Minor notes:
Speed is direction + 0x6C.
Hammy's walk speed is 1.500000; run is 2.199707
Running for Hammy works like this: As soon as "x" is pressed while you move; even if you're not running (or moving for that matter) later, it counts down from 119 every 2 movement frames. X must be held on every frame to maintain speed. A separate address then counts down from 119 every 2 movement frames as well and acts as a cooldown for when you can run again. Since running makes turning difficult, it's better to activate run when going straight.
Lag frames for the stylus appears to be somewhat different than buttons. A consequence is that it allows picking/throwing objects, switching characters, and going through interfaces during certain "lag" frames.
I have been having trouble with video audio syncing in a few Dolphin versions after the supposed fix (I'm using 4.0-4235). During changes in frame rate (when the frame rate drops to around 30 and the VPS stays at 60), the video goes faster for Super Smash Bros. Melee, and as a result the video is shorter than the audio in the end. I haven't tested other games, but I would assume the same applies for most other games. On the 4.2 a/v sync version here, it works perfectly fine.
Oh and yeah Snark122 uses Mupen64 AFAIK. What's the problem anyway? He does it because it's more comfortable for TASing Mario 64. Once he publishes the .m64 there won't be any problem converting it into the more accurate .bkm file. (srry if I talk like 2009 Dennis)
Snark deleted his vid btw.
In this case, nothing, just that it's going to be rather misleading (for the TASer at least) regarding how close to sub 5. :P
I wonder was snark/ToT's 5:00:36 TAS done in Mupen or BizHawk, since Mupen would end up reporting a faster time due to general inaccuracy (noticeable when played back on console). How close is sub 5 not counting mupen timing?
http://tasvideos.org/userfiles/info/19133695754579065
Here's the latest WIP. For some reason it crashes the emulator on entering Hammy's stage, so I need to check if completing other stages can cause this to not occur.
Edit: Uh...This ancient emulator bug screwed me at least several frames after I found out you could use touchscreen during so called "lag frames", allowing entering stages even faster.
Edit2: I'm now doing the calculator stage first at a different time since the safe took longer due to RNG.
I found a weird bug that causes the emulator to crash.
Using the rom: 1065 Over The Hedge (EU)
Edit: Play this WIP
http://tasvideos.org/userfiles/info/19133695754579065
The emulator would for some reason then crash when loading. :|
it's also a feminist TAS,because women are faster in this game.Their collision boxes aren't as interesting as some of the other characters but since u want to morph as soon as possible,none of this matters after you farm,when all are equal.
I thought feminism was about equal treatment for women; how is that related to this TAS? :|
Also encode please.
Uh....a minor update, but it seems skipping the stethoscope might be slower due to piss poor edge collision detection:
Link to video
Kinda surprised that the "intended" method of beating the stage is now potentially faster. :P
Edit: May need to redo other stages lol
Now I'm wondering can someone just port the game to another console or pc without changing the graphics, and say add a single room and say its a completely different game lol
If you turn the difficulty way up, have enemies all over the screen, and require some real bashing and tricky maneuvering to complete, I could see it as a moon.
I'm wondering how hard it can possibly rank up the difficulty before it ends up being like those Kaizo SMW hacks where savestates is required to play. lol
Given that it's a homebrew game, whats the rule for it? Can any port of some existing game be accepted here? If someone made a unofficial port of Super Mario Bros on the Snes as well, can I go TAS it, get it published, and say "I hold the record for fastest SMB TAS"?
If we're going to accept any homebrew now, what's the verdict for this? Infact, can I just make my own game and TAS it?
Edit: http://tasvideos.org/4292S.html
Like this I meant.
Uh...sorry to bump, but:
The last boss has this time hole attack mentioned in gamefaqs. I tried searching it but I can't find any vids of it. How does it look like?
Oh, and to be on topic, for stache points, how important are they in a run? How much influence do they have on critcals? Is it worth investing on them?
Related to that last point: every time you invest on the same stat, the roulette for the next level shows lower and lower numbers. Will it always show +6, or would using the boost on another stat eventually be better in a TAS?
Accepting for publication to Moons in a new "sketch glitch" branch.
So...does this mean the old run will stay and this glitch be banned from competing against it? :|
Edit:
From the movie page:
A glitch involving Relm’s sketch ability was not used in this run. It is highly questionable whether or not this glitch can actually be used to save time. Also the glitch cannot be performed on this version of the ROM.
I'm still a little confused about the timings, but even if I have messed something up during the creation of this run, it wouldn't be a minute slower.
So, the problem seems to be BSNES not emulating the game properly, and that's why it'll not be submitted.
If that's true, probably should report it to the BSNES bugtracker/forum/whatever and hope it gets addressed.
Given that it's a homebrew game, whats the rule for it? Can any port of some existing game be accepted here? If someone made a unofficial port of Super Mario Bros on the Snes as well, can I go TAS it, get it published, and say "I hold the record for fastest SMB TAS"?
What's the purpose of playing a homebrew port of a game that appears on a console that can be TASed?
Specifically:
Another port named Donkey Kong – Original Edition was included and preinstalled on 25th Anniversary PAL region red Wii systems in 2010[45] and was awarded to the Nintendo 3DS users who registered the select 3DS titles on the Nintendo eShop until January 6, 2013. This version is based on the NES version and reinstates the cement factory stage, as well as some intermission animations that were not included in the original NES version. It was later available for purchase in Europe on September 18, 2014.
It's a wiiware game, but hey, still a published, licensed one.
Link to videohttp://tasvideos.org/userfiles/info/18968052726096213
I actually managed to record clipping into the dumpster by simply jumping on the dog, but it took longer to set up. Although if someone can find a way to do so with a shorter setup, that would potentially be faster.
Oh, and it seems I can't simply offset RJ's addresses to find Verne's so I have to refind them every stage. :/
Oh, and I found out if you were incapacitated, but had an object you can carry drop on you, you'll immediately wake back up and pick it up.
Edit: I went and checked what happens if you went back to the OoB calculator. It appears the stethoscope vanishes (causing it to be permanently lost) along with said calculator replaced with milk. The percentage for game completion skipping the scope is the same as not skipping, and if you got the calculator as intended, it would still be replaced with milk. Also the calculator OoB becomes invisible if you load the room it was in. It could still be interacted however.
I've been thinking. If bubble bowl boost is used, how much of the route would need to be changed to accommodate for it?
Also you mentioned needing some RAM watch of sorts. Perhaps this would help?