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Zarmakuizz
He/Him
Joined: 10/12/2013
Posts: 279
Location: France
It's because of the song. A lot of songs are blocked for Germany.
Former player
Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
Zarmakuizz wrote:
It's because of the song. A lot of songs are blocked for Germany.
You must be right, there's no problem for me to see the vid. Damn German copyright laws >_<
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.
Editor, Expert player (2328)
Joined: 5/15/2007
Posts: 3930
Location: Germany
Will update SSBM TAS page later (EDIT: done) Wak: better mario here: Wak: https://www.youtube.com/watch?v=UFYxc6AKctw Wak: better yoshi: https://www.youtube.com/watch?v=acGqqNs9BkQ Wak: best link: https://www.youtube.com/watch?v=2Prw28tlrVU Wak: 5:56 into this vid better puff https://www.youtube.com/watch?v=UFYxc6AKctw
Player (185)
Joined: 10/8/2006
Posts: 145
Hi, I've never used Dolphin before but I want to start creatign TAS movies for SSBM ASAP. Are there any important things I need to know about emulator/ISO versions?? any counter-intuitive things I should be aware of?? any tips at all, just to help me get started faster, thanks all edit: thanks whoever moved this :p holy shit just noticed this thread was started by XIF
Editor, Expert player (2328)
Joined: 5/15/2007
Posts: 3930
Location: Germany
Do you still need help? I regret that I never made a guide because there is someone like you asking for the same help every month. Basicly: 1) Get an ISO of SSBM. It is not allowed to discuss how to do this step on this forum. 2) Get the newest version here dolphin-emu.org/download/ If you ever run into trouble (desyncs, emulation glitches), try using 4.0-4577 (that's the version I have used last time I used Dolphin). 3) Unzip Dolphin 4) open it and configure: Tab "General": - everything disabled - CPU Emulator Engine is "JIT Recompiler (recommended)" Tab "Interface": - Configure hotkeys here Tab "Audio": - DSP Emulator Engine is "DSP LLE recompiler" Graphics Config, Tab "General": - Use Direct3D - Render to Main Window (I prefer to use this, but it's up to you) 5) Usage If you save the game, the emu will create a memory card file in one of the subfolders (/Sys/GC? or /User/GC? I don't remember). This will be a .raw file. You can edit such memory card files in Dolphin in Tools>Memcard Manager. A memory card file consists of all the savegames - those savegames are in .gci format. You can extract .gci from .raw files or you can put .gci files into .raw files. You can download .gci files from gameFAQs and I suggest you download a 100% completed one to build a completed memory card. Also, whenever you make a TAS, make a backup of the memory card file before you start, and replace it every time you play back the TAS from the beginning, because otherwise desyncs may occur. To avoid this issue, you can save a state (e.g. savestate 1), set your hotkeys so you can't save over this state by accident, and always play back your TAS from that state rather than from the beginning of the movie file (which is in .dtm format).
Noxxa
They/Them
Moderator, Expert player (4108)
Joined: 8/14/2009
Posts: 4089
Location: The Netherlands
Decided to pick up SSBM in Dolphin and try out some TASing the other day. Here's one new little Event Mode TAS (Event 28). Link to video I may do some more things like this in the future. EDIT: Updated Event 28 video with a 0.11 seconds improvement (changed the ending). Old one for reference
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Former player
Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
How can I not love a TAS that uses Roy <3
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.
Experienced player (588)
Joined: 2/5/2011
Posts: 1417
Location: France
Link to video I did this and it's BAD VERY BAD I'm bad at Melee tho :P
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
Player (201)
Joined: 8/3/2012
Posts: 116
Location: U.S.
got4n wrote:
https://www.youtube.com/watch?v=iOMzEHELtrE&feature=youtu.be I did this and it's BAD VERY BAD I'm bad at Melee tho :P
Lol, give yourself more credit! I thought it was pretty cool... Btw, I have a new TAS up, I don't usually post my videos on here, but what the heck: Link to video Just like in Numeric's Samus TAS, I overused the Super Wavedash, lol. Decided to try out some music and texture hacks as well. A little more variety to make things interesting.
Personman
Other
Joined: 4/20/2008
Posts: 465
StabbyMcKniferson on reddit has posted an in-depth explanation of some really sweet new TAS-mostly ICs tech. It seems like the possibilities for really beautiful TAS combo/demo videos here is very high. If nothing else it's a great read and has some very cool short TAS gifs already. https://giant.gfycat.com/AmpleGracefulAngelwingmussel.gif
A warb degombs the brangy. Your gitch zanks and leils the warb.
Editor, Expert player (2328)
Joined: 5/15/2007
Posts: 3930
Location: Germany
Link to video wth @ fox upsmash and falco freeze
Player (201)
Joined: 8/3/2012
Posts: 116
Location: U.S.
MUGG wrote:
https://www.youtube.com/watch?v=MsxodPQeFvY wth @ fox upsmash and falco freeze
According to a comment on that video, the fox up-smash is a bug on the 20XX Tournament Edition. As for the frozen Falco, no idea.
AntyMew
It/Its
Encoder, Player (35)
Joined: 10/22/2014
Posts: 425
gamerfreak5665 wrote:
According to a comment on that video, the fox up-smash is a bug on the 20XX Tournament Edition. As for the frozen Falco, no idea.
Probably also 20XX. I've seen something similar happen, and I saved the replay, but it couldn't reproduce the bug
Just a Mew! 〜 It/She ΘΔ 〜
Noxxa
They/Them
Moderator, Expert player (4108)
Joined: 8/14/2009
Posts: 4089
Location: The Netherlands
Yeah, 20XX Tournament Edition is notorious for having random bugs (often related to/caused by its replay system), which is why no tournaments actually use 20XX TE. The rest of the bugs are either just Pokémon Stadium stage collision being jank, or well known already (like the Yo-Yo Glitch). By the way, regarding the Ice Climbers, I did actually have a short test with Icies TASing (in Classic Mode) several months ago, but I never got very far with it, and then lost the file. It's nice to see someone else picking up on the crazy potential that the Icies have when TASing. Just look up "Insane Wobbles plays" to see what is possible already in real time, let alone in TAS settings.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Experienced player (588)
Joined: 2/5/2011
Posts: 1417
Location: France
gamerfreak5665 wrote:
got4n wrote:
https://www.youtube.com/watch?v=iOMzEHELtrE&feature=youtu.be I did this and it's BAD VERY BAD I'm bad at Melee tho :P
Lol, give yourself more credit! I thought it was pretty cool... Btw, I have a new TAS up, I don't usually post my videos on here, but what the heck: https://www.youtube.com/watch?v=bLLwzLq20tk Just like in Numeric's Samus TAS, I overused the Super Wavedash, lol. Decided to try out some music and texture hacks as well. A little more variety to make things interesting.
Thanks :O (I'm happy you told me this, cos your TAS inspired me, and they were much better than mine!) Also, concerning the fox glitch, yeah it's pretty much because of 20XX edition
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
Editor, Expert player (2328)
Joined: 5/15/2007
Posts: 3930
Location: Germany
Personman
Other
Joined: 4/20/2008
Posts: 465
Awesome.
A warb degombs the brangy. Your gitch zanks and leils the warb.
Editor, Expert player (2328)
Joined: 5/15/2007
Posts: 3930
Location: Germany
Editor, Expert player (2328)
Joined: 5/15/2007
Posts: 3930
Location: Germany
If anyone wants to beat my event 33, you can go stand in the left offscreen to get some free %. Don't know if it helps. You can probably not use the platforms at the beginning, seems too slow and much more difficult to edgecancel off of them than from the slope.
Editor, Expert player (2328)
Joined: 5/15/2007
Posts: 3930
Location: Germany
MUGG in December 2014 wrote:
Went back to re-watch some Melee TASes. I'm a bit concerned that someday those videos might just vanish. Perhaps Wak's Youtube channel might one day close without forewarning and poof, all HRC TASes for each character are gone. So I'm asking, should we do something? I was thinking about downloading those videos to hold on to them.
I have now downloaded all the current Btt, HRC and event TASes. If they ever get deleted and I'm still around, I can reup them. What I said in my previous post about event 33 is just an idea btw. Right now I don't think you can improve the strat itself, so nevermind. I was thinking, however, that Fox HRC can be improved by a lot. It may be possible to do phantom BDs (I did one without really noticing, but it didn't count as two hits then). You can also do phantom shines inbetween each BD. That could give you like 30 more % (=2200m or so).
Post subject: the year is 20XX
Noxxa
They/Them
Moderator, Expert player (4108)
Joined: 8/14/2009
Posts: 4089
Location: The Netherlands
I made a little TAS of 20XX Hack Pack's Event 1 (Trouble Puff). Anyone up for some 20XX action? Link to video pie.20xx The objective of the Event is to, as Fox, combo Jigglypuff 25 times with upthrow upair. Jigglypuff always rests on the instant that hitstun ends, in order to enforce that you're getting a true combo. This TAS can actually be improved a lot speed-wise by hitting phantom upairs, but I think it would make the run quite a bit less interesting to watch (you're effectively just upthrowing the Jigglypuff a bunch of times then). It can also be improved in general with some better luck manipulation (for Jigglypuff's DI on the upthrows and upairs). Sub 1:30 is probably possible without phantom hits. Phantom hits would save a lot more time. Note that the centiseconds timer actually reverses itself for some reason when the completion message appears, so while it shows 1:30.22 in-stage, the final time is actually 1:30.77 (as can be seen on the menu afterwards). Uses 20XX 4.06 with default settings (no memory card, with the only configuration change being the stage music). This means Jigglypuff has random DI and SDI enabled. Emulator used is Dolphin 5.0. 20XX Hack Pack also has two other unique events. Event 2 is a fixed-time survival stage (survive falling bombs and poison mushrooms for 5 minutes, you get 999 HP) so it's not really worth running. Event 3 is a barrel buster-type stage, and could be a lot of fun, but due to how the barrels randomly spawn as you break them, a lot of luck manipulation would be involved.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Post subject: RNG address
inkling16
He/Him
Joined: 12/4/2015
Posts: 5
Location: Minnesota
Does anyone know the memory address at which the current RNG value is stored? I want to monitor it so that I can more easily get misfires with Luigi. I've been using Cheat Engine, but whenever I try to use my knowledge of the RNG to hone in on an address I don't get any addresses which match my criteria. Thanks
Editor, Expert player (2328)
Joined: 5/15/2007
Posts: 3930
Location: Germany
Tried to investigate (super) yoyo glitch but didn't get anywhere. I learned this much though: * If you place a hitbox on the ground and an opponent does a strong attack on it (it makes a clank sound), Ness will be repelled briefly. I tried having Ness in various situations while someone attacks his hitbox like that, but nothing special happened. If Ness gets thrown while he's supposed to be repelled, it just freezes him and the thrower for 3 frames and then resumes. * As you might know, the game remembers the last 12 things that have been hit by one hitbox. Assuming you are in training mode and have your hitbox hit several Mr. Saturn: Mr Saturn (1) is hit. Mr Saturn (1) leaves the map. Another Mr Saturn is summoned, then this one will be (1) now. It cannot be hit. If two Mr Saturn are summoned, then (1) cannot be hit but (2) can be hit. You need to summon three Mr Saturn in order to hit a third one, etc. Basicly, if an Mr Saturn was hit and leaves, a new one can replace it and the hitbox won't "realize" that it's not the same one. You can summon only about 12 items in training mode, but if you use the debug code you can summon pretty much until all slots are used. I'm guessing there are 32 slots. Maybe player characters and stage objects etc. are included in those slots. There is probably a list for each hitbox that tells what slots have been hit. This list can only carry 12 entries. I tried finding this in memory but I'm not good at using Cheat Engine and it takes minutes to make one search... It would have been interesting to see such a list actually update before my eyes so I could understand the conditions for when a hitbox will ignore something or hit something. Super yoyo glitch, as you might know, will just hit the same thing repeatedly. I guess the game fails to put the hit object in the list so the hitbox can hit something every frame or so. Of course this is assuming Super yoyo glitch isn't a hoax after all. * The game will treat phantom hits differently from normal hits. Hitboxes will remember if they hit something by phantom hit, so the same hitbox cannot phantomhit a thing multiple times (unfortunately). I'm wondering if phantom hits have their own "list". https://www.youtube.com/watch?v=sXhh-R9O8H0
Editor, Expert player (2328)
Joined: 5/15/2007
Posts: 3930
Location: Germany
Notes event 33
  • Take damage in the offscreen area? Can maybe take 2~3% with no time loss
  • Get hit by cars at the start --> tech on the platform? Seems impossible though
event 51
  • I thought getting all three off the stage as Falcon could save a second, but in actuality, you want Mewtwo and Gigabowser gone as fast as possible.
  • So maybe try manipulate Mewtwo/Gigabowser into rolling to the left --> Knee --> Dair
Player (201)
Joined: 8/3/2012
Posts: 116
Location: U.S.
MUGG wrote:
Tried to investigate (super) yoyo glitch but didn't get anywhere. I learned this much though: * If you place a hitbox on the ground and an opponent does a strong attack on it (it makes a clank sound), Ness will be repelled briefly. I tried having Ness in various situations while someone attacks his hitbox like that, but nothing special happened. If Ness gets thrown while he's supposed to be repelled, it just freezes him and the thrower for 3 frames and then resumes. * As you might know, the game remembers the last 12 things that have been hit by one hitbox. Assuming you are in training mode and have your hitbox hit several Mr. Saturn: Mr Saturn (1) is hit. Mr Saturn (1) leaves the map. Another Mr Saturn is summoned, then this one will be (1) now. It cannot be hit. If two Mr Saturn are summoned, then (1) cannot be hit but (2) can be hit. You need to summon three Mr Saturn in order to hit a third one, etc. Basicly, if an Mr Saturn was hit and leaves, a new one can replace it and the hitbox won't "realize" that it's not the same one. You can summon only about 12 items in training mode, but if you use the debug code you can summon pretty much until all slots are used. I'm guessing there are 32 slots. Maybe player characters and stage objects etc. are included in those slots. There is probably a list for each hitbox that tells what slots have been hit. This list can only carry 12 entries. I tried finding this in memory but I'm not good at using Cheat Engine and it takes minutes to make one search... It would have been interesting to see such a list actually update before my eyes so I could understand the conditions for when a hitbox will ignore something or hit something. Super yoyo glitch, as you might know, will just hit the same thing repeatedly. I guess the game fails to put the hit object in the list so the hitbox can hit something every frame or so. Of course this is assuming Super yoyo glitch isn't a hoax after all. * The game will treat phantom hits differently from normal hits. Hitboxes will remember if they hit something by phantom hit, so the same hitbox cannot phantomhit a thing multiple times (unfortunately). I'm wondering if phantom hits have their own "list". https://www.youtube.com/watch?v=sXhh-R9O8H0
This is extremely interesting MUGG. The Super Yoyo Glitch, assuming it actually exists, may have something to do with phantom hits. Have you tried performing the glitch and then getting a phantom hit to see what happens? Also what you explained with the lists, it could be possible that the game somehow immediately fills the list and allowed the hitbox jacket to always be on.
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