Posts for Plush

1 2 3
9 10
Plush
Other
Experienced Forum User, Published Author, Player (154)
Joined: 9/1/2014
Posts: 235
Location: Italy
Yeah lol sorry, that probably looked kinda scummy Just disabled the third option here (Should be something like "Display Messages on screen" in English)
Post subject: How do I modify the HUD to avoid this? {SOLVED}
Plush
Other
Experienced Forum User, Published Author, Player (154)
Joined: 9/1/2014
Posts: 235
Location: Italy
I need to see the frame counter while TASing. This is REALLY annoying :\ EDIT: nvm solved
Plush
Other
Experienced Forum User, Published Author, Player (154)
Joined: 9/1/2014
Posts: 235
Location: Italy
Fortranm wrote:
https://www.speedrun.com/sm64ique Why is there a separate leader board for Super Mario 64 iQue? Is BLJ fixed in that version?
BLJ is fixed, yes
Plush
Other
Experienced Forum User, Published Author, Player (154)
Joined: 9/1/2014
Posts: 235
Location: Italy
Dwango, I'm an author of the SM64 run and I want you to know that although our run was presented very poorly (PU memes spam, just straight up wrong stuff) and without asking anyone about it, I forgive you, and I actually still respect you a lot. In fact I really hope you're gonna attend future GDQs because I know how good your knowledge is, and I beg you not to be too hard on yourself because the huge effort that you put into presenting TASes on GDQs is very very significant and you should be really proud of it =) Sorry for possible bad English too :s
Plush
Other
Experienced Forum User, Published Author, Player (154)
Joined: 9/1/2014
Posts: 235
Location: Italy
Mothrayas wrote:
sonicpacker/Plush: Any update on the improvement?
Ye got -1f, so we at "47 (-6f from submission) I think MKDasher is gonna try and improve/insert cool cams these days
Plush
Other
Experienced Forum User, Published Author, Player (154)
Joined: 9/1/2014
Posts: 235
Location: Italy
Link to video So -5f now
Plush
Other
Experienced Forum User, Published Author, Player (154)
Joined: 9/1/2014
Posts: 235
Location: Italy
sonicpacker wrote:
It's probably too late for this suggestion, but the authors of the SM64 1 Key submission recently realized that Tyler Kehne, master of the parallel universe glitch which allowed such time to be saved for any%, lives only 8 hours from the location of AGDQ 2017. If possible and wanted by others, we would love for the 1 Key TAS to be shown off with Tyler himself present. We don't really know where else to ask or mention this, so if someone who knows this process and the people associated could point us in the right direction, we would be grateful!
PLEASE MAKE THIS HAPPEN
Plush
Other
Experienced Forum User, Published Author, Player (154)
Joined: 9/1/2014
Posts: 235
Location: Italy
Routing for 120 is a huge mess now :S
Plush
Other
Experienced Forum User, Published Author, Player (154)
Joined: 9/1/2014
Posts: 235
Location: Italy
I'm not really into TASing LI (yet) Although I'm 100% in for any%
Plush
Other
Experienced Forum User, Published Author, Player (154)
Joined: 9/1/2014
Posts: 235
Location: Italy
Plush
Other
Experienced Forum User, Published Author, Player (154)
Joined: 9/1/2014
Posts: 235
Location: Italy
Weegeechan wrote:
Hey guys! I found the first trick in the game! :D I was messing around in the intro and discovered how to access Abandoned Outpost (course 5) early. Link to video It's a really easy clip to get and can be done by walking from the right side of the staircase towards the middle. EDIT: Turns out someone already found this already: https://www.youtube.com/watch?v=wHciBdf93Pg Oh well. You can enter the first course once you enter course 5 though. This person also showcases another clip he found in the first level which could be useful.
SO I'M NOT THE ONLY ONE Link to video
Plush
Other
Experienced Forum User, Published Author, Player (154)
Joined: 9/1/2014
Posts: 235
Location: Italy
Just saved 1f on BLJ setup lol (4'21"63). Either way, gave it a quick look (and then will look forward to each section of it), and the micro optimization on some parts (2nd key door to b3 is best example) is just next level. Definitely yes, and congrats to the team for this masterpiece
Post subject: GBA input display?
Plush
Other
Experienced Forum User, Published Author, Player (154)
Joined: 9/1/2014
Posts: 235
Location: Italy
Very VERY scrub question probably, but when I turn on GBA games and I activate input display, it tells me "100," on the screen and I have no idea what that is, or how I disable it :v
Plush
Other
Experienced Forum User, Published Author, Player (154)
Joined: 9/1/2014
Posts: 235
Location: Italy
Gotcha
Plush
Other
Experienced Forum User, Published Author, Player (154)
Joined: 9/1/2014
Posts: 235
Location: Italy
Wtf are you doing lol
Plush
Other
Experienced Forum User, Published Author, Player (154)
Joined: 9/1/2014
Posts: 235
Location: Italy
Gotta love the useless professionality from TASV mods tho Just want to throw it real quick; I'm not touching SM64 for some time, so I think you're going to find other vgames for a while on my yt account
Plush
Other
Experienced Forum User, Published Author, Player (154)
Joined: 9/1/2014
Posts: 235
Location: Italy
Spikestuff wrote:
To answer the DSi question. DeSmuME doesn't support it. No$GBA does, but it's not a TASing emulator. All DeSmuME does is this: The game will not run.
Can't tell if you read me like a book or what. That's the exact game I wanted to try out rofl
Warepire wrote:
This IS NOT something that Hourglass will do for you for as long as I am a driving member of the project, as bypassing the Steam DLL is a type of copy protection violation, and I would really not want to get sued by Steam / Valve. The same surely goes for any other contributor.
I got it dude, just chill, it's more than understandable if you won't work on it
Post subject: Can you TAS DSiware games? Or Steam games?
Plush
Other
Experienced Forum User, Published Author, Player (154)
Joined: 9/1/2014
Posts: 235
Location: Italy
Pretty straightforward question.
Plush
Other
Experienced Forum User, Published Author, Player (154)
Joined: 9/1/2014
Posts: 235
Location: Italy
mkdasher wrote:
Plush wrote:
mkdasher wrote:
- When your speed is 47, if you do a perfect input, your speed will go to 47.15. Instead, you can force your joystick tilt to be worse to get a 47.9999 speed.
I was wondering, this isn't useful on every circumstance, is it? I mean, let's take as an example a LJ starting from 45.55: 45.55 +1.15 => 46.7 At this point, I could either do the trick you say 46.7 => 46.999 => 47.999 => (+0.15) or just normally tilt 46.7 => 47.85 => 48 => (+0.15) You can see by eye that normally tilting is faster (47.85 > 46.999). So since I'm very bad at maths, I was wondering, in what range(s) simply tilting is faster than doing the trick you mentioned? :v
You are supposed to do the trick to get 47.999, not 46.999. If your speed is lower than 46.85, a perfect input will always get you a speed lower than 48, so there's no reason to do that. If your speed is higher than 47.85, a perfect input will give you over 48, so unless you're trying to force your angle, the trick is useless as well. So the range you would usually do this is 46.85 to 47.85. (For jump diving, there's a equivalent range, which goes from 30.85 to 31.85).
Ohhh right, turns out it was much easier than I thought lol And yeah my example was wrong (idk what I was thinking when I wrote 46.999 lol). Thanks a ton
Plush
Other
Experienced Forum User, Published Author, Player (154)
Joined: 9/1/2014
Posts: 235
Location: Italy
II think I've solved it. The trick you say makes you travel more distance only if you get your speed between 45.85 and 46.275. Might be wrong though :S EDIT: Yeah this is correct if the LJ happened to land right after. But if the LJ lands much longer, it's better to do the trick. Idk I wish I could put this in a practical formula to use when TASing :S
Plush
Other
Experienced Forum User, Published Author, Player (154)
Joined: 9/1/2014
Posts: 235
Location: Italy
mkdasher wrote:
- When your speed is 47, if you do a perfect input, your speed will go to 47.15. Instead, you can force your joystick tilt to be worse to get a 47.9999 speed.
I was wondering, this isn't useful on every circumstance, is it? I mean, let's take as an example a LJ starting from 45.55: 45.55 +1.15 => 46.7 At this point, I could either do the trick you say 46.7 => 46.999 => 47.999 => (+0.15) or just normally tilt 46.7 => 47.85 => 48 => (+0.15) You can see by eye that normally tilting is faster (47.85 > 46.999). So since I'm very bad at maths, I was wondering, in what range(s) simply tilting is faster than doing the trick you mentioned? :v
Plush
Other
Experienced Forum User, Published Author, Player (154)
Joined: 9/1/2014
Posts: 235
Location: Italy
Sick stuff David :)
Plush
Other
Experienced Forum User, Published Author, Player (154)
Joined: 9/1/2014
Posts: 235
Location: Italy
Mitjitsu wrote:
Plush wrote:
Yeah pretty much what everyone said. The (very simplified) formula for new LJ speed is simply +-50%, but positive speed has a cap (48), while negative doesn't.
TBF, there isn't a cap on forward speed either. It just resets whether you touch the ground. After all, how's a trick like HSWK possible.
Na that's not true, speed doesn't immediately reset to 48 when touching ground after LJ. Mario first goes into LJ landing state which lasts 4 frames, and in this state Mario slows down by ~1 every frame (or by 4 if you neutral input). You can chain another LJ in this state, but speed will reset to 48. If what you said was true, you couldn't even chain normal jumps without resetting your hyperspeed, but it's obviously possible (look at any hyperspeed flying TAS). EDIT: o shit srry I just realized you probably got my earlier post wrong. I meant that there's a cap when starting a LJ, not simply in air lol
Plush
Other
Experienced Forum User, Published Author, Player (154)
Joined: 9/1/2014
Posts: 235
Location: Italy
Yeah pretty much what everyone said. The (very simplified) formula for new LJ speed is simply +-50%, but positive speed has a cap (48), while negative doesn't.
Plush
Other
Experienced Forum User, Published Author, Player (154)
Joined: 9/1/2014
Posts: 235
Location: Italy
sonicpacker wrote:
Plush wrote:
sonicpacker wrote:
It's not as optimal as it could be though, my run beats his to the koopa shell by 2 frames and starts the celebration 8 frames earlier according to my Vegas comparison. Of course, the death should save overall in a full run, but as a single star, it's not quite WR
DSG makes "single star timing" pretty weird. This is why I always thought time should end on first black frame instead of star dancing. Ending time on star dancing for the DSG strat makes no sense lol
This discussion is old as the hills, my friend. There is no perfect timing method, as star dust, celebration, and first black frame all have pros and cons. As a community (SM64 people, not here), we decided on star celebration back in early 2010 or late 2009 for a few different reasons. Rather than overhauling that whole system in place for years for a strat that rarely has use (dying), it's easier to just make notes with runs that use it as they happen.
Black frame doesn't have any con though lol, it's just the correct way
1 2 3
9 10