Posts for bkDJ

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Joined: 7/26/2006
Posts: 1215
I didn't notice the update until today so sorry for the delay. Crash Site, up in two flavors.
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Joined: 7/26/2006
Posts: 1215
you only need like 30 minutes on wikipedia to "learn" it. After that it's a matter of how fast you can decode each character.
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Joined: 7/26/2006
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DRybes wrote:
there's an initial locked state and a particular set of requirements, probably stored in the door itself as class variables, which is required to make the door open for the first time... after which it behaves normally.
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
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Storm101 wrote:
I love how all 35 peers I'm connected to are all on the same % (give or take a decimal). Does this happen much?
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(.
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Joined: 7/26/2006
Posts: 1215
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.
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Wouter Jansen wrote:
Firefox
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.
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Joined: 7/26/2006
Posts: 1215
Duksandfish wrote:
when encoding with x.264 lossless setting in mupen, why do my videos look like this?
Your decoder isn't decoding properly. Or you picked wierd encoding options. or both.
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Joined: 7/26/2006
Posts: 1215
z0MG wrote:
it doesn't go -that- fast. getting through doors with wall kicking takes a lot of time to set up, and only works in some places, if any at all.
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?
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Weatherton wrote:
Is it possible to get through star doors using the recently discovered wall-kicking speed up tricks? The language for what is essentially "no star door skips" needs to be somewhat tight.
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.
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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.
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compucomp wrote:
http://www.youtube.com/watch?v=6_KfRT2_2PA
Well, that's cool, but disappointing. The previous way to escape the forest was cooler in my mind.
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(My previous link to the movie has multiple flavors now. And chaosv1 posted his own encode on the previous page for those who missed it.)
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Joined: 7/26/2006
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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.
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Posts: 1215
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.
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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)
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Joined: 7/26/2006
Posts: 1215
ShinyDoofy wrote:
I noticed something strange: it seems like you don't push your controller to its limits. Mupen tells me that your maximum is something like 60 to 65%. This may be input plugin related, dunno exactly. If my assumption is true, you sure could have gone/jumped/whatever further in shorter time, thus saving the latter. I also noticed this in your SM64 16 star run submission.
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..
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evilchen wrote:
can someone do a youtube or avi download?
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)
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SL, could you please post the m64?
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Joined: 7/26/2006
Posts: 1215
Experienced Forum User
Joined: 7/26/2006
Posts: 1215
z0MG wrote:
Did some GS testing. 1) Metal cap code, can't open door 2) Code that forces Mario to the bottom of the water at high speed, can't walk under water http://www.box.net/shared/5gnuglf6s0
That second test is the most disappointing. It kinda rules out being on the bottom for one frame to open the door.
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asteron wrote:
Hmmm.. actually I think the water might be sectioned off into a couple planes since I remember a break in the texture animation between the pond area and the moat.
The pond volume doesn't have a current.
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jimsfriend wrote:
I vote no.
Shouldn't you rate the movie instead? Why vote no on a movie that was published nearly 2 years ago?
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Bisqwit wrote:
Or in today's world: [...] goto
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.
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Ver Greeneyes wrote:
When AKA tried it, did he go fast enough that he would've been above the water in one frame, and fully inside it in the next? If so, did you check whether he got unlucky and - after the last frame fully above the water - would have ended up intersecting the water in the next frame at his current speed? (but the game detected this collision and stopped him instead)
fruitless. Someone already gamesharked their way into the room, and couldn't open the door while there was water.
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Baxter wrote:
Every other star number or restriction would be arbitrary.
Well there's Canonless Capless Coinless. That was different enough from the 120 star while being fairly long.
moozooh wrote:
I find it pretty simple: 70 stars is the minimal amount you can get without glitches, so if the run is done under that condition, it's not arbitrary in the slightest. Obviously, that's assuming the run is actually glitchless, otherwise it is rather arbitrary.
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.