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Joined: 2/12/2006
Posts: 432
You can still access those things through alt. You know how to use a keyboard for gui navigation, right?
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
Some input plugins (like the NRage ones) lock out most mouse input if you set any of the controls to use the mouse. You can still use alt then arrow keys for the menu, alt+tab to switch away from the emulator, and alt+f4 to quit, as always. If you need precision control of the analog pad, you can use a different plugin or set it up differently, but since this is Kirby 64, just disable the plugin's mouse input.
Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Sweet I just got it to work. Every now and then in between doing levels of DCK2 102% I'll give level one a shot, and see what happens
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Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
DCK2 102% is taking up my time right now since I'm experimenting with hex editing to make world 1-2 better (with little success, in the hex-editing not in improving the levels). If I have any free time I'll do a test run of this game
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Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Hm, test run will have to wait a long while. Doing 2 TASes at the same time is a very bad idea, my workload at college like doubled so I won't look at this until I'm done with DKC2 102%. Plus, the DKC2 run is really fast- Kirby 64 100% is a very slow game, I would feel a little disappointed, I think I can find a faster game to TAS next. But I played this when I was younger, it has a great soundtrack, would add to the small n64 list, it should be easy to teach me how to use Mupen so maybe I will just to have it out... so this will be put on hold for a few months.
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Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Now that DKC2 is done, I'll start a TAS of this. However, I noticed that Kirby Dreamland 3 is essentially the same game, but faster and less complex. However, since this'd be a great N64 addition, and easy to make, I'll still do it. I'll report back when I start a test run. One problem I have when I first tried a first test run of this is that, I don't know Mupen's functions perfectly, and even though I made 3 .m64 files, all starting from reset, the game file of when I played this is still there. How do I remove that? I think just delete the file in normal, and try another .m64 file from reset and see if that works... small familiarity with the game will need to be developed, since I played this game but need to learn how to TAS it, but moreso in learning to use Mupen 64. After looking at the SDA run I think Fire+Fire is best for most cases. Rock+Ice actually slows down after a while, which is bad...and perfectly timed Fire thrusts are what's going to make this run. Also finding other ways besides going to star world level one over and over again.
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Joined: 4/29/2005
Posts: 1212
I wish you luck with this TAS. It is bound to be a lot better than the Speed Run on SDA. :3 Can hardly wait! ^^
Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
This is probably going to be the easiest TAS of 4 that I'm working on, assuming I become familiar with Mupen64. it's the slowest out of all 3, has the clearest SDA run to use for info, and may require the least amount of rerecords, mostly to time the Fire+Fire shots. Doing this and Kirby Dreamland 3 is going to nicely themed, since they're basically the same game, however, Kirby Dreamland is proving to be a much faster game, especially with my turbo Coo flying technique that I discovered, very similar to the UFO technique in Kirby Adventure. But I'll be sure to bring this to completion as well, becuse N64 TASes are not well represented in numbers and I'll try to make an entertaining movie despite repetitive Fire+Fire and generally slow movement otherwise.
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Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Finally got around to working on this, got a V1 (test runs are done, there's really not much to learn about this game) done of the first level and there might be small areas of improvement , which of course I will fix if anyone notices places to improve. Star World Level 1
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Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
My frustrations on desynching N64 runs were so huge, I completely forgot I was doing this :P Oopsie. It is actually very easy to make, so I'll work on this more often, especially since, while not a fast game, gives me something to do, is easy to do, and TAS'd kind of looks fast, mostly in relation to the SDA run/realtime gameplay. Star World 2 26 seconds faster than SDA so far
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Former player
Joined: 10/1/2006
Posts: 1102
Location: boot_camp
why not do an any% run? SDA only has the 100% one, so I thought any% would be interesting to watch.
Borg Collective wrote:
Negotiation is irrelevant. Self-determination is irrelevant. You will be assimilated.
Player (36)
Joined: 10/8/2006
Posts: 284
If you don't do 100%, you can't do the final boss. It makes it seem like the game isn't fully done yet.
Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Plus, any% is just Fire+Fire the entire time, which is boring as all hell, trust me. Star World level 3 The final boss took a lot of rerecords to hit on the first possible frames. The final boss is a big white mofo, with killer music and the only real 3d movement of the whole game. So 100% it is. Because that's what I was doing anyway.
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Former player
Joined: 10/1/2006
Posts: 1102
Location: boot_camp
I haven't played it in a while, so I've forgotten quite a lot. I look forward to the final movie.
Borg Collective wrote:
Negotiation is irrelevant. Self-determination is irrelevant. You will be assimilated.
Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Final movie should come sooner than you'd think- this is coming along real fast. That's based on it's simplicity and ease, and a pre-made SDA run that has easily noticable mistakes/improvements but shhh! You didn't get that from me. Star World 1 Boss IMO, Kirby 64 has the BEST boss fight music, not of all games, but definetly of most of them. I could just listen to Kirby boss fight music all day. The boss I think can be improved, so I'll try to improve it later. (I think I did not hit the mini-trees at an optimal time, in fact probably missed many oppurtunities for fast hits at the beginning, and the second spike-wave is much better than the first, getting in 3 hits instead of 2.) So yeah, that was 2 levels and one boss in one night... 5 more worlds, this shouldn't take too long hopefully.
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Joined: 10/16/2006
Posts: 174
I hate to ask, but what are your settings for this WIP? I keep de-syncing!
Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Glide64 v0.7 TAS Input Plugin 0.6 Jabo's DirectSound 1.6 RSP emulation Plugin currently it's 45 seconds faster than SDA, and will continue to gain time as the run goes on. Sub 1:20 is probably likely, 1:15 possible, sub 1 hour not likely.
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Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Just saved 11 seconds on the boss, so good thing I did that tonight while the ideas were still in my head. Star World 1 Boss redone 56 seconds ahead of SDA. The boss is beaten so fast the song doesn't have a chance to get to the second cycle. which is a shame since that's the better half of that awesome music.
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Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Poll: despite this obviously going to be superior to SDA, do people want to see this finished? it's clearly a slow game, Fire+Fire does seem quite boring to viewers, and while this is good for me to run to keep me sane with no desynchs, it seems like a waste if it won't receive a lot of attention, despite being a N64 game. I'm not giving up, but... should I even bother?
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Active player (304)
Joined: 8/8/2005
Posts: 296
Location: NSW, Australia
I'd watch it.
Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I know, but how many others would? maybe not many because it wasn't a popular game due to the decrease in gameplay from previous Kirby games. maybe just world 1 is boring, I'll keep going and see what happens since I'm halfway through world 2 level 1.
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Former player
Joined: 10/1/2006
Posts: 1102
Location: boot_camp
Well in a 100% run you have to use a lot of different combos to get all the shards. That should make for more excitement.
Borg Collective wrote:
Negotiation is irrelevant. Self-determination is irrelevant. You will be assimilated.
Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
should, yeah... although it slows physical movement because no Fire+Fire... I do have a theory for skipping one of the required combos for getting a shard in world 2 however
Homepage ☣ Retired
Joined: 11/15/2004
Posts: 804
Location: Canada
Well, I for one cannot watch this movie. I'm trying to get the plugins as close as possible: Glide64 Wonder Plus (and gl64 0.4.1, and others) N-Rage's Direct-Input8 1.60 (and Adaptoid, and others) Jabo's DirectSound 1.6 RSP Emulation Regardless of plugins, the game asks Kirby if he knows about the copy feature, he answers "Nope", the instructions begin, he presses something, the game asks if he wants to see it again, he says "Sure", it happens again and again, and that as far as it goes. I can go maybe 2 seconds without a desynch.
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
Joined: 4/17/2004
Posts: 275
mike89 wrote:
I'd watch it.
Ditto. ...or, at least I would if Mupen wouldn't close out when I reach Waddle Dee. :\
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