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Let's say it again:
Thanks for it aldelaro! Makes me really wanna redo a Rayman 3 TAS now that CE hassmle is gone :D
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B O I
O
I
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Apologies then, that's impressive, congratulations man :o
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thatguy wrote:
Sorry got4n. Really looking forward to the TAS, the WIPs I have seen so far have got me super hyped. Had no idea you had done anything like that many re-records, which just makes it even more impressive.
Looking forward to it, your dedication is immense.
Thanks, sorry if I sounded rude, I didn't meant to :/
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That's so duuuuuuuuuuuuuuuumb lol, Yes vote!
EDIT: I guess the portal sounds were edited in? Doubt the GB can support that
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Obviously yes vote!
thatguy wrote:
Beautiful. Voted yes, unfortunate about the downtime but it can't be helped really.
Now can Got4n & co just finish Rayman 1 already? It's odd that this and Rayman 3 have been TASed before 1 & 2.
You bring up some triggering points right there man.
First, it's not "Got4n & co" but "scrimpeh and Got4n", because scrimpeh is doing a big part of the TAS, not me. Secondly, if Rayman 3 had been TAS'd first, there's a reason. Origins is a Wii game that had save desync problems before. Rayman 2 requires a precise routing and is super annoying to TAS. Rayman 1 couldn't even be TASed before PSXHawk. Rayman 3 has no big routing required, good TAS and had no sync problems, understand now why it was TAS'd first?
Also, it's normal that we're taking much more time, it's because scrimpeh and I are putting a lot of time/efforts (not saying this TAS doesn't btw). Also, do you know that Rayman 1 is much harder to TAS than Origins? It's because it has weird properties, pixel perfect glitch and frame perfect one. Like for example, we're at around 1 hour in the TAS and we're at 630k rerecords, it's just to show that scrimpeh had been putting much more effort than I did and that the TAS can't really be completed faster than it'd, maybe if you want a rushed bad TAS, but personally I'd prefer taking our time (so does scrimpeh) to do an enjoyable TAS!
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The frame war is back!
Hide yourselves, guys!
YES VOTE OTHERWISE
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Warepire wrote:
Simply, wow.
CoolKirby wrote:
Nice work again guys!
Thanks guys!
Link to video
Our boi scrimpeh did everything there lol
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This is looking really great! I love how this is coming along; can't wait to see the final result.
Warepire wrote:
This just keeps getting better!
Patashu wrote:
Wow I didn't realize how cool a TAS of this game is LOL.
Thanks! Sorry for the long delay! Scrimpeh did almost the whole level here, I did a part of the boss, I was surrounded with work FeelsBadMan
Anyway, here's Space Mama Crater!
Link to video
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Beautiful. Y E S
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Unknown394 wrote:
And just another quick question: how do I do autofire (key turbo) in Dolphin?
I know you can do this on GC TAS Input window by right clicking on the button you wanna autofire, but idk if it applies for Wii TAS Input
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keylie wrote:
Here is the first stage:
Link to video
Couple of notes:
- The fastest way to move in this game is to get punched in the air. Before I got the attack power, the way to get more speed is to stop running for a frame then press down, which will trigger a dive and increased speed
- For a level transition to trigger, all characters must pass the door or be killed (in bubble form). However, they will keep their bubble form at the beginning of the next section. So I must choose which character must pass the door and which must suicide itself.
- Balancing the lums between characters saves time at the end of the level when the lums are filled in the bottle. I didn't get perfect balance here, but I didn't loose any time collecting lums.
Haha nice! :)
Also, I'm pretty sure there's a timesaver at the end of Lums counting, if you get a medaillon, iirc there's a single frame when you can press A to save 3 seconds, it's not shown in RTA because it's frame perfect, ensgmaster did it in his Speed Game run if I remember correctly! :D
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keylie wrote:
Fog wrote:
Would this also apply to Gamecube controller?
Not right now, because I only bother implementing it for wiimotes, and GC controllers are handled in different functions. But GC is actually easier to modify than wiimotes, so it would not be a problem.
Fog wrote:
Also, feel free to test this and possibly make a pull request for inclusion with Dolphin.
Yes, I thought about that. There are still a few things to fix:
- Movie endings: There are still bugs when you go over the movie end with partial read-only, but this shouldn't be hard to fix
- Wiimote input lenght: as opposed to GC controllers, Wii controller inputs have variable length depending on what is plugged in. Currently I don't check for the length, I assume that the input length of a controller is constant in the entire movie. It would require a bit more coding to correclty handle this case
- User interface: Some more work to do here, like detecting what is actually plugged in, probably using a sub-menu, translation, etc.
got4n wrote:
Have you tried doing a few levels in TAS? This game had huge desyncs at the time!
There were also multiple times I didn't TASed this game along the desync:
-RAM different per levels (small reason though)
-very technical, multiple ways to get different results
-routing
-some glitches unexplored like the zipping one
-coop potential
I only tested one level and didn't see any desync, so I assumed it was fine. I will
do more testing then.
RAM different per level is bad. I tested that addresses were constant over rebooting Dolphin, but didn't test other levels :(
I saw your zip video, I will definitively investigate that. By the way, there is a rope glitch using the pause.
Yeah the desyncs were between level loadings iirc, like the autosaving was messing everything
Yeah addresses are super constant over Dolphin if you use Cheat Engine / Memory Editor (via debug dolphin) because Dolphin has the same starting address, but I heard that the new windows 10 version was changing it :o
For the zips, I know they work on multiple versions, I got it on Wii, PS Vita and PC, I haven't tried on the other versions though! Nice rope glitch! :o
Also, I saw a zip which was used in the first level, after you get the punch power, you use a trampoline to see one enemy and a door, if you time your jump and punch perfectly, you'll break the door and enter at the top of it, and on next room, as the game keeps track of your Y height, the roof is a bit lower here, so you zip in the wall, but die just after!
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Lol RachelB topic brings back old Dolphin memories, thanks for info! :D
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keylie wrote:
I add four options "Read-only" for each controller. When the option is on, the emulator will read the inputs from the movie file. When it's off, it will read from the controller and write it in the movie file.
You can see the modifications I made to the code here.
I didn't test, but there is no reason it would not sync on an official build.
Nice! :)
Have you tried doing a few levels in TAS? This game had huge desyncs at the time!
There were also multiple times I didn't TASed this game along the desync:
-RAM different per levels (small reason though)
-very technical, multiple ways to get different results
-routing
-some glitches unexplored like the zipping one
-coop potential
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Sub 1!?
GG.
YES
Sadly doesn't sync, but the poll isn't the subject. :)
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Patashu wrote:
Derakon wrote:
...kind of odd I haven't heard about this happening with any Megaman or Sonic fangames, of which there must be millions.
It's specifically Nintendo who is really C&D-happy.
Yeah Nintendo are just dickheads on this..
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I think my R9 380 can handle vulkan?
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T H A T
W A S
S O
S I C K
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H Y E S
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theenglishman wrote:Holy moly. I was waiting this day along with the one when SMB run would be obsoleted. :O
Totally yes, amazing run, nice improvement! :)
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