Posts for Hyperresonance

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Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
Anotheruser is correct. I have to kill the termite after ticker's and before conga. Also, in my picture, I have to kill it while facing towards the wall (its more specific than that but towards the wall is the general direction) just FYI. I'll play around with it more today, but if I can't figure anything out by the time I hit around 9k rerecords I will probably just move on.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
http://gyazo.com/9855f88ec249561529852b4520663d1a I have to kill the termite here after getting the jiggy to set up the conga jiggy spawn, but no matter what I do, I can't seem to manipulate it to be closer to the notes. The termite doesn't actually move while I am up top as it is too far off screen, so camera manipulation doesn't work. Changing when I enter the end of ticker's tower doesn't seem to help either unless I wait a ridiculously long time. I may have to just eat the RNG timeloss unless myself or someone else can figure out how to get him to be closer.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
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Posts: 161
https://www.youtube.com/watch?v=v5Fn6WqpHgE Here's a WIP for you guys. :) Sorry I don't know how to embed the video.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
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Yeah its no problem. Someone proposed this idea to me yesterday and I was curious if it was allowed. My current progress has the cutscene so no worries, I just am probably going to restart SM and really try to get a better colliwobble. Would be kind of lame if I lost a second to rng in the first minute of the game.
Projects: Banjo-Kazooie Any% with FFM
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This is 100% but I doubt that changes the answer. Thanks for the reply!
Projects: Banjo-Kazooie Any% with FFM
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So I've been considering making a verification video and in this creating a file on file 2 and watching the intro cutscenes, so that in the real tas I don't have to watch them. This would save 5 minutes of cutscenes and a console reset. It also makes it easier to compare to RTA runs which start at file select. Would this be appropriate for a movie like this? I'm not sure.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
Actually this might get pushed back a bit more now. I'm currently at the tree honeycomb but a new strat was found for the water honeycomb that saves what I think is over a second. So I have to go back to fix that. Though I wanted to redo the stump honeycomb anyways so that works out fine.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
I'm more than halfway done with spiral mountain so far and expect to finish it within a few days and I will release a WIP when it's done so get prepared for that :) I think you guys will really enjoy it. Spiral mountain is pretty entertaining to watch.
Projects: Banjo-Kazooie Any% with FFM
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Thanks! I'm hype just to be able to finally work on this. Thankfully now that i have all my actions pretty much planned out, progress on this should be relatively quick. I think SM and MM will take me longer though because of the amount of actions per minute and there's still a couple things about conga I would like to incorporate and I know are possible but I don't know how to make them work consistently. Past that, things should move very fast. Especially the lair movement. 1:40 isnt a bad guess for the game time, but real time won't be lower than 1:5x:xx because I have to start from power on and watch the intro cutscenes.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
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So due to reasons, I never realized that the physics problems that required the fix I thought I needed actually were already fixed in the most recent version of bizhawk. I wish I would have realized this sooner but there have been recent route changes to 100% so I'm glad I figured those out. BUT this means I no longer have to wait to start this project, and everything is 99.5% planned out. I know what I have to execute in almost every situation. The only thing I need to confirm is how many eggs I will be able to pick up during the final battle, since I intend to skip the egg refill next to dingpot. So from here on, I should have nothing stopping me and I can consistently work on this without the burden of school taking up too much time. The *official* BK 100% TAS is underway (I wish I could have said that a while ago but planning this was a massive project and I was finishing up my last year at college. Not to mention I was idly waiting for something unnecessary :p ). I will probably post a WIP or two but not too many because I would like plenty of things to be a surprise. I'm curious about people's final time predictions :) (stiv's WR is 1:59:44 game time for reference and 2:07:45 real time)
Projects: Banjo-Kazooie Any% with FFM
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I've spoken with Cronikeys and it appears that bizhawk will be a while longer, so I am just going to work on any% for now. After a couple hours, I have come up with a (mostly) final jiggy/note list. There's been a few changes from Kirk's route I found. MM: 100 notes, 10 jiggies TTC: 99 notes, 8 jiggies Skip 1 note in alcove, X jiggy, sandcastle CC: 98 notes, 7 jiggies Skip 2 notes in alcoves, jinjos, long tunnel, rings BGS: 83 notes, 0 jiggies Skip vile notes, tanktup notes, hut notes FP: 100 notes, 3 jiggies Pipe jiggy, boggy sled, buttons GV: 77 notes, 0 jiggies Skip notes in inaccessible pyramids MMM: 90 notes, 8 jiggies Skip church notes, motzand, tumblar jiggy RBB: 89 notes, 0 jiggies Skip notes in anchor room, navigation room, captain's quarters CCW: 74 notes, 0 jiggies Skip notes in winter, Gnawty's in fall, Mumbo's hut, fall beehive Lair: 5 jiggies Skip FP, GV, MMM, RBB, CCW Total: 810 notes, 41 jiggies GV witch switch is ~30 seconds with a token and FP is 27~ without a token and it uses some extra feathers and takes a damage which is bad for MMM. Getting extra health somewhere takes at least a second. I timed loggo at 25.8 seconds as opposed to Kirk's timing of 29.5. I also time everything individually instead of averaging how much each collectible is worth. Tokens are almost done, just need to min/max them a bit. EDIT: Just had the idea to get 4 extra notes in RBB with a clip and skip the 4 notes in the beehive in fall. Should be faster but I need to time it.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
Those 2 clips in winter were just found three days ago and they save almost a minute which is really awesome. The entire swimming section of the level is unnecessary now at the expense of some extra feathers, which is why I was so low by the time I got to winter.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
I knew I was significantly low on feathers (like 6 short) immediately after the route change for winter was found, and it wasn't really salvageable and I knew it would look dumb either way so I just tried to get out of winter any way I could lol. But this was just a test run so now I know how many feathers I will need for later. I also came up with a faster fall route after a friend suggested doing Mumbo's after Eyrie. This movie is at least 40 seconds improvable. Still waiting on that emulator....
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
Well I managed to tackle a test run of the longest level in the game, Click Clock Wood. https://www.youtube.com/watch?v=8goqIG9lBrk Good thing I did because I ran out of feathers, which required me to do some creative (yet horribly slow) flying in winter to conserve feathers. Even after all my efforts I still didn't have enough to line up the angle properly for the Gnawty jiggy grab mid-air. Oh well, it will look much better a second time. I also had trouble with a few other things (the beehive clip was actually really hard, I just went with an okay clip because I was tired of it and this issue should get fixed with the physics stuff.) and kept going to move on.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
https://www.youtube.com/watch?v=1rXsi5B5As8 finished a "test" run of Rusty Bucket Bay, 8:24 game time. Some areas are noticeably improvable but others I optimized quite well. EDIT: Got an 8:17
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
https://www.youtube.com/watch?v=XS1hOwV3iJA WIP of Rusty Bucket Bay up through the engine room :)
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
Oh yeah LOL I forgot to stop the avi capture and was too lazy to get rid of the ending. And thanks, still just trying to do different rooms and save as much as I can for optimization practice. https://www.youtube.com/watch?v=YZE6s2aMa7c here's the chompa portrait room in MMM. I can still save 5 or so more frames here but I saved a bunch over Sami (38 frames) because I will talon trot into the loading zone for this room, skipping that animation. EDIT: Nevermind, beat it by 23 frames for a total of 61 saved over Sami: https://www.youtube.com/watch?v=1xkSiJAXdWw
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
Thanks guys! I did a couple run throughs of the kitchen in RBB saved 59 frames there, and around 20 something in the portrait chompa room in MMM. Here's the kitchen: https://www.youtube.com/watch?v=2dSgM5Wz-rg I am honestly surprised how much time I am saving in this game lol...nearly 5 seconds saved in just three rooms.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
Starting to get pretty good at controlling Banjo. Though this can probably still be slightly improved further, I finished a TAS of Ticker's Tower with my initial goal time of sub 16 seconds met. http://www.twitch.tv/hyperresonance92/c/6300668 This saves a total of 196 frames over Sami. I tried at the end doing a backflip during the roll to try and save a few frames but it didn't seem to work. Must be a situational thing or simply to preserve your speed and extend a roll.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
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Did a quick attempt at ticker's tower and managed to save 107 frames over Sami. Decent quality but this can definitely be improved further. EDIT: Improved Ticker's Tower by another 49 frames!! Saves 2.6 seconds over Sami here. https://www.youtube.com/watch?v=w3JDlhm6FJE
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
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Figured I should post an update since it's been a little while. Still waiting on the official release of the bizhawk update (April) so I can actually start, but I've dabbled with some TASing on mupen and I am starting to get the feel for it. Inspired by Comicalflop after I looked back through this thread, I decided to look into beak barge's utility a little bit more and found a couple things: Beak barging off a ledge gives you more vertical speed downwards than regular falling. This may be applicable in a couple places. Though beak barge does have a wind up time which may limit its use. Using a SHORT beak barge while standing directly in the center of the quarries (rocks) in Spiral Mountain allows you to perform another action immediately after, such as a roll. I TASed this section quickly because I couldn't do it well in real time, and it ended up being a few frames faster than Stiv with non optimized movement. Spiral Mountain timesaves are always awesome. Using the beehive in the hedge maze in MMM, I actually managed to save 5 seconds in the 100% route by using it to jump into the church area. Stiv and I worked on optimizing tokens yesterday a bit more and there's a couple still in question but I think the list is almost done. Feather count will never be an issue. The current route only uses around 100-110 feathers and a lot of them are directly in the path. Resource management alone for feathers will save multiple seconds over the old TAS. For egg management, it has become a bit easier. Jumpman found that if you destroy a breakable object with an egg on the same frame Banjo's hitbox touches said egg, you will recollect it and the object will be destroyed. This saves 10 or so eggs throughout the run. Still unsure however if skipping the egg door near dingpot is faster than collecting a bunch more throughout the run. Collecting the notes in the FP xmas tree is faster after you get the jiggy. For one, it's faster to just zip up the tree using the beak bust strat. (yes, this was suggested YEARS ago and never done, and I'm not sure why. I have beaten regular climbing with this method in real time. It's awkward to TAS the zipping but it is definitely faster, around 20% faster than normal climbing). Also, you save a talon trot transition and there is less horizontal movement in the tree. Anotheruser found that you can damage cancel the Chimpy jiggy. You would have to do this during the shooting conga section where he throws oranges at you. Unsure yet if this is faster but it's a discovery. I tested out the route in Bubblegloop that ends in the Tanktup area and it ended up being a bit slower after taking health management into consideration and the possibility of damage cancelling the croctus jiggy. Bubblegloop therefore will be very similar but still significantly faster with some new strats and skipping the witch switch. Jumpman found that if you end on yellow in Tanktup, you can jump and collect the jiggy during the cutscene, saving a few seconds. In RBB, you can get the "frame perfect" ground pound (like Sami does on all the CCW season switches) on each of the buttons for the 312-111 code, saving a bit of time. And I think that's about it for now. I will edit if I think of anything else.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
That's neat but I think it wouldn't be possible to make it up to the jiggy in time for it to spawn so that would be slower.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
A little update :) Looks like the bizhawk fix will be done soon by Cronikeys and co, so I can finally start actually TASing! This will allow DK64 to be TASed too which is very cool. Some things I found this week: You can damage cancel the jiggy in RBB in the captain's quarters off the wall chomp, which is a nice 5-6 second time save. Possibly even more because you need to deathwarp at the end of the level and getting hit by that chompa is 2 damage taken. Glad I found this yesterday on console because I definitely got lucky while just messing around. If you bounce off Tiptup in BGS at the right time while cancelling his text, you can move around while the turtles are sounding off. This lets you start to enter the code in a little bit early. It looks hilarious AND saves time! I optimized a couple more mumbo tokens and am starting to come close to a final list of the 70 I will need to collect, though this is subject to change. In Gobi's Valley it should be faster to use the mummy to damage cancel the jiggy in the tile puzzle room rather than collecting it during the cutscene, but I need to take another look at health management to ensure that I have enough HP to survive the level. To follow up on the flower glitch, Banjo cannot interact with actors, so killing a bird during the locked camera would be impossible. I also wrote up a pastebin explaining a bunch of things about the flower glitch since Stivitybobo has started using it in runs and his viewers were asking a lot of questions http://pastebin.com/xbmi0qx3 The thing that I need to work on the most is resource management. Eggs, feathers (red and gold) and health. Red feathers I am not as worried about but eggs and gold feathers can be extremely useful in certain situations and determining whether it is worth it to detour for extras is difficult. This brings me to Bubblegloop Swamp, which is the pinnacle of health management. This level is stumping me right now because of the amount of routing possibilities. You can collect the flibbits jiggy during the cutscene of it spawning, which skips part of the animation, or you can get it with the crocodile skipping it entirely. In the huts area, you can get everything in the area as Banjo using a clip Cronikeys found to get the notes as Banjo that are under one of the huts, though you take extra damage. But if you collect everything here as Banjo, then you can leave the Tanktup, jinjo, and croctus jiggies for later and take the crocodile over to the Tanktup area, get the 3 jiggies skipping the dances and then deathwarp off the buzzbomb. A third possible route would be to simply collect everything possible as soon as you can and then leave vile and deathwarp off the nearest buzzbomb. There's so many different options that seem close and it might require me to do multiple "test runs" to determine which is fastest. Any ideas on this level would be appreciated. In Freezeezy Peak it should be faster to simply damage cancel the jiggy on top of the snowman's hat rather than getting it with the beak bomb like Sami did. I think that's all for now.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
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Yet another CCW reroute which saves 20+ seconds. I got a video this time :D http://www.twitch.tv/hyperresonance92/c/5939358 I also discovered that like in Banjo Tooie, you can talk to bottles while entering talon trot and skip the animation, probably saving around 4 seconds throughout the run from the moves you learn.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
If you try replicate how Stiv originally found it, which is when he was jumping off the tree towards chimpy, you will eventually get it. http://www.twitch.tv/stivitybobo/c/1855581 try copy the movement in this video EDIT: Just noticed this is the same video you linked a while back, so you already know about that. But anyways, if you try enough times and try replicate that movement it should work eventually, but is definitely not consistent enough for RTA
Projects: Banjo-Kazooie Any% with FFM
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