Do we know this for a fact? Maybe it checks every time. Has anyone ever opened a star-limited door and then GS'ed their stars away and tried opening it again? And then reach the requirements again to see if it does the star animation? Actually I'm not sure how any of my ramblings pertains to the tas but if nothing else, it is an interesting look into the programming of the doors. As for your idea... far-fetched but thinking outside the box is cool too :D
It happens to every single torrent ever created between when it is first put up, and someone besides the initial seed has the whole file (as long as the seed's upload speed is slower than the slowest download speed(.
Well, that was an excellent segment. It looks like you're really hanging by a thread of life though. You're done talking to bottles for new moves/health, but any brentilda you speak to will recover all your health. There was one behind gobi's valley but there's also one in the lava area of the lair towards cheato, one near the glass eyeball jiggy you have to get, on top of the witch hat, (and maybe one by the shack you go to for water level stuff, I don't remember). In any case, awesome progress in such little time.
Oh, and part 8 is available here as usual.
Now you're just being silly. dehacked's movie file storage is great as it is; stop asking people to save you 1 click each time you want to download a file. :v
I haven't seen the wip yet but I'm making a movie of it... should be ready in a few hours.
You missed the point. It doesn't matter how long it takes to set up. His point was that if it was possible at all, "no BLJ any%" wouldn't be a good enough (arbitrary lol) justifier for a 70-star run, since if wall-kick speed buildup is possible at all, "no-BLJ any%" could be 0, 1, 16, or 50 stars. (Not that there's really anything wrong with those numbers. A 50-star run could be just as entertaining.)
Get it?
I believe that none of the (8, 30, 50) star doors are near two walls that could possibly allow for the high speed required, which still leaves MIPS and BLJs as the only way to skip through them. And for the 70-star one, you wouldn't be able to wall-kick off the stairs and slanted ceiling to get to BitS either.
I don't know why zOMG is so against a blj-less any% run (THAT being the condition, 70 stars being the result)... I've said it before, but I think it would be a great addition to the site.
I'm making a 30fps version at a lower bitrate and I'll also make a lower quality version (320x240 or whatever) as well. but I'll be away till saturday so I wouldn't expect those versions till then. Sorry.
Re high res being distracting: While I mostly don't agree, it's very jarring when an original low-res one is left in and it doesn't fit with the rest, like say, WF's painting. Also i figured I'd do something different. youtube already has a version of the movie.
Re HR possiblility while running a movie: Well, SM64 syncs with EVERYTHING, so I just used the glide napalm plugin telling it to use some HR textures I got like 2 years ago.. I'd love to do the same for OoT or at least use napalm for PD for the special lighting effects present on the console, but unfortunately, sync is a problem.
Re sound getting ahead: moozooh is right. I probably should have made it 30fps instead of 60 since nothing in the game runs at more than 30. That and video bitrate is higher than usual at 1300kbps.
Well, I encoded this remotely so I have no idea if it ended up the way I wanted or if it's in sync or what and I don't have the bandwidth to check, where I am... high quality video of SL's run, with HR texture pack: enjoy!
(not recommended for slow PCs)
Since this wasn't addressed: that doesn't matter. From what I rememebr the range caps at about 60% so having the joystick at 60 is the same as having ti at 99 as far as a N64 game is concerned..
but... but... there's a youtube link BEFORE the m64? Anyway, I'm attempting to encode this to a high quality video since youtube takes care of low-quality, though past mario64 efforts on my part have ended terribly. (If this turns out well, it will be ready for tomorrow EDIT: Actually I am currently away from home for a while and can't really get it done right away, gimme a few days, sorry)
Oh god.
Anyway all this is speculation until someone does BitFS first, then tries to open the different doors, which I'm surprised no one has done while trying to enter from the moat.
But I know that nintendo programmers like to use single variables with cases when they can... For example, we know for a fact that in OoT, the different gauntlets/bracelets are stored in one variable. Getting the second or third will let you do what the first would let you do even if you skipepd it.
But while Raiscan is probably right with the 3 cases, maybe beating BitFS sets gotKeys to 2 directly and doesn't just increment it.
Meh.
Well there's Canonless Capless Coinless. That was different enough from the 120 star while being fairly long.
Correction: The only glitch that pushes any% completion from 70 to 0 is the Backwards Long Jump. It's pretty easy to define (Don't build up speed by long-jumping backwards). The game has plenty of glitches besides this though (early collection of BoB's and WF's 6th stars, MIPS stuff, going through walls in some areas like TTM, edge-hopping/seam-sliding, etc). Most of the stars would have routes very different to the 120 star though just because BLJ can be used almost everywhere.
I'm not excited for a BLJ-less 70-star run, but it would make for a movie different enough from the otehr 3 categories to warrant creation.