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All I know is that you can clip through ceilings with Yoshi on J, and the infinite flutter glitch only works on U. According to MUGG's post that jlun2 linked to, an any% should use J if it needs to clip through ceilings.
If it matters, there are less sound effects and voice clips in J, and more people will understand the English text in U than the Japanese text in J.
What about the Sirena Beach episode 6 emulation glitch? Won't that stop your run from getting accepted?
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You probably want to use the Japanese version if you want to use the Yoshi ceiling glitch.
The Sirena Beach cleaning emulation glitch hasn't been fixed yet. ReneBalow was planning to start on this game after that it was fixed.
This is the latest real-time speedrun for this game, and I assume it has the latest tricks (somehow batora's TAS is still faster though).
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Noob Irdoh wrote:
What happens if 2 (or more) winning entries are tied at the end of the polling stage? Second poll with those entries only?
No, they both win, like N64 TAS of 2010 last year (it went to SM64 "0 star" and OoT any%) and NES TAS of 2011 this year (Battletoads and SMB2 "warpless").
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It was previously mentioned, and I watched his part 1 and 2. I haven't watched the other parts, but I don't think his route could be any better than the one Miles posted on the first page (which is pretty much perfect) that I've been using.
I'm almost done with the Prologue (following Miles' route), so I'll post an encode in a day or so.
EDIT: I was almost finished with the Prologue when I realized I might be able to catch the moving platform in Rogueport Sewers a little quicker by getting a fire flower from the ? box in the Sewers instead of at the Toad Shop. This run will take me a few months to make, so I want to make it as optimized as I can so it won't be obsoleted quickly.
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sudgy wrote:
How come (at this time) there is 96% yes votes and 3% meh votes? That's only 99%...?
I don't think the counter always rounds evenly. There are 33 votes right now, so it assigned 3% to each vote. It wasn't made to display decimals, and it looks like it just ignores them anyway.
If there were 50 votes, it would easily assign correct percentages to every category, but for now, it's a little messed up.
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Bag of Magic Food wrote:
Some say Super Smash Brothers is also the reason that Kirby can only float around puffed up for a limited time now, but a limited time is different from Smash Brothers' limited number of puff-ups.
Yeah, and in some newer Kirby games, like Return to Dream Land, he can float an infinite number of times like he used to. I don't see why Kirby 64 needed a floating limit though, since some shards are near a pit or very high, and they can be difficult to reach.
Bag of Magic Food wrote:
Funnily enough, the Happy Dance music is one of a few songs available in the Sound Test that's never played in the game.
Another example is some unused music that was going to be the "Choose Your Character" music, when Adeleine, King Dedede, and Waddle Dee were intended to be playable in the main game, as they are in the minigames. (It could have been intended as a 4-player game...who knows?)
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hegyak wrote:
Sonic still moves a lot faster then that guy in red.
If you mean intended speed, then yes. If you mean glitched speed, then the BLJ in SM64 is still faster than wall zipping in StH/SA1.
This TAS sounds great. I'm also waiting for the video to process.
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Bag of Magic Food wrote:
Funnily enough, the Happy Dance music is one of a few songs available in the Sound Test that's never played in the game.
I noticed that too! No dance even after defeating a boss! I guess Super Smash Bros. made them think that people would rather Kirby said "HI!" and waved instead of dancing. Or it could have been too hard to animate on the N64.
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OK, well I haven't TASed on any recent normal branch revisions, and it appears I'm wrong, so just ignore that part of my sentence.
I also have not had one single desync in 35000 frames with "more-save-fixes" (I would be farther ahead in my movie, but I'm still trying to optimize one area). No desyncs so far is really fantastic, considering I would definitely have had 7-8 desyncs by now on an older revision, like 3.0-191.
OK, then I definitely recommend the newest more-save-fixes Dolphin (in the link rog posted above).
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He means a program like this that can take words and sentences and translate them into English (or any other language).
If you want to submit a GB/GBC/GBA movie, you should make it on VBA 24-M, the newest version of VBA. It's mostly the same as VBA 21 but it crashes and desyncs less and has minor design (GUI) changes.
Welcome to TASVideos, by the way. Do you have an idea which game you want to start working on?
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rog wrote:
If you mean what i think you might mean, that was fixed a while ago. Unless you don't, in which case i've never seen such a thing happen as of 3.0-305 more-save-fixes.
Also, since the save state fixes in the aforementioned version, i actually have not gotten a single desync, in some 70k frames.
I have never gotten this "deleted input" bug and I also have never had a desync on the Dolphin rog is using. With Dolphin 3.0-191, I had about 4-5 desyncs in about 27k frames of my TAS, and in 3.0-305 "more-save-fixes", I have not had one desync. I can even play back my movie from any savestate (from the same movie) and it will sync perfectly.
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TASeditor wrote:
What's about "Use deaths to save time"? Could theoretically work on something like a formula1 race.
Yeah, I guess if you use a shortcut that kills you, but your car crosses the finish line first and in one piece. I wouldn't want to try that though. (Why would you use death to save time if you're the one who dies?)
I think what I would do is TAS the process of TASing, and astonish everyone by submitting a bunch of optimized, complete GameCube game TASes the very next day.
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mkdasher wrote:
We're almost done now. We already have a finished .dsm but we're still testing if some frames could still be saved. When we finish doing that we'll probably submit it.
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Dark Noob wrote:
well what I wanted to say since the beginning is that this race it will not count to the maximum Entertainment only makes combos here does not only possess glitches nothing the previous version has well more Entertainment of what this and is more glitched that this.
Thank you for clarifying that. This post makes sense to me.
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I don't think anyone will do a "non-glitched" run of this game, considering how little the game's already been TASed.
I would find a non-glitched run entertaining too, but I'm really looking forward to the glitched "all tracks" run.
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Hmm...the Syobon Action/Cat Mario castle music sounds like this game's level music. I guess Syobon Action got the castle music from this game?
I liked this run; yes vote. Though, I don't know if this version should obsolete the NES version's run. What's the precedent on obsoleting an NES run with the original Arcade version of the game? If an arcade run was made of Donkey Kong and was somehow faster, would it obsolete the NES run?