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Orkney, ScotlandCDRomatron3 years ago

Download the latest release from https://github.com/CDRomatron/CTTRLoadRemover/releases Either follow the guide in the provided README.txt, or continue reading below.

--Configuring--

First, run the CTTR.exe. Click start and tick the box labeled preview. Increase the X, Y, width, and height do that the top right of the preview window is the top right of the in-game minimap, and the bottom left corner is the bottom left corner of your game feed.

Once you have aligned the capture, cause the game to enter a black screen. Click stop, then click "save black-screen".

Click start, cause the game to enter a loading screen. Click stop, then click "save load-screen".

Click start again, now you will notice two sets of numbers rapidly changing in the bottom left corner, these numbers is how certain the program is that the screen is black of loading repsectivly. The closer the number is to zero, the more certain the program is.

Note how low the values go in the correct circumstances, then click stop. In the threshold boxes, enter a number which is more than the highest number the program reached in the correct circumstances.

To test the software, click start, and watch the Is Loading checkbox. If the program believes the game is loading, the box will be ticked, and when it is not loading, it will be unticked.

When you are happy with your configuration, click "Save Settings". You can also load your settings at a later date.

--Running--

Now, start Livesplit, go to Edit Layout, and add a "Scriptable Autosplitter". Select CTTR.asl. As long as you have clicked Save Settings in the above step, this should now pause the time during load screens. Please remember to swap your comparision to game time, as it does not affect real time.

Orkney, ScotlandCDRomatron4 years ago

Hi there! I was wondering if anyone has any information relating to the requirements for Dixie's notes unlocks?

I've found limited information online about a small number of them, but that only covers 10% of them.

https://gamefaqs.gamespot.com/gamecube/920165-donkey-konga-2/cheats

Found: 0,1,2,3,4,5,6,7,8,9,10,11,12,76

Orkney, ScotlandCDRomatron5 years ago

Hi,

This is a game I remembered fondly from years ago, so my friend and I have been playing around with the COOP mode and decided to do a few runs. Our best time so far is a 54:50 (), with a lot of space for improvement still. COOP introduces many interesting elements to the gameplay, such as the players sharing I-frames and other interesting game mechanics.

I'm wondering if you'd be able to add a COOP any% category to the leaderboards.

Thanks for your time!

Pear 喜欢这个
Orkney, ScotlandCDRomatron6 years ago

In unlock all characters, you are allowed to play the games in any order, but are you allowed to play multiple games at once?

Orkney, ScotlandCDRomatron6 years ago

If someone were to do a run of: -All handheld crash games (XS, N-Tranced, Fusion, CNK and Titans) -All handheld spyro games (Ice, Fire, Fusion, AotR, ANB and TEN) -Both

Would we be able to get a section for handheld sprash? Not planning on it soon, just wondering for when there is time.

Orkney, ScotlandCDRomatron6 years ago

So the first thing I plan to do with this game is do the misc trilogy any%.

Would I be able to take the individual game runs from that and submit them to the normal game categories, or would that break some sort of rule?

Orkney, ScotlandCDRomatron6 years ago

I'm new to SSF and am interesting in doing 'Beat the game glitchless'. Whenever looking into each category I am confused about the current 1st place run for the 'Beat the game' run. The rules state "Defeat Elmo as all 6 characters." but the run only defeats Elmo as Cookie. If one of the mods could explain this, that would be great!

Happy spelling folks!

Orkney, ScotlandCDRomatron7 years ago

Hey, I'm pretty interested in doing some runs of this game, but I'm in the PAL region. I've got USB loading working on my Wii just fine, but I had the following questions:

  • Do you accept runs on the leaderboard that use USB loading?
  • If so, would these runs be listed as 'emulated' or differentiated in some way from runs done on disc?
  • Would a run being done on this manner be considered PAL or NTSC?

I hope to get my hands on an NTSC copy of Brawl to be able to run Project M from the disc soon. Similarly I have a few questions:

  • I would need to get around the region-protection (as it would be running on PAL hardware), would this in any way invalidate the run?
  • In this scenario, would a run in this manner be considered PAL or NTSC?

Sorry for the long list of questions, I'm interested in this game, and found a few answers across various forum posts, but thought it would be nice to the this all discussed in one place or it would be easy to find for anyone else in my situation.

Thanks in advance!

Helix 喜欢这个
Orkney, ScotlandCDRomatron7 years ago

When walking up to the cutscene trigger near the beginning of Island intro that the camera stops panning to the right. It has been noted for a while now that pausing and unpausing the game in this state causes the camera to lock both horizontally and vertically near crash. You can continue to pause and unpause the game to move the camera for the rest of the level. As a result of this, you do not need to watch the cutscene, but pausing and unpausing is slower than just watching the cutscene.

It was previously believed that walking off-screen to the right when the camera was locked would trigger the cutscene, so this wasn't explored too in depth.

However, yesterday, I found that but bringing the camera near the cliff that needs to be double-jumped, walking off-screen does not cause the cutscene to play.

When off-screen the stage has loaded, but elements of the stage, such as boxes (event metal ones), and the tutorial marker have not spawned.

The stage is completable under these circumstances, although you do need to pause-unpause to load the portal, and watch out for the two pits present in the level, as since the camera is locked, you'd basically be doing the level blind.

For what little experimenting I've done, you need to pause the game three times to get the camera to a point where walking off-screen will not trigger the cutscene. What this comes down to is you can remove all obstacles for the level, such as having to jump over the metal boxes, avoiding the nitro, and getting passed the tutorial things, with the price being pausing the game three times and doing the level blind.

If this does save time, I doubt it would be much, 1-2 seconds at most, and if we could reduce the number of pauses down from three to two, that could be a save as high as 5 seconds.

I doubt that anyone will actually ever try this in a run, although it might be something to TAS people to look at (made a post over on TASVideos.org), and should definitely be noted as a thing that exists.

Here's a link to my video showing it off with an overlay made by Spikestuff and Warepire:

And here's a link to a quick video I recorded showing that it does indeed work on console:

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