Posts for bkDJ

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Joined: 7/26/2006
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Dragonfangs wrote:
Hey guys, what's the current progress on the 120 star collaboration? And/or could someone post a link to a video of the latest WIP? My friend recently played through the game for his first time and it made me interested in this project again. The free nico link someone posted ~15 pages ago doesn't seem to be valid anymore and my japanese is horrible at best.
I don't think there has been another WIP since that one. You (and everyone who likes to follow progress on this game) should probably just take the 10 minutes to get a nicovideo account for free, and then join the 120 star community linked by Nahoc above. You'll get email updates when new videos are added (or removed). Then you can see the latest community videos where it says "新着コミュニティ動画" on the right sidebar. The link under the video thumbnails goes to the full list which you can sort many different ways (number of views, date added, length, etc). Anyway, the 25 star WIP still works once you are in the community. Though, if the embedded video below works for you (thanks Nach), then I guess you don't have to go through the trouble :P Link to video
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Loving the renewed interest in the game. Some good RTA speedrunners are picking it up too. Let's not forget old glitches though. :)
Cronikeys wrote:
Delayed Jiggy http://www.youtube.com/watch?v=8PDzK7URaBM This lets you skip the jiggy dance and also looks really cool. I don't know where it could be used, but I thought I would let everyone know about it in case someone thinks of something.
The delay was first discovered in 2006 by Sami (suggested by JSmith), and then I figured out hopping out of the water would collect it for real. (Link1, Link2) Also, JSmith discovered that Z+C (talon trot, wonderwing, egg-firing) animations allowed for deep water entry (wonderwing goes deepest), and I found that those animations turn cutscenes into normal text (Conga, Nipper, etc)
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Nahoc did a SSL Free Flying for 8 Red Coins a few weeks ago (here) with a new route. Looks like someone improved the route on nicovideo: http://www.nicovideo.jp/watch/1345901110
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Man, how many crazy death glitches does this game have? Thanks for the freerun! Also, you all need your grammar-nazi licenses revoked, if you're going to correct people incorrectly. This explains when to use I/me/myself, and this shows that you shouldn't put yourself at the start of a list of people. So a correct form would be: "...by dennisbalow, non5en5e and me." Jeez. Edit: oh, hi new page! Maybe I should add some content to this post. I don't think this WDW Secrets TAS (nicovideo) has been linked in this thread yet.
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Red wrote:
I don't know if you peeps have seen this, so just in case: http://forum.speeddemosarchive.com/post/banjokazooie_get_jiggy_animation_skip.html
cancelling a celebration animation (or jiggy jig) was known to be possible via 1) "landing in water" or 2) "starting a new jig" (i.e. getting 2 jiggies at once), but now we can add 3) "taking damage" to that list, thanks :)
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awesome stuff! As for the fence-jumping, it looks like the time you actually made it to the other side was because you mashed slower and his feet touched the beam later in the jump-slash animation.
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STBM wrote:
Also, is there anykind of possibility to hex-edit on Dolphin ? The movie files are obviously not text file, so I don't really know...
You can hex edit the files. The format is described here, but it hasn't been updated now that the wiimote rerecording works. You'd actually have to look at the code change that made it possible to see, I guess. If I have time this weekend I'll do the research and make a tool that turns input data into a csv file (and vice-versa) so you can do editing in Excel or something.
Post subject: Re: Yes vote on the run, yes vote on cutsceneless encodes
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dwangoAC wrote:
Taking everything into account, I feel that removing the cutscenes leads to a more pleasant viewing experience for those who are familiar with the game. I liked how the previous OOT cutsceneless encode used MKV container tricks to add bookmarks to the full video allowing the viewer the option to watch either the full cut or the "director's cut" with the cutscenes, well, cut. I didn't care for the fact that this was not widely supported and I had to boot in to Windows to do it, however, so until a Mac / Linux solution exists I'm OK with things like YouTube encodes that are clearly labeled
Those "ordered chapters" mkv files are a bitch to make and don't play nice with things like 0-byte dupe images, which mkv's can use to otherwise save a lot of space for a game like oot which is 60/30/20fps depending on what is going on.
dwangoAC wrote:
preferably with some minimal visual indication when a cutscene has been skipped (preferably with the number of seconds (frames?) skipped displayed).
hmm, I guess it wouldn't be too tough to make a script that says how many frames were skipped, but I think it might be distracting since right after a cutscene, the action starts right away and should be the focus. You did see this, right?
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STBM wrote:
So yeah, it's faster to complete one path and then go instantly on the other one.
But no matter which path you finish first, there won't be an animation, and all paths need to be drawn eventually, so... Wouldn't that mean you can play however you want because any order is equally slow?
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It's understood that there might be an issue and anyone with the hardware should be able to make some simple video recordings to confirm but...
ALAKTORN wrote:
a better TAS would still be minutes and minutes slower than the inaccurate emulation TAS, how do you go about doing obsoletion like that?
By doing the following: 1) improve emulation 2) optimize the route or gameplay of existing TAS but get slower overall time because the boosts are now slower or whatever 3) submit run and explain why it's longer but more accurate Done, obsoleted. Submission acceptance is done by human beings who can weigh information appropriately, NOT a machine that only sees frame count. In the mean time, there's no reason to deprive viewers and the site with fresh content, since "better n64 emulation for TASing" has been a unicorn for a few years now.
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Very entertaining! The levels are destroyed so quickly, I wonder if in the end the gameplay:cutscene ratio will be even smaller than Ocarina Of Time :P
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rog wrote:
Demonstration of the new route. Ignore my horrible playing.
Thanks for the demo; just watched it. The playing was fine... what's the most the optimized version will cut out of it? A little more than 5 minutes over the whole hour shown? Or am I underestimating what effect precise movements will have? Anyway, here are some comments (none helpful, I'm sure) I wrote down while watching: 1) It's a shame the GCN version of this game doesn't support widescreen 2) Is that hit taken by the spider on the vine wall around 25m26s necessary to get up quicker? Feel free to ignore this if it's an example of "horrible" since it was really the only moment that looked so. :P 3) the final run shouldn't have that annoying "Can't Skip" sound over and over in unskippable cutscenes 4) What kind of trigger are you LJA'ing over every time you go to Hyrule field?
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Re: landing lag: I thought spinning while landing didn't incur the slowdown of a mid-air spin, so never mind about that :P I got 242 stars when this came out and haven't touched it since then. Anyway, momentum imparted by objects (whether it's slowly moving platforms or those flippy ones) behaves differently than your own running and jumping, probably with the goal of making it easy to stay on mobile clouds and on-rails platforms moving through what are essentially autoscroll levels. So him moving faster in the air probably has to do with the (angular) speed of the platform as he left it. But yeah, without ram watching, it would be hard to pin down perfect angles and timings.
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sonicpacker wrote:
Would someone who knows this games' physics be able to explain how datteo managed to catch up so much in the air
He was further back so the angular momentum is greater on the flip thing. Also he was spinning while landing from the long jump to regain control quicker. You should check out Fusik's link from a few posts back. Edit: man that faceship sky is poorly emulated, considering how good everything else looks.
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Out of curiosity, why are they called "temp" flags? The DC stairs and DT slingshot ladder are permanent changes, no?
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That's great news. I thought GPU performance would be more important than CPU, though, but I've never tried Dolphin so I don't know if it's CPU-bound. For the ball and chain value, is that while swinging it or throwing it, or is it 30 no matter what?
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Cutsceneless Link to video
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I haven't deleted the raw video source from the other day when I did the AutoZoom experiment. So it would be trivial to make a cutsceneless encode from tha... The emulator and ram addresses wouldn't be much help. Afaik, there's no lua fanciness in mupen. It won't take long (EDIT: done cutting it up... Final hit to Ganon without cutscenes at around 13m08s), but I won't have enough upload bandwidth until tomorrow. So I guess expect a YouTube link in 24 hours from this post if cutsceneless is your thing. :)
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It's actually the 30 seconds faster to lost woods, plus deku collection text PLUS shop z target girl text. Even so, I have doubts the stick route, post lost woods, can avoid losing more than 34ish seconds compared to the sword route, since the stick route needs extra rupees slowing it down and the sword route has extra speed optimizations available.
Spider-Waffle wrote:
I don't suppose you could use the half-broken stick glitch instead of buying more sticks. What are the limitation of this glitch.
What glitch?
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Yeah, double-post but it's been a few days and this has nothing to do with the last one. Kyman, I found one of my old m64s and did a quick comparison: So your movement is waaay more optimized than my crappy attempt ( from -18 to +22 means you did Spiral Mountain 30 frames faster), but you didn't start as quickly as possible. :/
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Ah well. Thanks for the honest feedback, guys.
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Dwedit wrote:
The black bars have a game functionality though, they let you know that you're pressing Z
That information is useful to a player, but not very useful to a watcher. Point stands that a normal user watching 4:3 content on 16:9 screen has black on the left and right the whole time, and then additional black within that so that only 56% of the screen actually has any useful information. And you can't be zoomed on it constantly or else stuff is cut off when you aren't Z-targeting or watching a cutscene. That was my reasoning, anyway. Besides, the information is still there, except replace "black bars (on the top and bottom)" with "the lack of black bars (on the left and right)"
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One thing that bothers me with games like this, with lots of cinematic 16:9 elements even though the game is 4:3, is that makes for a lot of wasted space since almost all modern screens (except iPads) are widescreen. So I did some avisynth hackery to auto-zoom as close as possible to 16:9 without cutting out important elements, and staying 4:3 when necessary. I tried it out on this TAS, but I'll let you decide whether it's cool or too jarring (I can't decide, though it would probably be better if the transition was smooth instead of instant... First try and all that). :) Link to video (watch in full screen for full effect. I can't figure out how to embed the movie into this post with a wide aspect ratio)
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As usual your run comes with a very informative and humorous (lol motorboat) description. Lots of cool new tricks, even compared to the new RTS strategy and previous TASes (twisty jumps look awesome!) and very entertaining. Obvious yes! :)
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Like I said, the castle messages appear after you've decided whether to save or not, regardless if it is a normal star, a castle star, a 100-coin star, or a bowser red coin star. If the game doesn't ask you to save, the message won't appear. But it will appear the next time the game asks you to save, including for in-level stars! I think there's also a message for star 120 so if the death star glitch can be done for that one in a way that wastes less time than the combined time of {landing, giving the peace V sign, zooming out, coin counting and mustache brushing, and saying don't save} then that would be a neat way to save time in the 120 star run. But that won't happen because the 120th star pretty much has to be BitS red coins. Also if you can do it 2 times in a row for the first 2 collected stars, you can skip the 1-star message. Oherwise, the death star glitch is a neat trick that might save time, but it won't save you from castle messages except what I wrote above. EDIT: yeah CoolKirby, it's the V sign, but since they are both the same gesture with a meaning that depends on context, and Mario is probably using it because that's what Japanese people do when posing, in part thanks to peace activism... or maybe just declaring victory... whatever :P