South Carolina, USA
Forum: Super Smash Bros. Melee Category Extensions Thread: All Trophies, Master Hand, emu Started by: NamiNami |
Considering the main board has decided to allow the Master Hand glitch in the All Trophies category, I see no reason not to here as well. I’m not sure it could even save time, but it would help cut down on RNG deaths in a run that is very still heavy on RNG even with it allowed. Similarly, I believe we should also split Console and emu runs for the category, as they have and as this board has already done for the other RTA-timed runs (All Characters, All Stages). The Dolphin 5.0 emulator permitted on the main board already has faster loads hence their split and an argument for ours. I hope however that the CE board continues to allow the even faster loading Slippi one I’ve been using for the emu side, since it only cuts down non-gameplay elements and those who wish for a purer experience can look to the main board, or the Console section of that category if the split is made here. Though Trophies is currently empty here, allowing Master Hand would encourage me to run it. And I’m grateful no one has challenged the Slippi emu for this board yet, but part of this post is to gauge more opinion on that before I commit to a ~15 hour run. Sorry for wall of text, tl;dr pls allow Master Hand glitch in All Trophies and split it into Console/emu, + any new opinions on fast loading Slippi emu being allowed for RTA runs here? |
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Forum: Super Smash Bros. Melee Category Extensions Thread: The Wording of Rules Started by: NamiNami |
I’m not advocating for another split, but in terms of optimization does anyone know if the Wii has slightly faster loading times than GC? I’ve done some searching and found claims that they’re the exact same, that Wii is faster, and that GC is actually faster, but I haven’t seen any rigorous testing and proof of any. |
Forum: Super Smash Bros. Melee Category Extensions Thread: Possible minor All Characters timesave? Started by: |
That’s crazy! I remember trying to use LRAS forever ago when first theorizing this run, but since it doesn’t increment the matches when done immediately I abandoned it. Never thought taking a stock would change that. By my estimates, sub 2:05 console/1:25 emulator run should be doable with better Adventure/BTT/fights so we’re a good ways away from the records coming down to seconds. However, those require difficult execution and good RNG (with perfection 2:00/1:20 might be possible), so any easy consistent timesave like this is super welcome in the run. |
Forum: Super Smash Bros. Melee Category Extensions Thread: The Wording of Rules Started by: NamiNami |
fwiw if only console was allowed I'd still be number 1. The only reason this wasn't submitted before is I made it before this board existed. I believe I could beat buttercup's emu run on console now as well, but until the emu ruling is settled I'm holding off on new runs. |
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Forum: Super Smash Bros. Melee Category Extensions Thread: The Wording of Rules Started by: NamiNami |
I’m not sure how close to console it is in terms of loading times, but I know the main page only allows Dolphin 5.0 (stable version). It would be one possible compromise. On one hand, I understand wanting to stay as close to the original console as possible. However, when such a giant portion of the run is bogged down with loading times, it’s nice to be able to alleviate some of it. By my estimates, Slippi saved nearly 40 minutes in loading times alone throughout it. I will also note that as far as I can tell, there is no way to turn Cheats off using the newest version of Slippi, and using the in-game option to erase data does not work either, so I had to use an older version of it. |
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Forum: Super Smash Bros. Melee Category Extensions Thread: The Wording of Rules Started by: NamiNami |
The category rules for “Unlock All Characters” say to start on a file with no hidden characters unlocked. While I believe my current run is evidence that I understand the intention behind it, I’m pedantic and wanted to bring up this exploit in the wording: I suggest changing it to something along the lines of “a fresh, empty save file.” “Unlock All Characters/Stages” shares this flaw. |
thetincanthetincan and |
Forum: Tony Hawk's Pro Skater Thread: jumper pack vs expension pack Started by: Mariokart_69Mariokart_69 |
I’ll take a closer look later when I’m home, but I looked through your 9:46 PB mariokart, and your out of game time was 1:39. There were 2 extra restarts that cost 3-4 seconds each, and other slightly suboptimal menu’ing which probably only cost a couple seconds total. Without soft resets, a good out of game time with a jumper Pak is ~1:15, so I believe the Expansion Pak lost approximately 10-15 seconds |
Forum: Super Smash Bros. Melee Thread: NEW CATEGORY??? "unlock all characters" Started by: cactusizzycactusizzy |
Well I did it. I recorded a full run. 2:22:05 for all characters. Easily beatable if you know what you’re doing in Target Test; I obviously didn’t. |
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Forum: Super Smash Bros. Melee Thread: NEW CATEGORY??? "unlock all characters" Started by: cactusizzycactusizzy (edited: ) |
So as Derpington and FblthpGTL’s links show, Stamina mode skips the results screen which is a huge timesave. Stamina doesn’t let you change the rules, but if you change them elsewhere it affects the stamina matches. If you change the stage select to ordered instead of On, it saves 2-3 seconds of loading the screen select each match. I’m working on finding the fastest ways to end each match right now, but with all the above alone I’ve estimated Mewtwo could be unlocked in about 105 mins, and all characters in about 130 mins. All characters may be possible in under 2 hours in a perfect run. |
Forum: Super Smash Bros. Melee Thread: NEW CATEGORY??? "unlock all characters" Started by: cactusizzycactusizzy |
Unlock All Trophies, lmao could you imagine how long that run would take? And how unfun it would be? |
Forum: Super Smash Bros. Melee Thread: NEW CATEGORY??? "unlock all characters" Started by: cactusizzycactusizzy |
Just wanna note that if you're unlocking all stages for 15 minute melee the easiest/most consistent method for doing it would be the play as master hand glitch. It might be a bit slower since you may have to attempt it multiple times, but once you succeed all you have to do is wait. you wouldn't have to worry about a bomb KO'ing you at the very end of it. |
Forum: Tony Hawk's Pro Skater Thread: Minneapolis Walljump Started by: CreepyHomelessManCreepyHomelessMan (edited: ) |
Not RNG based, just very subtle differences in angles and jump timings can affect your speed enough to determine whether it works or not. This is probably the biggest choke point in my runs because of this, but I do see basically 2 ways you could go about improving it. |
CreepyHomelessManCreepyHomelessMan likes this. |
Forum: Tony Hawk's Pro Skater Thread: Minneapolis Walljump Started by: CreepyHomelessManCreepyHomelessMan |
Emulator time is definitely longer to load than console. Also N64 is faster than other versions. Unfortunately there's no way to make the emulator faster, you have to get a console copy to go faster. Even Nahoc's any% TAS is 5:08, almost 30 seconds slower than George's WR despite being faster IGT. |
Forum: Tony Hawk's Pro Skater Thread: Minneapolis Walljump Started by: CreepyHomelessManCreepyHomelessMan |
I just tested it today and it is definitely possible to do it with Andrew Reynolds with 13 tapes. It may be harder for him but still possible, I got it recorded if you wanna see what it looks like |
Forum: Tony Hawk's Pro Skater Thread: Minneapolis Walljump Started by: CreepyHomelessManCreepyHomelessMan |
I do think that's the hardest walljump in the game, and while it's the same buttons, the hard part is that it requires more height than the others. There are two ways to increase the height of the walljump: If you have any footage of your attempts I may be able to help pinpoint more specific errors, but keep trying. Like I said it's difficult. I think it may be the hardest part of the whole run. |
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Forum: Super Smash Bros. Melee Thread: NEW CATEGORY??? "unlock all characters" Started by: cactusizzycactusizzy |
So I found out if you turn a timer on, you can actually SD on Jungle Japes before the timer changes, so using in game time it would actually be faster to just do that 1000 times to get all characters despite being much slower real time, and in theory could be 0:00.000 IGT. This dumb run just got dumber. I think Fuzzyness said it best. |
Forum: Tony Hawk's Pro Skater Thread: Rune Glifberg Started by: AndreaRovenskiAndreaRovenski |
The beginning stats of the skaters are all roughly the same, and they're all boosted in the same way through the run so no one is better or worse due to stats. Special tricks are what kind of matter: as guished said a front or backflip helps you gets points easier as they have a base of 4000 which multiplies with spins. I prefer Jamie because in addition to a front flip his special grind is arguably the easiest special input in the game (up up c-up), and you use special grinds in the run a lot for a slight boost in speed. |
Forum: Super Smash Bros. Melee Thread: NEW CATEGORY??? "unlock all characters" Started by: cactusizzycactusizzy |
With 700 1-stock matches (mostly SD'ing) it took me about 2.5 hours to get Mewtwo. This was basically a meme run but it also unlocks Puff, Dr. Mario, Pichu, Falco, Marth, Young Link, and Ganondorf. What's left is adventure mode to get Luigi, classic mode with Marth to get Roy, and then 24 character target tests to get Game and Watch. Based on the records it should be feasible to get those 3 in less than 30 minutes, meaning while long the run could easily be less than 3 hours total. I need to learn the target test runs but I'm gonna try to do this for fun. |
ResolutionSSBResolutionSSB, FairyQueenFairyQueen and 4 others |