be published until it is correctly emulated …you should also consider that if emulation is ever corrected, a better TAS would still be minutes and minutes slower than the inaccurate emulation TAS, how do you go about doing obsoletion like that?
There is already a published TAS of this game and it was well received. A faster version would obsolete the current published TAS and there's nothing you can do about it. Also, you still haven't proved what those "emulation inaccuracies" are.
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