Posts for bkDJ

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50?
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Rattleman: yes, BA is Bottle Adventure. DaShiznawz: heh, I didn't know which item it was either but cf did mention the song in his post as well. As for getting into the room the master sword is in, do we even know if it part of the memory that's loaded? Not that it even seems possible unless link suddenly can BLJ up the steps! :P
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stanski wrote:
collision box is definately smaller, since it extends from the head the the ground for both characters, and you can spindash under metal sonic with tails but not sonic without dying. And it also makes 12 hits on death egg slightly more possible (though still ridiculously hard to pull off without slowdown and savestates).
The hitbox is smaller. there are spikes that come from the ceiling in some areas that will hurt sonic but not tails. However, sonic can spindash under metal sonic without dying, I've done this on the console. Just don't do it flush against the wall and release the dash when it goes into ball form.
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SXL wrote:
very nice, looks like the game is played on crack, great wtf factor. the whole tas would need to look as good as that.
If you've seen the current WIP you'd know that it pretty much does/will. Questions: 1) No matter how much you improve that star, it will still be the one in that level to be paired with 100-coin since it's the farthest from starting position, right? 2) how much progress has been made since the last m64 was posted?
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KirbySSB wrote:
escape the forest http://www.youtube.com/watch?v=CdeOE-bbuF8 if somebody figures out how to get odd mushroom on C-right as child, this skips deku tree.
As cool as that is, I can't imagine this would save time if you still have to go into the deku tree to get the slingshot.
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Silent_Slayers wrote:
New strategy me and xAzoraex worked together to acomplish. http://youtube.com/watch?v=HMd54uJAM_c
There are no words to describe how that blew my mind.
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I thought it looked amazing but I'm kind of wondering why you seemed to slow down in the one marble garden act to collect over a hundred rings...
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Why don't you use a BLJ on the moving platforms and shave another 30 seconds off?
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Comicalflop wrote:
Question: Could an encoder fiddle with all sorts of computer settings and such to make the final AVI not have those stages as laggy, then switch to normal settings for the rest of the stages?
One could. I doubt it would be accepted as publishable though.
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MOST impressive
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Nice indeed! video up in the usual spot for those who are mupen-challenged :P Part 6 (4m49s) http://bkdj.net/index.php?dir=tas/bk/
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It takes frames to switch stars but that's irrelevant since many stars can be done when another is selected. For DDD, 1 is the sub, 2 is the chests, 3 is red coins + 100c, 4 is the five rings jet stream, 5 is manta ray, 6 is the one that needs invisibility. So the order to not have a laggy-ass second area when not necessary would be: 231456 And the order for not caring about lag because it's so much faster to enter the level before it moves would be: 234615 Also, personally I think randomness is kind of arbitrary (hurr), and I think most viewers would prefer a reason for order when speed isn't a factor. Either to keep the most stylish/impressive stars till the end or to keep the order consistent makes the most sense. Edit: whoa two new posts in the time it took me to write one.
Oh yes, we'll definitely be doing B2 first, then the 100 Coins/Red Coins (which, for the fastest way, require the sub), and then getting rid of the sub. ;)
See order above. no need to make the level entrance farther away when you don't have to. star 2 isn't lagged by the sub.
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What's wrong with just going in the order the game offers, getting the hundred coin one in the one that makes the most sense? Only exceptions would be if it's faster to change the order... As for that Only Dire Dire Docks since it takes longer to get into the level if you board bowser's sub, and possibly wet-dry world and tick-tock-clock since the first time you enter the level as quickly as possible might be more advantageous for a star that isn't the first depending on the jump height (takes longer to enter with high water than medium or low from a stand-still) or clock hands.... I'm pretty sure levels changing depending on an early star don't make getting a later star quicker. Oh just thought of something. For DDD stars in the area past the loading tunnel, is the added lag of the sub being around worth it just to platform on and not take so long to enter the level?
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A2ZOMG wrote:
If anybody obsoletes this by anything less than 30 seconds I will stab myself.
less? If anything there is at MOST 5 seconds of improvement using the current route. Also this won't be the last run submitted. New 120star in the works!
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Pekopon wrote:
Yeah so... 1000 videos. Great job dudes! (I shall now be hung for using the word "dudes")
You should be hanged for turning "hanged" into "hung".
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Things I have to say about specific levels before I realized there was too much to say: vanilla secret 2 to the beat of the music was great. Also I really liked the sliding into the spinies in the pit. I'm surprised you didn't show the secret pipe in ludwig van koopa's castle. But in general good mix of new stuff and old stuff. I don't see anything wrong with this as a concept/demo. it's really a lot like the mortal kombat runs, showing off things people don't know and the engine quirks. So yes I enjoyed, and yes I think it should be published but in the concept/demo section. (It could be obsoleted by having more showing off and more optimal speed during the parts where you're just finishing a level for the sake of getting to the next one, I dunno)
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GLibba wrote:
pls someone explain it to me again .. wheres the problem at the 1. key door ? i can enter and leave 1. black room of death at the 1. door .. well .. i was able to leave it wihtou any boost .. at the key door i only can enter and leave with the boost from BLJ.
Oh you must be german. it's "first" not "1." :) As for what you're asking, whether you are in the BRoD or on the proper side of the door, when you open it, you will be put on the opposite side of the door and the area that is loaded will be cleared from memory and the new area loaded. all speed variables will be reset during this loading. I don't think I can say it any better: basement and lobby are not the same zones, and a glitch executed in one cannot be exploited in the other without reexecution. Isn't this all moot now since SL/AKA have finally bypassed DDD? By the way, great job on that, guys!
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What
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GLibba: If you can speak english, laziness isn't a reason to make your posts difficult to understand. Anyway, it doesn't matter what keys or stars you have since you cannot keep hyperspeed across loading zones. So the lobby glitch can only be used in the 4 rooms in the lobby, plus the area behind the lobby leading to basement and boo courtyard. If you go to the basement with hyperspeed, as soon as you open the key door, you will be normal again. One thing you could do would be BLJ into the Black Room of Death (BRoD) and then open the door. That would load the basement in to memory, but this BRoD has allegedly no BLJ spot so...
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That was by far the most enjoyable JRB has ever been. Great job! It looks like you're past the point of simple mistakes that an audience will spot, but I'd still love to see WIPs every level or two. :)
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petrie911 wrote:
I question how not supersliding would be faster over most distances. Since you can wait out the bomb timer by backwalking, and backwalking isn't that much slower than sidehopping, it seems like supersliding would be faster for just about any significant straight-line distance in the overworld.
yeah but for shorter distances (look at the hyrule castle section in the old run), it's a waste of explosives that could be used later. If you look at the run, there are a few places that he could not superslide longer distances than those on the castle grounds due to having used up the bombs. I think.
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tapping B is the same as holding B in Banjo-Kazooie for the Beak Bomb, unfortunately. It's only in tooie that you have superior length and direction control while bombing.
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pyromaniac wrote:
zdude, its not faster because from the cauldron, you still have to backtrack into the room, so it would be the same time if you got that jiggy at the end or at the beginning
backtrack? the room is between the ccw puzzle and the cauldron... So I think I agree with zdude255. For those who don't remember the layout or have the game, the ccw puzzle room is through a water tunnel by the waterfall in the room that is seen in the latest video video aroud 1m16, and again at 1m40. The witch eye jiggy can therefore be gotten en route from the puzzle to the cauldron.
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http://bkdj.net/index.php?dir=tas/bk/ It's 85 MB. I didn't expect it to be that big; I used the same quality settings as I do for my normal Majora's mask encodes since it's been a while. I guess +50% framerate and jerkier motion don't help. Anyway, it seems most of you got it working fine without the video. I'll make a smaller version shortly and put it up when it's ready. I watched and it really looked great! One thing I wondered is if it was possible to shoot an egg to alligator 2 from another alcove rather than right next to it.