Posts for bkDJ

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Joined: 7/26/2006
Posts: 1215
holy crap WORDS. I am in the process of moving from one appartment to another so I haven't even seen the run but hopefully everything will be set up tomorrow and I can make a video... though it seems that most of you have already seen it.
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Comicalflop wrote:
Patience oh apprentice of mine. Sami, another idea to see if talon trot jumping or talon trot running is faster is to watch x/y coordinates. Of course, unless there is something that you yourself tested that makes you jump all the time, can you share?
Well it's pretty obvious that you slow down after landing a jump after the initial slide, before you start running. So I guess one jump equals infini jumps so you don't lose time with the slowdown?
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Mukki wrote:
I'm using regular, mainly because I don't trust anti-desync. If I get halfway through to find that it desyncs in one place on one emulator and another place on the other that would cause a lot of problems. However, since the title screen still desyncs it looks like I'll need to rethink that view.
Savestates don't work across mupens but you can play back the movie up until a desync to switch halfway in if needed. but if you use antidesync, I don't think it'll be a problem...
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Posts: 1215
Bisqwit can use the windows mupen (that's how he did v1 of this run), and I believe he uses a special client-server thing to send the encode to a listening mencoder, which can be on a linux machine, and fix audio on the fly or something.
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AKA wrote:
The "antidesync" Mupen doesn't create acceptable AVI's.
Like I said, it can be played back fine on others. the antidesync would just help with the sram screwing up sync so he doesn't have to delete it all the time.
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Hah. I haven't advanced in the TAS in months. College doesn't give enough vacations, and it was really boring testing every frame at the mumbo mountain entrance for the perfect double-conga-jiggy angle. Though, up until there, it's pretty optimal. I think I saved about a second in the first lair area by cancelling out the witch speaking before I collect jiggy 1 so that it can speak earlier. Sorry about the lack of progress.
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I vote jabo 1.6, if only because it is consistently pretty on all (windows) machines. Also, I recommend the antidesync mupen which will clear your .fla each time you start. It will still sync on the old mupen assuming the machine playing back has no .fla...
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Well as far as I know, this game runs at 20 frames per second, even though it displays 60. And physics calculations and button pushes are averaged over the 3 display frames between actual frame updates... so it's probably better to do an action in a number of frames divisible by 3, or you risk desyncing and stuff. At least, that's what I've gathered from following the N64 zelda threads.
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5? Why would you do something in an interval that isn't mod3?
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mr_roberts_z wrote:
I think it's a different kind of edge; the kind of stairs probably make a difference on the physics of the edge itself.
So, the same thing can't be done on the JRB staircase, for sure?
mr_roberts_z wrote:
There's no BLJ in there except behind the trapdoor (after BLJing on it for about 25 seconds, you can get behind the invisible wall), which doesn't do very much.
and charging it for 1 or 2 secodns isn't enough to turn around and get out?
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Swordless Link wrote:
No, the stair BLJ glitch only works if there's a platform below the one you're BLJing on, which is why it works with stairs. It won't work with any ledge because there's no platform right below it.
Ok... so what makes the 30-star stairs so special that the same method can't be used on the side staircases (JRB, BoB)? Also, would it be possible to activate a BLJ inside the Bowser1 hallway? the floor opens and closes depending on how far into it you are and stuff, I dunno. That would prevent us from having to go back in to exit course.
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FreshFeeling wrote:
If he honestly picked those himself, maybe #13 should actually be considered.
Bisqwit has stated before (see majora's mask submission) that incomplete-dialog screenshots do not make for good publishing screenshots. Dialog in general, since not only english speakers frequent this site. On another note, I enjoyed this run more than the average gameboy TAS, yes vote.
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Swordless Link wrote:
It still won't work. You can't BLJ where a slope meets flat ground.
but you can do it where a wall meets a floor and you can activate the stutter glitch like the 30-star stairs? Does that mean you can get enough BLJ's off the TOP of the coin pillars to start a BLJ in the lobby? If so, that would certainly save some time, both for getting into bowser's area and maybe even when heading downstairs...? I'm wrong, right?
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I didn't mind the jerking so much. it's only really prevalent in the first 2 levels. Entertaining, and a yes vote :)
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Dasrik wrote:
What the heck is said before you start a level? Because, for the life of me, it sounds like Tigger saying "Let's take off" for some reason.
"Let's-a go!" You see, he's italian, and has this accent, apparently. "It's-a me, Mario," "So long-y bowsie," "Thank you so much for to playing my game-a." He's the only italian I know who goes "Yahoo, yah, yah, yayayayayayayaya" and then rockets off wherever his ass is facing, though.
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Swordless Link wrote:
Yes, collecting the other one in there would take too long.
So is it really faster, since you'll have to get an extra one later? I'm not doubting sidehopping is faster, it just seems silly to say it's x amount faster when it accomplishes less. Or am I being silly? :v Edit: I guess I am. I just remember DS's run gathering both and thought cf did too or something. :)
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2 seconds is a lot to be saved in such a short segment. but I noticed only 1 rupee was gathered in the first grass patch. is that ok?
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ElectroSpecter wrote:
Do you mean through the wall, or approaching it from the right? I tried through the wall without success.
Sorry, I meant while approaching from the right.
ElectroSpecter wrote:
Aw, this does happen, but only if you ride the rope for the entire ride and then drop back down.
Aw indeed :(
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Posts: 1215
comments, porbably all wrong since I haven't played in a while: 1. can't you throw an apple at that one scarab (not the one int he hole or the final one) to activate it quicker? 2. I could have sworn there was a way to not do that entire floating section on the rope before fighting the boss that throws hamburgers or whatever. Like, grab the rope, let i get away, then grab the next one. everything else looks great though.
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I will watch this within the next few hours if I have a chance and comment if I see something wierd. I know the game pretty well.
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Posts: 1215
Thanks. Also comicalfop mentioned this in the OoT thread: is it possible to backflip while firing a projectile (bow? deku bubble? hookshot?) to shoot above you in this game. if so, is there anywhere that I would save time over C-up aiming?
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P.JBoy wrote:
I can't wait to see what screenshots BisqBot makes out of this
I bet you didn't expect Megaman Zero's title screen. edit: screenshot 3 of course.
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Mukki wrote:
- In Termina Field I think a Swordslide could be used (see Skull Kid cutscene skip). 4s
What? Is this a different way of skipping the cutscene, or....? What's a swordslide? If you mean superslide, I think that'll activate the cutscene anyway.
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So, is it possible to use a BLJ on the final set of rotating platfoms to get to the final pipe sooner? I don't remember that question coming up and I'm wondering if it's been overlooked.
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Chamale wrote:
AKA wrote:
There really can't be much left to improved if any.
I remain suspicious that there is a way to talk to Bowser after the third fight, while being set up to jump. In this way, ~7 seconds would be taken off .m64 length.
Wasn't this discussed and put to rest? You can only initiate the appearance of the bowser3 star (and BOB star1 and WF star1 and the eye-hand things' star in SSL, or start a koopa the quick race) by being on the ground. The is day it's possible to have the game think you are on the ground when you are just in the air, is the day your dream will come true. :P As for the run at hand, yes vote, (though I did like the camera angles in the last one a bit more)