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Well for this particular instance, it would only be for the entrance of 1 stage of the entire 130 star tas.
My question is rather the validity. Hacks don't really run on consoles, so do i bother doing the procedures that ensure a PU route doesn't crash console?
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What would you guys argue the ruling for PUs in Rom Hacks? The hacks themselves don't necessarily run off of console, so should we even bother doing the procedures to prevent PU console crash in a rom hack run?
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There is a 0-star run in progress by myself and a few others. Sadly, the activation point for the final boss isn't active until you light up the other towers - clipping into the glass box thing isn't sufficient enough.
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It sounds like your vertical blanks are VIs(?). I believe the game runs at 30fps but mupen runs at 60. You need to use only input-frames and iirc that's more difficult to do on mupen64plus. Mupen v8 increments on input-frames only. If you use vertical blanks you might have a bad time since that increments many VIs without any input frames, though I have no clue how mupen64plus interprets the frames.
Just set "points" that you know you need to traverse and then try getting from say point C to point D faster than previously. BitFS for example we know you need to get to the elevator for the PU strat, and we need to wait on the elevator, so you should set a point for activating the elevator. Then another from PUspeed to bowser entrance. Maybe one from first movable frame to the 'pole glitch'. Works for all 3d games, just establish where you need to go and then use different moves to try and get a faster time to desired point.
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Nahoc wrote:
Plush wrote:
You guys have to explain me how in the 120 stars TAS submission you timed "Mystery Of The Monkey Cage".
With "you guys" I, ofc, mean Nahoc/MKDasher.
My guess is from first visible non-totally-white frame to first totally-black frame, but I could be wrong. Why do you ask?
If my memory serves, that's the star that's collected as Mario hits the bottom-barrier of the stage, killing him. The star is collected but we skip the collection animation, the usual level-exit, and the save/continue screen (as he comes out of the painting as if he died).
As for the answer, I wouldn't use that for a timing. Collecting the star normally would be faster for single-star timing, but this little niche is a few seconds faster solely for skipping the star-collection screens.
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Hmm, I was messing around with that for a bit. I'm more interested in the pressing the buttons part than using the analog input. A lot of older ps1 games don't even have analog support anyways :\
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Hey everyone, I recently switched from n64 to ps to try to TAS some games, but am finding putting in inputs to be rather draining. Is there an input plugin that lets me visually see and toggle inputs to use in-game? There's one for mupen that looks like this:
Any buttons toggle will function fine in game, and this works great with frame-advance. Does ps have anything similar?
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Scratch that, turns out the GC release never made it. I'd still like to try using pcsx-rr. Dolphin clearly won't work on the ps2 iso (and i can't find a GC iso of the game anywhere, despite how incomplete it would be).
Has anyone gotten crash twinsanity to work on pcsx2-rr? Which plugins and patches did you use?
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Thanks, guess i won't be using it for Twinsanity then.
And i totally forgot it was released on GC ^^ i'll simply TAS on dolphin then, thanks for that reminder.
Cheers
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I've downloded PCSx2-rr in an attempt to TAS some ps2 games despite the volatility of the emulator. However, i can't even seem to get to gameplay!
I'm attemping to run Crash Twinsanity.
I start the game and after it checks for a memory card, pcsx2 crashes. I believe this is right before a video starts to play.
I've added in the patch that skips videos by Nachbrenner, and i've also re-enabled the two "obsolete" patches (this is after just the skip-videos was only enabled). Both attempts have no worked. I cannot get to the Main menu of twinsanity. The game crashes immediately after the memory cards are detected/skipped (i've tried both with and without memory cards enabled).
Does anyone know what settings i need to play this game? Or if it's even possible on pcsx2-rr? I can get it to play fine on the regular version of pcsx2.