Posts for bkDJ

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autoscrolling sections made me think aladdin has been taking athleticism tips from mario. Didn't see any room for improvement watching at full speed, so great job! Voting yes. P.S. That input animation took me three times before I figured it out :/
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Well, to be more precise, it synchs when recording to avi. it does not synch if I am just watching. *shrug*
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Wyster wrote:
And if so then as i originally thought the run would never get accepted anyway, that's why i thought pasting together runs and stuff could make a better visual experience since it won't really matter in the publication issue anyway?
I'm all for visual experience for the avi watchers, but your run does sync all the way through the reset, no reason to throw that away, just keep resetting (imho).
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Wyster, I don't mind cutting and pasting different m64 recordings into one file. However, the run won't be accepted on this site unless it's a single m64 that syncs for at least one other person... I think.
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if that works for cuccoo's then logically it should work with any item you can pick up, right? Does it work for bombs? because if so, then right before supersliding off of one bomb, you could "superslide grab" another, and when it's ready to blow up, stop the current superslide and then use the bomb to do whatever (new superslide at a different angle, megaflip, whatever). I can't think of anywhere that might even be useful if it works except maybe castle grounds if you're pressed for time to see the princess...
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Villa (9.8MB) Enjoy!
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HappyLee wrote:
But must we obey U1's mind?
Well no, and he left some oversights since it's possible to avoid puzzles by skipping stuff, and it's cool that you got such a low time... but runs aiming for entertainment putting speed in second place, make for competition that isn't time related. Entertainment wise, this movie is more boring than mushroom's simply because there is less action due to so much being skipped. Plus, it's a hack. Plenty of commercial retail games for the NES get rejcted due to boringness no matter how fast. Nothing against you.
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Obvious yes.
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I solved my save problem... so, I'll make a video with the whole run later tnight. (those WMV's have like 4x more pixels than mine but are blurrier, less detailed, and have worse aliasing?) Edit: And here it is! Full WIP, 36MB I made it 30fps because the game hardly ever runs at a full 60, and that helped with the filesize. (I can make a higher res, full framerate version if anyone wants, but I think it looks pretty good as it is) Can't wait for villa :)
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Actual movement was great, but I have some comments/questions about the route choices. 1) When you sidehopped after the dodongo cavern, you hung on the wall a bit... was that to avoid damage? You could have eneded up closer to the village otherwise... 2) Ok, the cucoo route confused me. What did going into the hole change? also, what happened to the sidehop method of getting over the gate? You'd be able to sidehop more instead of carrying the cucoo away from the pen... unless I'm missing something 3) Loved the stylistic choices like the forward-facing-camera backwalk, and the dodongo fight. Great job and apologies if the above questions about "mistakes" are misinformed :)
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Extraction 1:07 video (8MB, .mkv, 352x240) I'd still love to know why I can't save properly. Once That is resolved, I'll probably be able to encode the whole run any way you like. Well, as an mkv, but I mean cutting it up into levels or one long file or whatever.
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I'd do it but I can't even watch it. is there some trick to getting this game to save? game pak doesn't show up, and when I say the controller has a mempak, it says it's inserted improperly. (because of this, I can't even get past the "select agent" screen) edit: but I can watch everything after the savestate though, if you only need that in video form...
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Well that's certainly an interesting way to kill the spider. And that's the first time I've seen Bobbing Barrel Brawl done without Ellie! I thought I had a question about Barrel Shield Bust-Up and its warp barrel, but thinking about it, the dk-koin would be too out of the way and not make things faster. So all in all, fantastic work!
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cf: Not a rom problem, since project64 handles it fine with the same plugins. I'm also not blaming anyone.
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Why is Banjo-Tooie listed as "works well" on the compatibility wiki? It looks fine, sure, but you cannot play past the first two levels since the fire-egg switch on the plateau, above the gate to the meadow, connot be activated for some unknown reason!
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chaosv1 wrote:
Currently as a child no1 has found a way, but it could be possible... who knows
Well, I'm sure sword glitch + explosives would work. Not that it's useful, but just saying.
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it looks optimal but I have no idea if it's faster to light the far eye before the closer eye (probably not) or to do a different jump off the platform (is a backflip/sidehop that transitions into a jumpslash even possible instead of the tiny backwalk you do after the cutscene?)... But assuming it's near optimal, could you have manipulated the direction you face after dropping the second bomb so you don't waste 3 frames (or 1 depending on whether you consider this game 60 or 20 fps) readjusting before hitting Z? Also, doesn't the published run use bombchus at the start?
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Raiscan wrote:
As for the gaining enterance through the DoT early... I was unaware that getting wedged in the pillar was obvious? I thought the obvious thing would be to get enough speed to pass through the door (which is what I thought people were trying).
As far as I know, [possible-in-game] speed never made link go through anything he couldn't before, in OoT. It was always about the jumpslash (and damage boosts, N/A in ToT), and the so called "acute angle glitch" has been known for a while but was just never sufficiently tested on the DoT crack's right angle. Meh. Also I wonder why there was misinformation about not getting back to the other side if deathwarping by using the main menu is all there is to it. :/
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Raiscan wrote:
if it seems obvious, its probably been tried.
Backwalking/sidehopping being faster than rolling, or going through the door of time early... You'd think that those things would have been found out sooner than 10 years after a game's release :)
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By playing as the South, and losing as quickly as possible, you achieve the same thing as this movie / real life, right? It'll be cool if you include "Uses death as a shortcut" or something.
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Comicalflop wrote:
Well, it's a really good thing I know about programming then. Yeah, I think I see. Gimme 2 weeks, I'll have a version out that records reset the way the judges want, AND it'll be more synch stable to boot. And it'll have 1 universal plugin that renders all games accurately. God, I have no idea why I didn't think to put my 100% existant computer skills to use in improving Mupen... my mistake, I guess. Warning: Sarcasm Detector (tm) not included, please purchase separately.
1) you could use a sarcasm detector yourself. 2) even if he wasn't being sarcastic, reread his post's "you"s as plural "you"s meaning the OoT/N64 Tasing community and not "you"s as in "you, Comicalflop,"s Edit because I don't feel like making another post: my first point meant "Haha at your use of a sarcastic rebuttal, however, the post you replied to was, itself, sarcastic, and made by BoMF, so your disclaimer mentioning a Sarcasm Detector (tm) sold separately was ironic/amusing". Oh, and I wasn't confused... I think. ...Damnit!
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Bag of Magic Food wrote:
Why is there a rule against savewarping? I thought any technique was fair game.
No rule. Just that it's impossible wothout reset recording. I think he meant to say deathwarp, anyway. And some guy at SDA said that deathwarping puts you back behind the DoT unless I read this thread incorrectly..
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Raiscan wrote:
I didn't see this mentioned, but wouldn't it be quicker to blow yourself shitless with bombs/bombchus rather than jumping into the void many times?
In the short term yes, obviously. but explosives are precious, and if more time is saved somewhere else with a bomb(chu)...
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Flip, you are entirely correct, but the video was already posted in this thread (on this page!) and the game over method of getting to the ToT's entrance was also already mentioned. :)
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paul_t wrote:
For those who are having problems, try setting the controller to 6 buttons. The movie didn't finish correctly for me with 3 buttons.
Confirming that this fixes it. :)