Posts for Jammer01

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Joined: 11/24/2005
Posts: 87
If anybody is interested I can post a little TAS I made of the first level in contest mode. It's nothing spectacular, but its funny I guess. At the beginning I mess with the oponent a lot, like going up to that cliff at the beginning and intentionally crashing, coming down on top of the oponent and stuff like that. I also use a glitch to fall off the course where you aren't supposed to be able to and then get warped back to where I was. I then have to race pretty well to catch up, and barely do at the end, at which point I do something funny to crash into him, making me barely win, or even better, making him bump me across the finish line. I tried a lot of combinations but I couldn't find one I really liked. One that I'm thinking I should have kept was where I got our snowboards linked together somehow and he dragged me to the finish line. For some reason, I won. I thought it could be better though, but haven't been able to make a better ending yet. If there is interest, I'll finish it up, maybe even do the next course...and post it here. If there's no interest however, I don't feel like finishing the level and such.
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Joined: 11/24/2005
Posts: 87
The rap doesn't mess up for me in PJ64. The strange thing about the way it is messing up in Mupen is that it doesn't even allow me to skip it.
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Joined: 11/24/2005
Posts: 87
I can't wait for even your first WIP! Hope this turns out amazing!
Post subject: Donkey Kong 64
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Joined: 11/24/2005
Posts: 87
I recently decided it would be fun to work on TASing this game, but I immediately ran into some problems...namely, the game not running in Mupen 64. I have played with the settings a lot, but I can't get anything to work. It runs just fine in Project 64 for me with Jabo v1.6 graphics plugin, so I tried setting up Mupen to replicate Project 64's settings, but no luck. What happens is, it gets through the opening menus fine (unless i use glN64), but on the DK rap, it's very choppy and the characters sprites only update positions every 10 seconds or so. Other things, like the wave from DK's body slam, happen normally. Some things seem to happen in real time, but their actions are not very detailed, like the bees falling and Tiny climbing the tree. They happen, but the sprite is just moving in space without moving at all itself. Diddy's tail swings normally, and they blink semi-normally, but thats about it. When the rap finishes (pressing A and Start don't cut it off for some reason, even though they do in PJ64), the game crashes about a second into the next screen. Not really crashes, just freezes. Does anybody know how to get DK64 to run correctly in Mupen 64? I would love to make a TAS of this game, however, don't get your hopes up for anything amazing, because I still only have a game pad with 8 directions. I can still try to optimize it as much as possible however, and should be able to fake some non 8 direction movements by shifting camera angles. Using the mouse seems too complicated for me, especially with a touchpad. I have no money (I mean it) to buy a game pad with an analog stick, so this is it for now. Any suggestions on other plugins I can try to make this work? or do I just need to change some settings?
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Joined: 11/24/2005
Posts: 87
I seriously can't wait for the first WIP for this. Hopefully it wont be like the last guy's wip's where i had a different rom...but no matter, because if its good (which im sure it will be) ill find the rom i need if it does turn out to be different.
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Joined: 11/24/2005
Posts: 87
I kind of agree with Filimonas, but at the same time i agree with FODA. Both have their merits, but at the same time, it would only make sense to do either of them all the way through, so no point in starting now. The only thing I wonder about is why you have to backflip into the WF painting that one time. Always makes me cringe, just a little, and it certainly doesnt make it any more interesting.
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Joined: 11/24/2005
Posts: 87
You have probably already thought of this, but just to be completely certain, make sure to abuse bljing on the elevators in HMC when you get there, as well as any other elevators in other courses that could be useful (although I can't think of any...TTC maybe? I doubt it)
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Joined: 11/24/2005
Posts: 87
Wouldn't it be beneficial to use the bljing on the elevator to get up the mountain faster for the King Bob-Omb (and maybe KTQ if you can figure out the effects you have on his speed)?
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Joined: 11/24/2005
Posts: 87
hey FODA, out of curiosity, how did you manage to glitch onto the island in the sky?
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Joined: 11/24/2005
Posts: 87
Yes...and luckily randomness isn't much of an issue in a TAS.
Experienced Forum User
Joined: 11/24/2005
Posts: 87
Wow! I'd love to see what you can do with an analog stick.
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Joined: 11/24/2005
Posts: 87
Awesome! I eagerly anticipate every WIP! Really, I'm sure this will be fantastic! And don't feel like you need to just get things done. If you want to take your time, take your time, it will certainly only make the run better.
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Joined: 11/24/2005
Posts: 87
I use that Z trick when collecting stars a lot on my crappy coinless run, I guess I just assumed you knew about it and had found faster ways. I think I may have actually tried to use it too much and lost some frames along the way setting up for it in my run heh, but, oh well, it was only with 8 directions, no need to nit pick it that much. One question...why was it faster to enter WF with the backflip while all the other times it was faster to turn around and longjump? Also, do you have any intention of hex editing in some of the longjumps at the beginning of several of the JRB stars (as long as it doesnt affect timing of certain things)? I know it wont save much, but, if it turns out to be not so hard to do, it might be worth it.
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Joined: 11/24/2005
Posts: 87
If you waited underneath, you would have to turn around to get the star, which is very slow underwater.
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Joined: 11/24/2005
Posts: 87
Just wanted to make a quick comment about your newest WIP, FODA, and that is on the WF boss fight. I dont think its a good idea to longjump across the front of him, because the goal is to start the fight as soon as possible, right? Well you have to be on the ground to start the fight. I think it would be a better idea to dive on the way to him and hit the ground exactly at the line where you can start the fight. This brings up the question, however, of if you will be able to position yourself to end up inside the star without having to slow down at all during the fight. If you can't, then using that "Seam Diving" route might be faster, because you can start the fight the moment you get up there instead of a second or so after you get up there. That is, assuming the Seam diving route and the normal route are exactly the same length, which I'm sure they aren't. Just some food for thought before you go about improving the WF section like you said you would. It's really great so far, although i do wish you would do the fastest method in the slide both times, because im one of those weirdos that values time way more than entertainment, but maybe others will differ. Oh well, its not much of a difference either way, and its cool to see 12.3. Hopefully things work well for you on the rest of the run.
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Joined: 11/24/2005
Posts: 87
Well, the coinless TAS certainly isnt going to be submitted to this site, its done using only 8 directions. I have thought about doing cappless and cannonless, but wouldn't it be slightly more fun to do capless, cannonless, and coinless? Can you even get 70 stars like that? Regardless, I can always just blj up the endless stairs at the end to finish up, but it would be cool if there are at least 70 of them. I'll probably do that this summer. First I gotta find the time to finish up the coinless one. Which reminds me, where I stopped, I was trying to find a way to glitch up through the grating on the Elevator star in WDW, because I heard long ago that it was possible. Does anybody know anything about that? I'd hate to do that star normally...Btw in that coinless one I do some slightly irregular ways of doing the stars at the top of THI that people might find interesting, like entering the warp to Wiggler's area from below instead of going around the top. Wait...can you do that without lowering the water? Did I? I don't even remember, if so some good time could be saved there. Certainly a good amount of time could be taken off my finished product with the use an analog input device. So, this summer, a rough (ie 8 direction) capless/cannonless 113 (or maybe more??) or CCCless...but I'm not sure what the number would be on that one. I'm also thinking about putting a lot of time into making a really awesome glitch TAS that starts outside the castle and shows all kinds of cool glitches, kindof like the smb3 one, except it wont be as good. It will be like the on i already did, except going through a lot more levels and with much less downtime, for example, I will manipulate the hell out of the bob-omb glitch to get a couple of the craziest results possible, instead of showing all of the results. That movie i made wasnt supposed to be entertaining, but to document the glitch. This one will be supposed to be entertaining. I will probably do this while sitting in the back of a car for 40 hours to and from wisconsin this summer, as well as the cccless of ccless run.
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Joined: 11/24/2005
Posts: 87
If anybody is interested, here is some more of the coinless tas: http://rapidshare.de/files/10078692/coinless.m64.html I think its still under an hour, getting 60 something stars. Will finish it in the next week I hope.
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Joined: 11/24/2005
Posts: 87
ok well here is my WIP for the coinless tas..but keep in mind that I am not using an analog stick, nor am I going for perfect, just close. Its approximately 45 minutes...too lazy to see exact number, and it ends right after entering the first level in the upstairs. http://rapidshare.de/files/9551125/coinless.m64.html Later...I decided to make a little tas that is basically just a compilation of a bunch of random glitches. Two of them I had never heard of before, and the very last one is extremely insane and involved...and really cool. If you have ever seen the glitches in WDW where you carry around coins and stuff, its like that. Here is the movie with all the random glitches: http://rapidshare.de/files/9551200/sm64glitches.m64.html And here is me just going straight to the point... and I also get some different effects that I didn't get in the first movie of the glitch beforementioned. After I'm done messing around, I started getting a couple stars because I am planning to try the glitches in other levels. I'll post what I get in the other levels with bob-ombs later. http://rapidshare.de/files/9551215/bobombglitching.m64.html On the way home from Wisconsin, I will finish up the coinless movie for you guys.
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Joined: 11/24/2005
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I did a lot more of my keyboard no coin TAS, and I just started the upstairs area. The Vanish cap course is funny, as well as shifting sand land (pyramid puzzle :)), and the Bowser 2 level is funny. I'll post more later.
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Joined: 11/24/2005
Posts: 87
Oh, my bad, well I mean its been a long time and I was just making a wild estimation on the time, but my point is, that in nearly every area there has been some new trick, maybe not huge, but still something, that could be done in a TAS and not a speedrun, therefore cutting a significant amount of time from the speedrun even without the optimization, and making for a very interesting video.
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Joined: 11/24/2005
Posts: 87
Seriously, I think a good TAS of this game would rock. Reading through all of Acryte's tricks for the Deku tree I can just imagine them all done perfectly...Incredible. I bet overall if you did everything absolutely perfectly at least 5 minutes could be saved off of the deku tree section in TSA's run, if not more. In fact, I would guess more. And about forced waits, many of the tricks Acryte discovered are designed to skip a significant amount of those forced waits. According to TSA, most messages can be skipped simply by mashing B or A or something at just the right time, and in a tool assisted run, this should be no problem. Acryte has ways of skipping some of those messages that can't be skipped in this manner by very cool stuff. Also there are things like damage boosts to climb up the vine wall faster and all kinds of cool things. If I had an analog controller i would totally do a test of up to the end of the Deku tree, because I know that it would look fantastic if you included all of those crazy tricks. I really don't see the problem in the delay for the pause menu, unless it could cause desyncs. So it is a little delay, but if this run is truly optimized, the number of times you open the start menu shouldnt be that many, so it shouldn't make a huge difference time-wise given the length of the run.
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Joined: 11/24/2005
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Yeah he did, it was somebody in that topic who discovered the bob-omb glitch in the first place, so I doubt they want an .avi of that, heh. I tried making an .avi, but I've never been able to get it to work.
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Joined: 11/24/2005
Posts: 87
That's fine with me, but I mean FODA even said that he hasnt had time to work on the run lately, so its not like we are in any real hurry. Any comments on the run? I know it wont get quite as interesting as it could be until probably the basement, but any feedback would still be appreciated. Hopefully I'll be able to get through the basement/bowser 2 this weekend.
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Joined: 11/24/2005
Posts: 87
So far in my test run getting max stars and never getting a coin, I am at 23 stars. It gets all the stars in the lobby first, then Bowser, then goes to the basement, goes up the slope through the water stomps the pillars, does the blue switch, then exits to the castle lobby and through the door to BBH then down the stairs and goes through the door and thats as far as I am, its about 25 minutes here it is: http://rapidshare.de/files/8849077/coinless.m64.html I can't say its incredibly interesting, but its not horrible at the same time. It probably wont get really good until the later levels, but this is all I've had time for now, and no I didn't do the best way of doing blast through the wall or whatever it is in Whomps Fortress and also I didn't use the best method in JRB on the blast to the ledge star, in case that disturbs you when you get there. I really didn't optimize this completely, as for one I had only 8 directions to deal with, so it could definetly go faster. Didn't use frame advance or really do anything slower than 40%, but I did use quite a few savestates. It's worth a fast-forward viewing I'd say, or if you have the pacience, regular motion (minus JRB...That level is so slow). I would really appreciate it if people told me if i missed any stars or if I did something horribly wrong strategically. Anyway, I hope you enjoy it, and I will let you all know when I finish the basement, because hopefully it will be a bit more entertaining.
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Joined: 11/24/2005
Posts: 87
hmm I think a maximum coinless stars tas would be really interesting. Just like a 120 star run, except you never collect a coin and it only gets 78 stars. I think just for fun I'm going to record just using the keyboard at full speed (except for pyramid star) just doing a savestate at the beginning of each star. I'll post it in this thread even though it wont be very good.