Posts for Comicalflop

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That doesn't solve the problem of the MHS application being automatically deleted from it's new folder every time I download it again from the website
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Post subject: MemoryHackingSoftware Help
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Howdy folks. I had a recent desire to open Mupen64, but when I tried loading the MHS software that was still in my old files to look at memory addresses (http://memoryhacking.com/download.php), my laptop said "oh noes, you're trying to open malware" and it deleted the MHS application from my files (but left the other files in that folder intact). I tried downloading the entire setup from the website again, as soon as it finished downloading, it automatically removed the application. Is it just that my laptop hates the file because it has the word Hacking in it? I'm almost 100% certain I've run the program on this laptop years ago, anyone know what the problem could be?
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I mean any time when there's too many sprites on screen that causes the ROM to start to run at 50% speed (regardless of which emulator is being used). I mentioned this in my submission, but you can see it in places like the intro cutscene (as soon as the oven cracks and starts smoking) two of the World 2 stages, and many of the Olympic Games in World 3. In total, the extra lag in the Any% run was around 5 minutes.
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In my opinion, until both the emulation and lag issues are fully fixed, it's not worth making any new runs (as much as I would like to see one/participate in making a new run)
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Hey DyllonStej, how familiar are you with the Project M competitive scene and with Project M's physics? I haven't seen your movie in its entirety, but there's a lot of movement tricks with almost every character that were missed (like for instance, doing simple wavedashing as Squirtle 12 minutes in rather than doing shellshift-into-reverse-aerial rush-into-waveland), and overall movement optimization was not as sharp as it could have been (like for instance every time you ran off a ledge, you fastfell onto the ground and started dashing again, rather than use a waveland to shift your falling momentum towards where you want to start dashing). If this is your first TAS, I can understand the habit of TASing until you get the first finished result, rather than doing sections over and over to achieve frame-perfection (I was certainly guilty of this when I started in 2006) but I'd be happy to see a Version 2 where everything is frame tight (and the end input file is suitable for submission).
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Incredible run, I'm so psyched that this is finally finished and it did not disappoint! Highly entertaining, highly technical. Yes vote for sure. It's crazy to think that you started working on this after I first submitted Wetrix and before I submitted my first Castlevania run. Where has all the time gone...
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So somehow in the last two years I completely missed that requirement. So now I *can* run Bizhawk..... and just tried the opening cutscene sequence and there's the exact same lag and graphical problems as when I used mupen64 for my published run. I know some other 64 games have been worked on to fix emulation errors, is there any way this game's emulation errors can at least be researched?
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A little late in responding but what's the prerequisite installer?
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Nope, I have a Lenovo laptop now, but despite downloading the correct 64-bit Bizhawk, it never loads properly
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I'll try to summarize/paste what's in my submission form about what the issues are: "Jabo's 1.6 was used to record the run. No current [Mupen] graphics plugin emulates Mischief Makers with 100% accuracy; Jabo's gives me the advantage in world 4 by not darkening the screen at all, making it easier for me to see. So far, Rice 6.1.1 Beta 10 (and Rice 6.1.4) seem to emulate it the closest, removing the yellow/blue/green outlines in backgrounds and giving the correct darkness effect in world 4; however the ground in world 2 is not right (ground/platform/background textures do not repeat correctly.) Nitsuja's modified plugin emulates world 2 perfectly (and makes the boulder in 4-01 visible), but seems to throw world 4 out of whack (unless something's wrong with my settings; the circle in the middle should be a ray of light, not a ray of dark.) If world 4 can be made to work with Nitsuja's plugin, then encoders should use that. If not, Rice is recommended. For viewing, I recommend using Jabo's like I did, since you'll be able to see more clearly in world 4. One more part about Mischief Makers emulation is that [the intro cutscene where Theo gets captured], 2-03, 2-08, and some of the events in 3-10 (100m dash, 200m dash, 400m dash, and hurdle) run at 30 FPS instead of 60 FPS because of too many sprites onscreen. Lastly, the questions in 3-10's Mathfun are hidden by a black bar." When you first load Mischief Makers in BizHawk, during the opening cutscene when Theo gets abducted, the game starts to lag in Mupen right when the stove breaks and puffs of smoke come out. Because this sprite overload is the same as later stages in world 2 and world 3, I think a quick test should be easy to deduce if the same sprite overload problem occurs in BizHawk (which I can't test because BizHawk never seems to run on my laptop.) There's a lot of faster text-scrolling in other games where J ROM makes sense to switch to, but Mischief Makers is unique considering how both runs (in my opinion) should aim for in-game time. I think the easiest way to see if there's enemy position differences (if you have the time and want to) is to watch the Goldgem WR by Jackafur, since he uses J version, and then compare it to his AGDQ 2015 run, which uses U. Overall I feel like the best justification for using a different version ROM is when significant glitches or physics differences causes large amounts of in-game time to be saved. Let me know when you're ready to start the run, I'll try to get my BizHawk problems fixed to co-op as this is a run I've wanted to see completed for many years, and working on this game solo can get very frustrating.
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Very interesting to see another player trying this game out! A couple of questions/thoughts: -How is the lag/graphical emulation on Bizhawk? Bizhawk doesn't work on my laptop so I couldn't test for myself. The lag/emulation issue was the only thing preventing me from finishing the gold gem run and making an improvement to the any% run -Why the switch to J ROM? Faster text scrolling doesn't matter since the game pauses in-game timer during texts, and the real time frame count doesn't matter at all. Missing out on "Shake Shake!" is also a big let down. -If you are making the switch to J ROM, there are version differences you can take advantage of. For instance in 1-01, right when you start the very first clancer that appears at 5 seconds during that Youtube video, he gives you a text bubble that you can freeze the in-game timer with, which isn't available in US (which means that you can save even more in-game time on that first level by talking to him.) That's one of the few documented thing I saw about regional differences, I'm sure there's many other undocumented ones, probably with positions of different enemies or addition/subtraction of enemies in stages.
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Now there's' no reason not to redo the run!
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I watched what Fox had on Youtube and was very confused by one part. When he first enters the Pirate's Cove, he does a bomb boost to get Out of Bounds, and hits the void, which resets the cove. Why is this done?
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I've been looking forward to this run ever since I tried (and failed) to TAS this game back in 2007/2008. This run did not disappoint at all. Having myself had to redo many sections over and over again just to optimize rounding corners, I can vouch for the extreme technical precision that went into the making of the movie. This run deserves a Star, and your submission text should have a website of is own. With sparkles. Weatherton, this completed run firmly places you atop a pedestal in both the Mario Kart and TASing community. I remember how much Martin meant to you, he would be extremely proud to see this massive project finally finished.
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Been waiting a while for this to be complete, and it did not disappoint! Yes vote
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Is it possible to maintain more slide-speed momentum after sliding off a ledge by doing a float and puff, in the same way as doing a float/puff after using Fire? My last bit of advice as you work on the run is to be mindful of the technique I mentioned when Nahoc's run was submitted:
Comicalflop wrote:
I see you forgot to go back and hex the part I told you about puffing up and blowing air before hitting the ground from a big height to avoid the slower bounce in 3-2.
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Glad to see interest in Gunstar! I do think my published movie is improvable in a few places (my estimate is maybe around 10-20 seconds?), and I'd love to see frame optimizations after 6 years, but I'm 95% positive that Blue is the optimal character to pick. The differences are almost all aesthetic except for their lasers; Red's laser shoots out in puffs and the super version recharges energy super quickly, however Blue's laser only requires one frame of holding out the blaster for the entire laser to shoot out. I'm making up these numbers, but let's say Red's laser puffs each do like 1 damage, and if you hold fire for 6 frames, the 6 puffs will do 6 damage total, but if you hold fire for 1 frame as Blue, his one laser shoots out and the entire laser deals 6 damage, and you have 5 free frames of doing other actions. This is useful for example in situations where you want to start firing at a boss who has just appeared. I think there's like only one boss in the entire game in the last level where you have a slight advantage playing as Red instead of Blue, but that's it. There's a lot of intricate details involved with movement (such as extending a slide with an uppercut to gain 4 extra frames of maximum speed when exiting a room) and boss-fighting strategies. Because you can start each boss fight with an exploding-fire shot, then a super exploding fire shot, and then use any number of uppercuts and kicks to regain energy, and all these movements affect the boss's RNG patterns, you could redo a boss fight differently and save or lose frames every single time. The game is super fun to TAS, for sure. My one piece of advice would be to try and do some of the autoscrollers differently than I did, since I sun the camera in circles way too much.
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Thanks for the uploads, it's really enjoyable to see how far the optimization for this game has gone. Its also a relief to see my suggestions from 5ish years ago finally implemented :-) Speaking of which, years ago I first tested the pole-zipping on the palm trees in TTC, did you try to use the zip there? I saw you climb the trees slowly in your WIP. IIRC even jumping and using Z to grab the pole/tree again, even without zipping, is still faster than just slow climbing.
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Is there any way these WIPs can be uploaded to Youtube as well? I can't get Twitch to play any of the movies
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The main graphical issues I encountered back when I was using Mupen were the missing crosshairs, but the biggest was the Queen Bug Boss in the lava room in Vela's stage. In Mupen the entire screen was black during the boss fight, I actually had to switch to a different graphics plugin while recording
hegyak wrote:
I have seen the Japanese version (Star Twins) being used in RTA. I think the Japanese version is used for faster text.
As a whole I'm against using a Japanese version of a ROM solely for the purpose of faster text boxes. A change in ROM should be for new glitches only.
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Couldn't you TAS through the camera hack version and record the x/y pixel position of the entire route and use it as guidelines for where you're supposed to go?
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jaysmad wrote:
My girlfriend and i were playing this game last weekend. She did this trick, without realizing what she had found. Thought it would be worth the mention. https://www.youtube.com/watch?v=qInS6HObpJM&feature=youtu.be By ducking right before dropping in water, the animation is kept so the game does not know you are in water. This gives much more vertical speed going down.
This trick is very well known and is used in the published TASes.
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I've watched it, good stuff so far! The very long delay to get the enemy to run over is way too long, longer than the normal jiggy animation. I'd continue to work on that, and if you cannot get it, I'd just get the jiggy normally. My one criticism is that I was under the impression that when you're running as Kazooie, when you jump you have a slight slide on the ground that brings up some dust that has a slight slowdown at the end, and this small slide is a bit higher than your normal running/jumping speed, so it's fastest to jump as Kazooie, do the slide, and jump again right before your speed slows down, yet you often jump as soon as you land, missing that slide. I know up hills you want to spam jump, but on long flat sections you spam jump as well, any reason for this?
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I felt the currently published run was the best way to handle this game with the entertainment tradeoffs. Aiming for speed leads to repetitive use of the same actions. No vote from me.
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I really enjoyed watching those WIPs and look forward to a finished product. It's fast paced, has many movement-based glitches and has fluid 4 player control, and it looks incredibly optimized.
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