Posts for bkDJ

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The only thing that people need to know is that gbatemp's forum is shitty because of the kinds of people running it, and the quality of the regular posters' posts.
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I know this doesn't help with frame input, but if there's an m64 that needs a video file, don't hesitate to point it out.
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hahaha, nice find and good show. Too bad it's a lot slower than the non-glitched way... and this should have been a reply to the other thread about this same topic. :)
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great improvements, and funny to boot! hearty yes vote.
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Bag of Magic Food wrote:
Yeah, you gotta figure out how to skip those opening cinematics.
BLJ from the file selection screen
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Actually, does the underwater shell in DDD change into anything in the tunnel between [whirlpool area] and [submarine area] or does it disappear too soon?
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AKA wrote:
Rridgway wrote:
bkDJ wrote:
If there is a magical Reverse Bottle Adventure for SM64, then maybe you could just give yourself the key and use the door, but then you could just walk up to the door the same as BLJ through it...
There sort of is in WDW.
Chucka glitch?
Too bad that by the time you get to WDW as fast as possible, you've already passed the hurdle keeping this a bowser-only run: doors needig keys :/
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Rridgway wrote:
I didnt mean behind the door, I meant slightly inside the door. My theory is that it would partially copy some of the data and load the rest and cause you to go though the door.
That's not how loading points work. There is nothing to load if you don't have the upstairs key. If there is a magical Reverse Bottle Adventure for SM64, then maybe you could just give yourself the key and use the door, but then you could just walk up to the door the same as BLJ through it... Same reason there is no canon in the cement thing in level 1 before talking to the bob-ombs, and no vashic cap under the moat before it's been emptied. Sorry. (I'm guessing you have no programming experience)
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Well Mukki said he would be doing this again, so it might be better to finish the run to get it over with, and then there will be a reference run that can be improved upon using the mupen that doesn't desync. (I haven't watched the latest progress yet)
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This is my first contribution to any code project ever, and it's a rather crappy one too. Huffers' post made me try my hand at some windows drawing and I made a version of the plugin that has a green trail showing the last 32 positions the joystick was in. it's not time based, only movement based (and it becomes temporarily wrong if you move another window over it or it off screen). This is in no way an update, I don't plan on improving it, and the feature is rather useless but hey it's kinda pretty. TASDI.dll version 0.6.0.1 If anyone wants the source, I'll post it, but it's just 20 lines sloppily added to the WM_PAINT message (And therefore I see no reason for it to cause any movie desyncs). Enjoy :)
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Wow, with the improvemetns I did notice (quicker BLJ stop in Bowser 1, much faster DDD entry most notably and better angles in the last half of Bowser 3) I'm surprised this is not even 3 seconds faster. Still, excellent camera work for some new angles. Yes vote.
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If only that last bit of the m64 could be used in a real run :D
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it's linked within the last 3 pages of the majora's mask thread I believe.
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I'll try my hand at capturing it... Though chances are the site won't accept an mkv file for publishing. and I don't want to encode to 320x240 either because it just makes the game look bad.
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by the way, this syncs no matter what plugin you use if you use the antidesync version of mupen thanks to okaygo. I've only watched up to first-time gerudo fortress and while I agree with most people that it is very suboptimal (the random backflip where nothign is collected in the boulder rolling area of kokiri forest comes to mind, as well as 2 forward rolls followed by a backwalk, all in the same direction when the gerudo gorge/chasm/whatever is crossed). However it's clear that it is a TAS played well in certain areas with frame advance, and many rerecords, leaving other stuff probably done at reduced speed... unless something becomes glaringly awful as I continue to watch it, I will vote yes.
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If I were to make an avi for a 2-hour video, I'd capture it in 640x480 at quantizer 20. without sound. That would be a bit under 1GB (about the limit before a mupen-made avi becomes useless). Then I would run through the game again and save the wav, and recompress to mp3. I would then encode the video using 2-pass to be about 400MB at 320x240 or perhaps a bit bigger and add the mp3 into it. You know, if you post the m64, and it gets accepted, someone else will encode the video so you don't have to :v
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any future 120-star run will have much more BLJ's than before, including Bowser 1, and running around BoB with it when collecting red coins and such. it might also be faster to BLJ on the stairs that let you into DDD/bowser2 area just to get to LLL rather than running down the corridors... I wouldn't be surprised if the lower area CCM BLJ spot found a use in a future 120-star as well. Also the more boring stars are removed, and more route planning is invovled. I do believe a BLJ-less run has its place on this site.
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I loved playing this game when I was little, and this was a very solid playthrough. Voted yes.
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Mukki wrote:
The only problem was the red flashes after taking damage but that's minor.
what red flashes? I was only aware of the missing fog and worse area lighting compared to the way it should look. Not that I can change anything :P
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compucomp wrote:
The low quality video cuts off at around 8:30 just as you approach Snowhead. I'm using VLC to watch.
bkDJ wrote:
I will have a 50MB version of youtube quality later on. I'll edit this post with the link when it's ready.
I guess it wasn't ready, huh. :v Now it is though, so go ahead and resume or redownload.
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Click here for the "high quality" version of the latest progress. it's about 115MB and over half an hour. And now that the "low quality" vid is ready, click here if you so choose (IMO it's pretty much worse than youtube but hey it's a smaller file and I don't care).
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stickyman05 wrote:
Starry Night 2: BOO at Super Mighty, I enjoyed the MIDI Michael Jackson D:
In the game options, can't you set it to not have "super" music, and then playback the tas with those settings? edit after upthorn post: sadface
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Apart from what seemed like interlacing artifacts (could be a playback problem on my end), the video was entertaining and I enjoyed most of the music. Nice job :)
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IMO the best-looking plugin for MM is jabo 1.6. the second best is direct64. jabo 1.5 and rice are kinda tied for crappiness. 1.6 always desyncs for me when deku link is just messing around wasting time between 10pm and midnight of the final day of the first cycle. if this antidesync mupen could play the m64s that would be awesome because then I could make videos using jabo 1.6 so that fog effects and dynamic lighting are intact. However, when I try to get the wip working, it desyncs on the menu screen the same way it does on normal mupen without a new .fla file. When I save a savestate in the old mupen and try playing it back in the new mupen loading from there, it just closes. So, is there a way that I'm missing for full playback in the new mupen? In the meanwhile, I'm still encoding the run using direct64. I started from the first time you enter the great bay thing to get the zora mask. so the movie will be pretty long. I'd say it will be done in a few hours.
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This is sweet! I will make an avi before tomorrow. Edit after watching: Fucking sweet. I didn't see anything that looked bad, and there are of course times where you're just killing time, so your style makes up for the slowness. I love the 4-kill shot, and I look forward to further progress. :)