Posts for Hyperresonance

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Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
I spoke with DaJaWi and he said he won't be continuing this project and I am thinking of picking it up. I believe I have found an improvement over his WIP in Sunny Plains in the Hunter tutorial, though I haven't timed the rest of the movement. I was able to get Spyro to land in a better position after the second text cancel. I'll play around with this some more and see what I can find/improve.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
Just wanted to say thank you to everyone who watched and for the kind words and feedback! This was my first TAS and while my inexperience showed a little in the first few levels, I got much better as I went and it was overall a really great project to work on. I'm extremely glad that I spent several months routing this before I started. I don't think sub 2 hours would have happened if I took the easy way out and simply gotten the egg door before Grunty. Routing was really half the work, and the rerecords in this movie were mostly pure optimization, as opposed to Sami's where he routed as he went along. I look forward to more TASing in the future after a little break ;) PS: Sorry, I don't think a full Banjo Tooie TAS is in my deck of cards right now...
Projects: Banjo-Kazooie Any% with FFM
Post subject: Spyro: Season of Ice
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
Does anyone have any info on this game? I'm potentially interested in working on this at some point. It certainly isn't as good as Season of Flame control wise and it gets to be a bit repetitive, but a TAS of Season of Ice could be entertaining with how fast paced the movement can be. Routing would also be a fun challenge and I hope I could find some movement tech.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
If that's the case and the encode is the correct time, then what is causing the audio stutters?
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
Good point, I didn't include those in my estimate. That one in particular I am actually not sure if that beak bust was faster or not, but I just mentioned it because it was done in Sami's TAS. First emulator issue was the blue jinjo in TTC, about 1 second to be saved there. Another 4~ I would guess can be saved in RBB with the clip above the purple jinjo. If the winter clip to get into Gnawty's was more lenient on emulator, I could have used a different downwards angle that could have saved time there. I would guess no more than 10 seconds could be saved total from these emulator physics inaccuracies.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
That indeed has been fixed, and it emulates alright, but a ton of time is saved over console from having virtually no lag (as you could see in the video of clanker doing the MT puzzle). Loading zones are also ridiculously long (probably same problem as with BK too), and the graphics are pretty poor. I've been thinking of doing a cheato % TAS of this game sometime with RTA timing and using DCW. There was one done a little while ago but its very poorly optimized. I wouldn't intend to submit it here I don't think.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
I did a run through of Clinker's for fun :) Link to video
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
Based off real time timing for the MMM route, the new one is around 17 seconds faster and gets an extra token, but TAS does the well significantly faster as Banjo, so that timesave is probably a bit less. There are some ridiculous optimizations that could be done in Mumbo's Mountain (getting Conga to randomly throw an orange onto the third orange pad so I don't have to stand on it. The likeliness of this on the first orange throw is extremely low, and it is only faster on the first orange throw. I was able to get it on the second while TASing but not the first. This would save enough time to shoot more eggs into Juju from the hut later.) There is some time to be saved in the first half of the game due to my general TASing inexperience and not fully understanding the depth of the movement, and better RNG in several places can save time. Overall probably around 25 seconds could be saved (mostly from the new MMM route and skipping a token elsewhere)
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
Hey thanks for catching that corey! I tried a few things along with Isotarge and we couldn't seem to figure out why the jiggy cutscene transitions were still black. I'll keep that in mind when I get the encode done. Thanks for the kind words!
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
I had one completed but the audio slightly skips at parts. I could release it for now so people have an easier version to watch, but it won't be perfect quality. I'm working on getting another one done soon.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
Amazing job guys, definite yes vote from me :)
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
It's submitted :) Enjoy everyone!
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
Amazing job! The movement tech is extremely impressive and I love all the quick battles.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
Hehe I wouldn't consider my run star quality up through BGS or so, but the second half is much more optimized.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
Thanks! It feels great to be finally done. I am unfamiliar with encoding and stuff, and my computer is not the best, so if someone would be willing to help me with that I would greatly appreciate it.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
It's finally done! :D I will be streaming it on https://www.twitch.tv/stivitybobo on Saturday September 10th at 5PM Eastern, and I will submit it here after that. Thank you everyone for your help and motivation in this project. I really appreciate it!
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
Here's a promo made by Kaptainkohl for me based off the very original :P Link to video
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
Click Clock Wood is finally finished. Won't be much longer now ;)
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
It's still treated as one really big level, but there's just a ton of RNG elements. Biggest things being the cluckers and caterpillars. I still am unsure of the full extent to which caterpillars behave. I'm going to inevitably lose some potential time from them due to the complex nature of manipulating RNG in this game (it is still not yet fully understood). Isotarge also told me that caterpillar coordinates jump around in memory so that makes it difficult to deal with. In spring, the cluckers weren't too bad because their hitboxes are small. However as the seasons go on, they get significantly larger and it becomes harder to pass underneath them without getting hit. In fall it is extremely difficult because not only do you have to avoid damage, but also you have to get the notes which are often smack in the middle of their hitboxes. Combine this with manipulating the worms along the way and you have yourself an RNG cesspool. I'm doing the best I can, but unfortunately I can't bot millions of rerecords for the optimal patterns.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
It's been a month, figured I would update. I am halfway done with Summer. Lots of heavy RNG manipulation in this level making it really difficult. Getting there though!
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
Yes it does, but it is very difficult. I remember a long time ago telling Stiv to try it after I had seen it in Sami's TAS, and he got it on his first try, then never again after many tries. I froze my Y velocity at beak bomb speed and still couldn't clip. Isotarge managed to get it by changing frameskip to 3 but otherwise no luck. Seemingly the only beak bust clip to work on BizHawk is Furnace Fun Tile Skip which Cronikeys found a while back.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
The beak bust clip Sami used for the leaf jump in CCW lair area does not seem to work on BizHawk as well. I haven't encountered any place where beak bust clipping works on this emulator. On Mupen I can give it 2-5 attempts and get it in real time, as well as the various other clips. Unless someone can prove otherwise and get this to work, I think I will be abandoning that strategy.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
I think CCW is still going to take quite a while, but there are a lot of cutscenes so it should go by quicker than the length of the level would imply. I'm hoping to finish the final product by the end of the summer. The clip in CCW was indeed figured out to be possible, it's just incredibly precise. Unfortunately the clip Sami used in his TAS in RBB above the purple jinjo was not possible on BizHawk, so I lost around 5 potential seconds because of that.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
Rusty Bucket Bay is done :) I'm really excited to work on CCW.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
That helped out quite a bit with the pots in Mad Monster Mansion, as when you test an egg to see if it goes in the pot, it doesn't always go in when coupled with the movement afterwards. So I had to change how much i jumped in certain parts to manipulate the eggs. I also did this to manipulate the ghost in the church. I also used it in Gobi's to manipulate the ring spawn after leaving Jinxy. I can't quite remember, but I may have saved 1 frame by changing the twinklie box bounce animation and hit it earlier. But other than that, I didn't have to use it at all in FP. The termite in the tree didn't get in my way, and there is no RNG to manipulate in the rest of the level.
Projects: Banjo-Kazooie Any% with FFM
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