Comments
South Carolina, USANami2 months ago

That’s not me lol

ARXIGOSTRELOS, kvxaz and 2 others like this
South Carolina, USANami3 months ago

On older versions of Slippi, there was an option in the emulator to Disable Cheats. With that unchecked, I never noticed any of the issues you’re talking about, but I’m no expert on emus of any kind, so I could just be lucky to have avoided them as far as I know.

Newer versions of Slippi don’t have this option to uncheck, and even if you delete all data thru them, there are plenty of glitches like that, some of which make categories unplayable.

I enjoyed having a way to cut down loading times in the long runs, so I would like to keep some version of Slippi legal if possible, but I understand if not. Reasons like this are why the main board only allows Dolphin 5.0.

South Carolina, USANami3 months ago

Sorry for the slow response. I can see why IGT might be confusing considering the strategy in the IL records. Right now the ruling is "Time elapsed per the in game timer (the red countdown at the top of the screen) when you retry, end run, or soft reset out of the level. For full game runs, the sum of these times is IGT.”

IGT is not really important or even required in full game category submissions, only the RTA. It’s a nice benchmark to see, but because of the way the timer works, we only measure ILs in IGT currently. In ILs, you are allowed to End Run (thereby stopping the timer on an N64 console), and continue your combo afterward.

SparkyThePichu likes this
South Carolina, USANami4 months ago

I’ve been using Slippi 2.1.0.

Slippi has way faster loads than console or Dolphin 5.0, but as far as I can tell the later Slippi versions don’t let you disable cheats, hence why I used the older 2.1.0.

South Carolina, USANami2 years ago

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?

SukeSJ likes this
South Carolina, USANami2 years ago

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.

South Carolina, USANami2 years ago

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.

South Carolina, USANami2 years ago

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.

SukeSJ likes this
South Carolina, USANami2 years ago

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.

SukeSJ likes this
South Carolina, USANami2 years ago

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: You could simply start on a file that had 1000 matches played in Stamina, but no hidden character fights completed and still be legally within the rules as written.

I suggest changing it to something along the lines of “a fresh, empty save file.”

“Unlock All Characters/Stages” shares this flaw.

thetincan and SukeSJ like this
South Carolina, USANami3 years ago

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

Mariokart_69 likes this
South Carolina, USANami5 years ago

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.

Jaypin88 likes this
South Carolina, USANami5 years ago

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.

South Carolina, USANami6 years ago

Unlock All Trophies, lmao could you imagine how long that run would take? And how unfun it would be?

South Carolina, USANami6 years ago

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.

South Carolina, USANami6 years ago

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.

  1. Continue the method you're using, but make sure to hit the first jump just a little closer to parallel to the ledge. You're jumping so early that you're far away from the tape when you hit the roof and losing speed before you get to it. I usually turn just slightly back to the right before my first Ollie so that I have momentum going forward, but careful cause too much and you won't get high enough for the roof grind.
  2. Use the same initial jumps you're using, but as soon as you grind the roof ledge Ollie to the left onto the roof (I use kickflip or madonna) then turn sharp to the right towards the tape. Make sure to fastplant quickly or you won't get high enough, triple kickflip and land on the rail in front of the S. Ollie for the S and then continue downtown as normal. This method is much much harder as you have to be very quick and precise to get it all right, but it saves almost 5 seconds iirc.
South Carolina, USANami6 years ago

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.

South Carolina, USANami6 years ago

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

South Carolina, USANami6 years ago

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:

  1. Be closer to the wall when you make your initial ollie (also make sure you get the fastplant, most other jumps you're fine with a nollie but this one you're not)
  2. Hit the wall at a steeper angle. After grinding the ledge, use a Madonna to help set the right angle up. You want to keep holding up-left for a split second so that you turn a bit sharper than normal off the edge. Turn too far and you'll crash into the wall instead of wallriding, but don't turn enough and you won't get enough height. Or sometimes you'll get enough height to grind but you'll pass the hidden tape.

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.

South Carolina, USANami6 years ago

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.

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