I'm trying to find the speed address. My current method is removing ones that are not zero while static, and removing ones that are zero while moving. When I first tried this I seemed to get a bunch to do with the analogue stick. I later had the idea of moving it about while static and paused, U removing ones that aren't zero.
I've not got it to work but my execution hasn't been perfect. In my latest attempt I only removed a couple early by mistake when I shouldn't and it seemed unlikely that they included the one I want.
It takes a while to do this on my potato, so I want to know if my method sounds flawed to you guys, and if you have any tips, that'd be great.
I'm wonder if the menus reuse code or something, I just noticed (I have probably before and forgot) that you could hold down of the first frame for save to so it loaded one down on the save menu.
If someone has nothing to do I guess they could check.
Don't submit it, if you've made something, you'd be better lettering the experienced TASers (I'm not one) here have a look, so they can tell you what they think and give advice.
That is a pretty good read.
Thanks. I'm okay at Super Mario 64 having done some 16 star runs etc, though far from the best, not a speedrunner or anything.
Yeah, I've got a bit of time to spend TASing, it's a little hard, since most of the SM64 TASers use Mupen. It was pretty fun making that TAS though the result was a little shoddy. I have a bit of time ATM too, though it varies with life stuff. I think I'll try and have another go today if I get the chance.
What would be the time on N64 with this ? close to sub 5 too I guess ? Hopefully Snark (or Tyler or someone else) will still find a few optimizations :)
Tyler is amazing, but he's probably not the one to look for for optimizations, he's more about coming up with new strats. Snark seems to be having a bit of trouble so far.
For one, if you already have a vid of a good TAS, you should try to emulate the strategy at least instead of doing something worse. Also SM64 is quite the high-level game to be learning how to TAS with. Anyway, you should use RAM Search to try and find useful addresses such as movement angle, model angle, XYZ character coordinates, speed and the like, then TAS while watching them which makes it much easier to optimize a run. Also an SM64 trick you seemed to be trying to do (but failed it) is punching for 1 frame from a standstill (neutral stick input), then start moving the frame after. That gives you more acceleration.
Thanks for the feedback.
I only looked for it after I made that, I will in the future. I'm going to try a more optimized one, maybe soon if I am in the mood.
I noticed I failed it, only after I made it. I need to practice a lot of tricks.
I thought about starting with Super Mario Bros or something, but I'm found myself much more interested in SM64. Though I know it's rather complex, and has very high TAS (though that also goes for SMB).
I just made this.
Link to video
It's my go at Lethal Lava Land's 8-Coin Puzzle With 15 Pieces without pressing A. I made this on BizHawk, to help practice its basic features etc.
Criticism is welcome. I know faster is certainly possible, I'll have another go soonish to see if I can significantly improve on it.
Fore comparison, here's someone much better at it doing it.
Utter n00b question: How do you watch Mario's speed in BizHawk?
I'd ask in Newbie corner, but that looked better for general questions rather than something so specific.
Not yet. Depends how good the BLJ on the red coins elevator is. Other than that pretty sure there's no promising spots on that course.
Any for other levels, RR seemed the most promising at first thought.
coldsun0630 wrote:
So currently, is Tyler the only person who can move mario correctly on PU? Or is there any ways to learn how to TAS on PU?
Right now, kinda lol. Mkdasher is picking it up very quickly however. I have a huge excel file I made that makes the process much easier. Once I get a better handle on things I think I'll make a tutorial/informational vid about it. the concepts aren't too hard but routing is kinda brute force-ish.
Could you build a tool to help see what happens in the PUs?
New vid coming out soon, has to do with something that rhymes with "Club Drive"!
For jolly roger bay, would it be possible to clone the koopa shell from underwater to above land, then use that move backwards trick to gain incredible speed for the 0 ABC red coin stage?
No, there's no way to clone yet in JRB. If you could then that'd solve more problems.
Someone will need to correct me if I'm wrong, but aren't land and sea shells different objects?
I for one love the ABC, butif others don't I can see why they'd get annoyed by it. A possible solution would be to make an ABC thread separate, but that'd be 3 SM64 threads, which is maybe overboard.
- From the video discription,
I can't move on PU as well and can't see the landform so it's boring. (and so on)
So currently, is Tyler the only person who can move mario correctly on PU? Or is there any ways to learn how to TAS on PU?
You probably just need Kehne level understanding, and maybe some fancy maths to figure out how to move properly. I recken Pannenkoek atleast could figure it out.
I collect the star A-Maze-ing Emergency Exit in Hazy Maze Cave using 0.5 A presses. The A press is to perform AB kicks on the rising elevators in order to maintain the hyper speed while going up.
So now we need a new hyperspeed preservation method?