Active player (264)
Joined: 4/15/2010
Posts: 197
Location: England
So... I'm confused, can existing wips be continued or...? Either way I'd like to request a theoretical continuance on the smw 96-exit, as it would be a 'pain in the ass' to redo indeed as mentioned before (it will probably take upwards of a year to finish though). I understand the need to deprecate snes9x and I'm grateful for the warning, but everything we know regarding frame rules and lag in smw may only apply to this emu, I'm not sure.
Retired smw-96, smw any%
ALAKTORN
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Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
bahamete wrote:
but everything we know regarding frame rules and lag in smw may only apply to this emu, I'm not sure.
all the more reason to change to a more accurate one… lol
Active player (264)
Joined: 4/15/2010
Posts: 197
Location: England
ALAKTORN wrote:
bahamete wrote:
but everything we know regarding frame rules and lag in smw may only apply to this emu, I'm not sure.
all the more reason to change to a more accurate one… lol
Don't really see your point, the lag and frame rules will still be there but they may act differently. I base this only on assumptions by others and I know there is better emulation of lag (meaning possibly more?) and such. It is why we have stuck to 1.43 for so long... I learnt from it!
Retired smw-96, smw any%
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Okay, continuances for OGA and smns72 KSS any% and bahamete's 96 exit SMW are acknowledged.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Active player (500)
Joined: 11/19/2007
Posts: 128
Some people mentioned Yoshi's Island 100% already, and I'd like to request continuance for it. There are several reasons why our run won't sync on the newer emulators. The biggest problem is probably that there's virtually no lag on Snes9x 1.43 when lots of sprites are active. I don't think it's really an issue to the point where we'd have to change our routes to accommodate the lag, but when it comes to unnecessary egg antics, future runs will likely have to be less flamboyant in some places. A good example is our 1-4 boss fight, where we spam a load of egg shots. If you do just a few egg shots at once on console, especially if some stars are spawned from red eggs, the game will slow down considerably. Of course, 1.43 was our best option at the time, and we're too far now to think about restarting.
dnnzao
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Former player
Joined: 11/5/2010
Posts: 90
Location: Toronto, ON
Nach wrote:
Okay, continuances for OGA and smns72 KSS any% and bahamete's 96 exit SMW are acknowledged.
Wait, need continuance for Super Demo World 120 exits as well!
sorry my bad english... - Finished projects: Super Demo World any% - SMW Hack - Dropped projecs: Super Demo World All Exits - SMW Hack Super Mario World All Exits
Warepire
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Editor
Joined: 3/2/2010
Posts: 2178
Location: A little to the left of nowhere (Sweden)
I think Tompa and Yuzuhara would like a continuance on their A Link To The Past improvement, they're most likely far enough by now to not want to restart.
Tompa
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Joined: 8/15/2005
Posts: 1941
Location: Mullsjö, Sweden
That would certainly be nice.
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Active player (426)
Joined: 3/21/2011
Posts: 127
Location: Virginia (United States)
"Super Mario World - 96 exit by bahamete" Just saying, there's other people collaborating on that with him. ^^; aka pangaeapanga and I
YouTube Channel - Twitter Current projects: Sutte Hakkun, Hyper VI, RTDL, own hacking projects
Player (89)
Joined: 11/14/2005
Posts: 1058
Location: United States
I just wanted to chime in and say that this is a great new policy. Finally with the advent of SNEShawk, there really is no longer a need to support Snes9x. Kudos to all the staff and programmers involved in making this happen!
They're off to find the hero of the day...
Player (210)
Joined: 7/7/2006
Posts: 798
Location: US
Requesting continuance of SNES Magical Pop'n (J) by Kirkq (2 levels completed out of 6) I may try to hex the gameplay into a better emulator, but if it doesn't work well I have no intentions of restarting.
Skilled player (1741)
Joined: 9/17/2009
Posts: 4981
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
NxCy wrote:
There are several reasons why our run won't sync on the newer emulators. The biggest problem is probably that there's virtually no lag on Snes9x 1.43 when lots of sprites are active. I don't think it's really an issue to the point where we'd have to change our routes to accommodate the lag, but when it comes to unnecessary egg antics, future runs will likely have to be less flamboyant in some places. A good example is our 1-4 boss fight, where we spam a load of egg shots. If you do just a few egg shots at once on console, especially if some stars are spawned from red eggs, the game will slow down considerably. Of course, 1.43 was our best option at the time, and we're too far now to think about restarting.
So...let's use inaccurate emulators because it lags less? :o
Experienced player (515)
Joined: 7/23/2011
Posts: 108
jlun2 wrote:
So...let's use inaccurate emulators because it lags less? :o
Err, assuming you're being sarcastic: the only original choice was between the different snes9x versions, and 1.51 and on lag significantly more than console. Since entertainment is the bottom line, and your only two choices are inaccurate, it makes sense to choose the one that produces the more entertaining movie. Much of what was done in my any% TAS would not have been possible without significant lag on the later versions of snes9x (but possible on console). 1.43 just leans a little too heavily on the "less lag" side. And, of course, no other options existed at the time, and after 650k rerecords, we sure aren't switching now.
Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
Entertainment is subjective though. I'm far less impressed by something that isn't a portrayal of the original. It's like using a hacked version of a game that allows certain tricks to be performed that normally can't be done in the original. Seeing tricks performed based on known limitations is far more entertaining and impressive than bypassing limitations in order to perform them in my opinion.
I think.....therefore I am not Barry Burton
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Pasky13 wrote:
Entertainment is subjective though. I'm far less impressed by something that isn't a portrayal of the original. It's like using a hacked version of a game that allows certain tricks to be performed that normally can't be done in the original. Seeing tricks performed based on known limitations is far more entertaining and impressive than bypassing limitations in order to perform them in my opinion.
There was no such option when the run was started. Carl has stated that pretty explicitly.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
I wasn't referring to that run in particular, just his comment. I understand their decision to stick with snes9x.
I think.....therefore I am not Barry Burton
ALAKTORN
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Joined: 10/19/2009
Posts: 2527
Location: Italy
Pasky13 wrote:
Entertainment is subjective though. I'm far less impressed by something that isn't a portrayal of the original. It's like using a hacked version of a game that allows certain tricks to be performed that normally can't be done in the original. Seeing tricks performed based on known limitations is far more entertaining and impressive than bypassing limitations in order to perform them in my opinion.
I agree, that’s the whole point of TASing
Experienced player (515)
Joined: 7/23/2011
Posts: 108
Pasky13 wrote:
Entertainment is subjective though. I'm far less impressed by something that isn't a portrayal of the original. It's like using a hacked version of a game that allows certain tricks to be performed that normally can't be done in the original. Seeing tricks performed based on known limitations is far more entertaining and impressive than bypassing limitations in order to perform them in my opinion.
To 99.999% of the viewerbase, any difference from the original was invisible. I agree in principal with what you are saying, but your analogy about using a hacked version of the game is simply not relevant in the case I am referring to: being able to do entirely different tricks with a hacked version is an entirely different thing than only being able to do the same tricks, but at the cost of some lag frames. They are simply not comparable Anyway, compared to console for Yoshi's Island, snes9x 1.51 prevented some things that would have been doable on console without lag, so it's like.... the opposite situation. We'd be using a worse hack ;) But in either case, everything is transferable to console, the only difference is how many lag frames there are. It's worth noting that no available emulator faithfully emulates Yoshi's Island completely, not even those based around bsnes. The goal ring loads differently which actually has drastic consequences for bonus skipping.
Warepire
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Carl Sagan wrote:
It's worth noting that no available emulator faithfully emulates Yoshi's Island completely, not even those based around bsnes. The goal ring loads differently which actually has drastic consequences for bonus skipping.
Did you check the behavior in the latest Accuracy core (actual bsnes, not a rr-derivate)? If it's the same, perhaps you shall inform Byuu (bsnes main developer) of this inaccuracy once he finishes his ROM dumping of the US set?
Expert player (2467)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Mr. Kelly R. Flewin wrote:
Going to stick around and adapt and show how much ass you can kick?
I just hope we don't have our asses kicked :) The only difference I'm experiencing so far is the hotkeys, but no big deal. oh, oh... is there any way to assign hotkeys to an Xbox360 controller without causing conflict with the game controls? I like to save\load on the digital pad, but it's already assigned to "character movement", is there a way to clear this assignment? edit: it seems to be hard coded; even clearing the assignment manually it still controls the character and save\load the run on the same button... any suggestions?
I am old enough to know better, but not enough to do it.
adelikat
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Dooty wrote:
Mr. Kelly R. Flewin wrote:
Going to stick around and adapt and show how much ass you can kick?
I just hope we don't have our asses kicked :) The only difference I'm experiencing so far is the hotkeys, but no big deal. oh, oh... is there any way to assign hotkeys to an Xbox360 controller without causing conflict with the game controls? I like to save\load on the digital pad, but it's already assigned to "character movement", is there a way to clear this assignment? edit: it seems to be hard coded; even clearing the assignment manually it still controls the character and save\load the run on the same button... any suggestions?
Is this a question about using bizhawk? If so, this is not the place to be discussing it
It's hard to look this good. My TAS projects
Amaraticando
It/Its
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Posts: 673
Location: Brazil
Nach wrote:
Wiki: Nach/Continuances
"Super Demo World - 120 exit by dnnzao. " Just saying, there's other people collaborating on that with him. ^^; aka Dawn and I
Emulator Coder
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Amaraticando wrote:
Nach wrote:
Wiki: Nach/Continuances
"Super Demo World - 120 exit by dnnzao. " Just saying, there's other people collaborating on that with him. ^^; aka Dawn and I
Not that it really matters. When we see the run submitted, and more authors are on it than initially thought, the continuance is still valid.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Player (173)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
VIP Mario 3, "almost capeless and yoshiless" All exits Super Mario World: The Second Reality Project 2, any% In case these projects come to a period. Progress is still not satisfactory and also I'm not sure now if I'll submit them (or if they'll end up with good quality).
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"