Posts for TheRealOne


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Joined: 12/11/2009
Posts: 19
Experienced Forum User
Joined: 12/11/2009
Posts: 19
So theoretically you can do a GWK on any corner so long as you have the proper speed, angle, and position? However for some corners these criteria may be impossible to achieve? Also what determines the angle at which mario leaves these GWKs?
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Joined: 12/11/2009
Posts: 19
I posted this on Mam's most recent video but it never got answered, so I am posting here to see if someone can educate me. So what makes these wall seams wall jumpable like used here and in TTC? Could this jump not be done on the corner of the platform that mario grabs on to? If done on the right side you could get one of these glitchy wall jumps and land on top of the platform. Of course I am sure you guys have already tried this, or know it is not possible. I am just wondering where these type of wall jumps are possible. Are they just random locations or is there a defining characteristic of the seam that makes these possible?
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Joined: 12/11/2009
Posts: 19
Weatherton wrote:
I do find that comment somewhat amusing coming from the guy who worked for three years on perfecting his Half-Life in "half an hour" run: http://speeddemosarchive.com/HalfLife.html#hardscripts But, I hear you. That's part of the reason I did test runs years back. I have had spurts of significant progress but I was faced with some really bad luck in Kalimari Desert recently that led to me taking some time to mess around with a different character on Luigi Raceway. Previously I had only been able to land early with Yoshi, but I managed to do it with Toad during that session. This may significantly change my luck, so I'm giving that a shot now. Also, I'm now using the reset-record version of Mupen to cut of several otherwise unskipable cut scenes.
I really appreciate the hard work that went in to your LR run. I feel like mario kart has to be one of the harder 64 games to TAS because not only to you have to steer your character through 3 dimensions and manipulate items and NPCs, you also have to trigonometry with the shells to hit you at the exact right time and angle. I can't wait to see more when you get around to it.
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Joined: 12/11/2009
Posts: 19
sonicpacker wrote:
TheRealOne wrote:
Then once the door is opened from the inside you would be be the "black room of death" on the outside of the castle right? This is where I am confused... would you then go back through the door and in to the room of death on in the basement, but it won't have water in it? Obviously I am understanding it wrong. Just looking for some clarification.
You would BLJ and be right in FRONT of the door for one frame, then open it and just walk through. Once through that door, you will be standing underwater and on the first frame of movement, Mario will be shot to the top in his swimming animation. There would be no reason to go into either of the BRoD's.
Ah! Thanks for the clarification. I understand now. Too bad when you BLJ in to water your speed is saved until you leave the water. Otherwise you could just get a fast enough blj through the water where the frame after you leave the water you are at the door. Although even then that is a huge gap to warp over in 1 frame. You would need a really good pblj.
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Posts: 19
sonicpacker wrote:
TheRealOne wrote:
Has anyone tried deleting the water behind the moat door and then seeing what happens when you open it from the inside?
No one said anything about opening it from the back. The theory I stated would only work with the front. Regardless, you cannot get out of that specific "black room of death" to my knowledge (unlike what I said above about the lobby).
Wait I am confused. The moat door is locked from the outside until you get in to the basement and drain the water by stomping on the too pillars. So to my understanding, to skip the first bowser if you can some how get the moat door to open you would end up inside the basement. Thus skipping the first bowser. I thought that the idea is that you would blj from somewhere and get behind the moat door. You would have to make it so that the frame you got behind the door you open it because there is only 1 frame where mario is walking under water. Then once the door is opened from the inside you would be be the "black room of death" on the outside of the castle right? This is where I am confused... would you then go back through the door and in to the room of death on in the basement, but it won't have water in it? Obviously I am understanding it wrong. Just looking for some clarification.
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Posts: 19
Has there been any new progress on this TAS? The LR tas was incredible. I can't wait to see MMF.
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Joined: 12/11/2009
Posts: 19
Two questions, What will happen if you are able to open that door from the inside? Won't you just get stuck between those two inside/outside rooms? Just like when you glitch through the roof to get behind the main castle door? When you open the door you are stuck in the entry area to the castle. Has anyone tried deleting the water behind the moat door and then seeing what happens when you open it from the inside? Just to see what will actually happen. It would suck going through all of the trouble to get a blj where you touch the door the frame you are walking.
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Joined: 12/11/2009
Posts: 19
I don't know if Snark reads this board, but if not then this is to nahoc and anyone who has worked with him, but I am loving the most recent TTC star runs, the glitchy wall kicks are taking over, but they are awesome to watch. Question: What ever happened with http://www.youtube.com/watch?v=YI8BCg5Rj78 route I know someone else had of this vid to but completed with a slow ending. Did it turn out impossible/ and ending couldn't be worked out to beat the current route?
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Posts: 19
Silent_Slayers wrote:
Oh sure, a good 120 star TAS could be made, but if we wait even longer, a godly 120 star TAS could be made, involving everyone in the SM64 community. I mean, think how many TASers are TASing SM64 these days. ... Anyone can make a good 120 star TAS, because it's just so god dang entertaining, but in my opinion, it'd be so much cooler to have everyone from everywhere come together to make a godly 120 star. Except Brian. Lol just kidding.
I would have to agree waiting for a godly 120 TAS would be worth especially since we will be watching all of the improvements being made to all of the individual levels until the time when the project is started. However there could be some things done or at least could use the competition that the single stars are getting like (assuming the route is finalized?) all of the castle movement because most of that can be hex'd in right? except for maybe MIPS and his locations and the pillar room can't be hex'd in. I know at least I, and I am sure others, would like to see some cool runs between paintings, star doors and the other places you have to go in the castle.
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Posts: 19
http://www.youtube.com/watch?v=HwrkTEaTXk4 This video was made by an N player call "vankusss." He complied a bunch of run both Real-time and Tool-assisted. The video is quite awesome it show a bunch of runs and every run after the 4 minute mark is tool-assisted, but every run in the video is awesome. I am suggesting that anyone who liked the runs I have posted previously watch this video, or anyone else for that matter.
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Joined: 12/11/2009
Posts: 19
Brushy wrote:
Being somewhat good in N, I must say that those TASes are most impressive. I'd also like to see runs that aim for absolute fastest completion time, ignoring all gold pieces and such.
Well we do have some of those too. There are two types of leaderboards we use in N. This is thanks to a fan made mod program that adds another type of game mode and multiple mods that can be used in user made levels. It is called NReality and you can download it here. These two types are Highscore and Speedrun. In Highscore the object is to end the level with the most possible time left. While in Speedrun the object is to complete the level in the least number of frames possible. To view the Speedrun leaderboards in NReality click on the configure tab select Speedrun under Game Mode. and then Go back to the main menu and click on Highscores. Then you can view all of the real time leader boards for each level. Here are some Speedrun TASes. http://tro.pastebin.com/HTXvSgpx
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Joined: 12/11/2009
Posts: 19
Mysterypea wrote:
TheRealOne wrote:
Mysterypea wrote:
Oh my lord, N. It's nearly mother thumping impossible.
LOL. I am assuming you watched 88-4 in the first post. Moh made Mother Thwumping Impossible look like a Mother Thwumping Joke.
Actually, I've been in that community for almost 5 years. I know a lot about this game.
Ah. I just read your "4 year" thread. I mostly lurk in the Metanet section. I don't often look in all of the other forums lol. I am glad to see another N person on these forums. When I first got here I asked kryX if he was the Angerfist on these forums too.
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Mysterypea wrote:
Oh my lord, N. It's nearly mother thumping impossible.
LOL. I am assuming you watched 88-4 in the first post. Moh made Mother Thwumping Impossible look like a Mother Thwumping Joke.
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Joined: 12/11/2009
Posts: 19
Trademark Skidmark wrote:
I've gotta say, that's really impressive! Do you do created levels too, or just the levels that come with the game. I've got a few levels that are insane.
The two Freeruns I posted were made by me, both the level and the run so I have done some user levels, but Moh and I mainly focus on the original 500 levels that come with the game. Mostly because we try and innovate the runs so that the people that play real time for highscores have new routes and such to follow; unless of course the route is just too hard for real time. Here are two more runs from in game levels. They were both done Mohammedraif from the N forums.Link EDIT: Computer spazzed sorry for the double post.
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Trademark Skidmark wrote:
I've gotta say, that's really impressive! Do you do created levels too, or just the levels that come with the game. I've got a few levels that are insane.
The two Freeruns I posted were made by me, both the level and the run so I have done some user levels, but Moh and I mainly focus on the original 500 levels that come with the game. Mostly because we try and innovate the runs so that the people that play real time for highscores have new routes and such to follow; unless of course the route is just too hard for real time. Here are two more runs from in game levels. They were both done Mohammedraif from the N forums.Link[/url]
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Thanks a lot guys I have been kind of halfassly working on an all tile freerun. Not sure when that will get done, but when it does I will post it. Mohamedraif, who I alluded to in my first post has made quite a few more runs since I posted that. If you guys don't feel like searching through that thread I liked to. I can post more here. I will ask him tomorrow if I can post more of his demos here if you guys want to see more.
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Joined: 12/11/2009
Posts: 19
If you don't know, N is a freeware flash puzzle/platformer which you can download here. Currently I think there are only two people (myself and one other) who TAS N mainly because it is quite hard since we don't have interface to work with, we have to write the entire demos in code. I decided to post this here because while the real time highscorers of N like our demos I figured that fellow TASers would appreciate them as well. If you are unfamiliar with N the way to watch all of these demos is to copy all of the data in one of the lines on the pastebin, starts with a $ and ends with a #, and then paste that in the replay box which is under the "userlevel" tab on the main page of N. The objective in each of these TASes are to finish the level with the most time possible. Each yellow piece of gold adds two seconds to you time and you must get the blue switch to activate the exit door and then you must touch the exit door. Here are several ingame levels that either I or Mohammedraif (his alias on the n forums located here.) The numbers above each code refers to the Episode number and then level number in that episode. For the free runs at the bottom both the run and the level are made by me. All demos are here for formatting sake If you liked these TASes you can find a bunch more in this thread EDIT: Sorry for the formatting I don't know how to make code in BBC obey wordwarp. EDIT2:Put all of the demos in a pastebin so the page formatting wasn't so screwed up.[/url]
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Tub wrote:
subanark wrote:
How could anyone not include N? http://media.ebaumsworld.com/swf/n-game.swf
It took me until today (two weeks) to finish all 30 stages. I feel tricked for not getting any kind of reward for that, but it's still a nice game. Definetly a good choice for TASing, if there'd ever be TASable flash games.
So I hate to be the noob who on his first post necros a 3 year old thread, but I have been lurking for a while and I think this is a waste of a post. I was wondering if someone could direct me to a place where I could learn how to TAS a flash game like n. I am familiar with FBF and how the replay data from n works in the demos. I have also learned how to hex demos together directly in the code, but this takes a lot of time because you can only deal with code. I was wondering if there is a program that lets you TAS Flash games like n. The game has built in FBF, but if you screw up in the run you have to start all over again or move to code building. If there were a away to apply savestates and rerecording to the game that would make things much easier. Also I have read from the posts on the page previous to this one, you guys do not want flash TASs submitted here and that is not my intention. I am also a member on a forums for the n community. It is where all of the highscorers from n gather. I am not looking to cheat the legitimate real time highscore of n either. Although many hackers and cheats have in the past. tl;dr: Looking for an emulator/program for TASing flash games. Thanks, ~TRO