Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
If this were to happen I'd be all for a 100% run. I don't remember what that entails exactly but I remember having a tough time with some of the time trials.
I think its something to do with analog being hacked in. In either case these are the last screens displayed before fading to black and freezing.
Analog turned on
Analog turned off
You are trying this with v2.0.2, and dual shock emulation on or off?
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
2.0.2
dual shock emulation on/off doesn't seem to do anything
Selecting either the analog or digital option box in controller configuration gives me the two posted screens
This is the correct image showing the dual shock is recognized. natt is troubleshooting with me. The emulator hangs a few seconds after this screen disappears. This happens on the PAL demo disc as well as NTSC-U.
I'm new here and hoping this is the right place to put it, but I was considering TASing this game as well.
Unfortunately I have the same error as everyone else who's gotten past the Dual Shock screen with PSXJin, although several Ape Escape TASes have been done.
Does anyone know the way of getting to the 'new game' screen?
Still haven't gotten Ape Escape working in a re-recording emulator, but I have found some more potential useful stuff.
http://www.twitch.tv/ihavenonamesda/b/325402389
A glitch that lets you clone a monkey, capturing it twice. The game will still eject you from the level after catching n+1/n monkeys, except in that one particular spot where you could potentially repeat that catch infinitely due to the level exit trigger being beating the boss.
http://www.twitch.tv/ihavenonamesda/b/333363861http://www.twitch.tv/ihavenonamesda/b/333364198
I don't even know what caused this, but 4 monkeys I'd already caught re-appeared in Western Land and I could catch them again. The effects are the same as for cloning a monkey the other way. It's in 2 parts because my internet dropped halfway through, but the first duplicate catch and the last duplicate catch are shown, along with the final percent (100.4). This was done on my main file.
Obviously both of these are pretty much TAS only strats-the first monkey clone was after 20 minutes of realtime loading a savestate to replicate what I did once, by accident and the second the realtime runners and I are clueless on.
http://www.youtube.com/watch?v=3tjXwPxz6yM
Another little trick, maybe saves a bit of time over a triple catch at the gong iof manipulated right. It skips the animation of the stuff coming out of the wall completely.
Just got to keep waiting for that BizHawk PSX so I can make an actually good TAS of this game :P
Joined: 10/12/2011
Posts: 6438
Location: The land down under.
hyperbug you're about 1-3 year(s) late.
Dec 22, 2010Sep 13, 2012 <- Youtube version
We're not waiting on psxjin to apply another update (either v2.0.3 or v2.1) as last true update was May 2011.
That's why we're camping out for bizhawkpsx.
As they're newer and it's our team so we can discuss things (Common Crash 3 Patch).
Disables Comments and Ratings for the YouTube account.Something better for yourself and also others.
No problem, you're welcome :)
But seriously, right, we were aware that there was already a TAS of the NTSC-J version, but we specifically wanted the NTSC-U version to work on PSXjin, *now* :)
The patch can be taken or left; either way I had great fun in reverse engineering the game and working with Martin to see why a game with such a bug in it could still work on a real PSX!
I'm interested in seeing the repo for bizhawkpsx and possibly helping out; is there a link to it around?
Joined: 3/2/2010
Posts: 2178
Location: A little to the left of nowhere (Sweden)
If you are interested in helping out with BizHawk and it's PSX core, throw adelikat a message about it.
The BizHawk repo is here if you want to look at it: http://code.google.com/p/bizhawk/
000E54A0: player speed? 0-127
000BF689: X location
000BF68D: Y location
000EC23E: character state
0, stationary
2, creeping
3, walking
5, running
8, jumping
9, airborne/falling from jump
16, going prone
17, going prone 2
18, standing from prone
19, moving while prone
27, taking damage from enemy
14, climbing top of tree/gripping ledge
15, standing up on top of tree/hanging from ledge
34, dying
35, dying 2
36, falling from top of tree
37, landing from top of tree
38, running into wall
41, pushing against wall
47, sliding down steep slope
48, standing up from slide
53, doublejumping
54, falling from doublejump
55, landing from doublejump
57, gripping tree
58, shimmying up tree
59, shimmying down tree
128, swinging time net/idle animation
129, stun club extended/time net extended/idle animation 2
130, putting stun club away
131, putting time net away
133, swinging stun club
134, swinging stun club 2
135, swinging stun club 3
139, stun club spin attack
This is not an exhaustive list. I only tested in the tutorial area.
Joined: 10/12/2011
Posts: 6438
Location: The land down under.
Part 3:
Link to video
It's mentioned that the run is a bit unoptimized at certain points. Which the runner is aware of (Forgot to mention that on last post).
Disables Comments and Ratings for the YouTube account.Something better for yourself and also others.
I've done a very quick and dirty test in which I catch two monkeys and discovered two tricks!
First trick: when a level starts, you can't do anything until you land, except using the sword. And by using the sword, you can turn the character before it lands. This allows to save some time, since the more you have to turn, the more time the character will require to start walking.
Second trick: after you've catched a monkey, you can't move right away, but if you switch to the sword you can resume moving earlier.
By the way, I've yet to figure the best way to move, but I got the impression that both camera direction and character direction are necessary to know, so I've made a pretty script that shows them on screen, along with positions and speed values. Enjoy! https://pastebin.com/tmjAzcRU
Edit: I found a video featuring some RTA strategies:
Link to video
Edit 2: I think I found the base logic for micro optimizations.
The game uses 16-bit values for X, Y and Z values, and since the movements speed consists in very small numbers, the value rounding while walking diagonally can make a difference. For example, walking straight along an axis (0°, 90°, 180°, or 270°) results in a maximum walking speed of 28 space units, but when walking with a different angle, the travelled space (calculated by Pythagorean theorem) can go up to ~30 units. So, by using precise analog input values, we can exploit the game's poor calculations to save some frames there and there.
And in order to make this simpler, I've made a script that shows multiple frames' speed values on screen (just like I did for GBA Crash)! Enjoy. https://pastebin.com/DHtHF0J4
Edit 3: Some videos I found, just for documenting strategies.
Link to videoLink to video