Posts for bkDJ

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hegyak wrote:
What happens if you go from 7 stars to 9 stars? Does the game still display the message about facing Bowser? 29 to 31? 49 to 51? 69 to 71?
you mean like collecting the 8th or 30th or 50th or 70th star as an in-level star (like 100 coins or bowser red coins)? In which case, I think you forgot stars #1 and #3, lol. The message just shows up after you decide whether to save or not. See: old 16-star run
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Comicalflop wrote:
I was under the impression that the camera in this game worked out so that without hitting any C buttons, holding one direction made you move in that direction without the camera moving and without you straying from the path. Is that incorrect?
Apart from a few exceptions, mostly cramped spaces (e.g. in mumbo's hut, walrus cave in FP) or around special areas (e.g. the ape in MM, the spiral mountain itself in SM), you are correct: the camera locks at 8 angles and movement angle is relative to camera angle. If you're questioning the use of a script to go in a straight line, those special areas and attempts to keep camera angles good elsewhere (if framerate doesn't take a hit, I'd rather not just stare at a scrolling wall for the sake of 100% perfect movement) while going from A to B would make it worth it.
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Red Coins in the Poison Water (Nicovideo) Is this a faster way to get to that island than the other OoB location?
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Flip wrote:
I'd say it's best to save this for an All Rings/Bonus Stage/(Emeralds?) run.
There's a special level that becomes available in each stage at one point when you have all rings. Do you need all the stage's emeralds as well to enter it? Either way all emeralds should be a goal of 100% regardless of boss rooms allowing early entry, and I'd love to see a 100% run. (Voted yes, by the way)
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Brandon wrote:
it's certainly easier to figure out than "Minimum Holds".
oh, for sure. "Minimum holds" is horrible because it can be interpreted 3 different ways where 2 of them give the same score as Minimum Presses anyway. So I guess Minimum Button Inputs or whatever is ok, but I still think MTBHT leaves fewer ambiguities Also, to thoroughly overthink this: I guess it depends on whether you show number as an integer represented by...
int totalinputs = 0;
foreach (frame f in frames)
    totalinputs += f.numButtonsDown();
...or if you divided that by frames-per-second and used a time instead. and should lag frames be weighted? Oh jeez, now I don't want to think about this anymore either. :P
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In the description you say "This would be useful if I had to go up in the map again after finishing the level, but that never happens in the warpless run." what do you mean? There is no level above 1-1 no matter what run you make and this isn't a warpless run... That aside, wow, so much more entertaining than SMB1, and the level comments show very thorough care was given to each press and I love the way these MP runs turn games into puzzle, if that makes sense. In any case, the fact that it showcases a few tricks no other run would have makes this publishable to me. I don't think 2 presses being shaved off of a 235 press run is something worth changing a vote over, since 1) this is new territory and no new branch submission is perfect the first time, and 2) you've expressed willingness to improve it based on Tompa's stuff and whatever else any other experts find before you start over.
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Minimum Buttons Pressed sounds very obvious to me. Any time button is pushed into its socket, that counts as +1. Not more complicated than that. But I don't even know what Minimum Buttons Inputted would mean. Is it +1 for every button that is considered pushed in for every frame that it is pushed in? If so, I think a name like "Minimum Button Hold Time" conveys that idea better. Kinda a mouthful, though. Anyway, voted yes.
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CoolKirby wrote:
rog wrote:
There is, and it's terrible. Could probably be done in half the time.
Here is the video of that really bad run. As you said, a TAS couldn't complete it in 5 minutes anyway.
hahaha, as "terrible" as it is, it's perfectly timed for a satisfying ending: get master sword, but don't even have to deal with ganondorf, since clearly Nintendo thinks you've done such a good job saving Hyrule you should play something else :)
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At first, I was against the 75 koins early thing. But after watching, it was clearly a good choice; the better fluidity, missing cranky text interrupting everything, reduced overworld trekking, and overall optimizations made this a very fun watch! Yes vote.
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So the fastest form of movement as human Link is: roll, run for 3 frames, then keep rolling until destination? And as a wolf, 1) dash a while, 2) sidehop a bunch until you can dash again, 3) GOTO 1 ?
Post subject: Re: small test
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Kyman wrote:
Anyways, to get used to TASing this game, I did a sort of test run-ish .m64 of Spiral Mountain, not collecting any honeycombs, just getting into the lair as fast as possible (video coming soon). I found when talking to Bottles, I am 1.5 seconds ahead of Sami's 100% TAS. In this, I showcase the new movement for before talon trot, and I also jump out of the back-flip landing on the spiral unlike Sami, and I skip the top of the spiral Bottles text differently than Sami, and I also show the back-flip after roll into doors trick.
looks pretty much like my test run from way back when (I abandoned it because manipulating the MM entrance so that the random seed would cause those 2 jiggies by the ape to be collectible with one dance drove me crazy and the perfectionist in me didn't want to continue with something like that at the beginning of the run :/ ) except with a quicker bottles skip. I don't have the m64 handy and I don't remember if I ever posted it, but if it still exists I'll have access to the computer it's on in a week.
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Kyman wrote:
Would resets benefit this run in anyway, and if so where?
1 place I can think of: between RBB's lair jiggy and CCW. It's a long way from one to the other and resetting to the start of the lair puts you close-ish to the perfect warp cauldron (assuming they were activated and the puzzle completed earlier) iirc.
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braindx wrote:
This may have been asked before, but it's not possible or has already been attempt and failed to try to glitch and fall through the castle wall to the door instead of trying to go through the water? Either that or BLJ through the castle walls right to the door
The water volume extends to the other side of the door. Link to video (I knew what video I was searching for but this is the first hit when googling "youtube moat door water")
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Tseralith wrote:
Also can you exit the basement from the inside?
With the key door to the lobby? With the moat door? What would either of those matter? If breaking into the basement to get the key from BitFS works, then as usual we would just pause -> exit course in DDD.
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Comicalflop wrote:
Have you tried Z + B after getting the first Jiggy rather than rolling off those steps? I always wanted to see if there is a long waiting period if you Z + B off of a ledge, and the move ends in midair. (Hopefully not a splat.)
A splat? The first jiggy isn't that high up... I think jiggies cancel all movement if you are on the ground (after 1 or 2 frames), and also cancel all upward acceleration. Which is why most of the jiggy jig cancels require a ledge that is jumped off of instead of z+b'd
Post subject: Re: Things
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Kyman wrote:
normal flying speed is 600
Flying or Feathery Flap? Also the z+a to keep speed at the end of a roll while exiting an area was used (if not by Sami, then by me in my Spiral Mountain attempt), but it's been so long I don't know if it was specifically pointed out.
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I like the technical challenge involved in this minimum presses TAS. It reminds me of the ingenuity required to make that one level (was it 4-3?) possible in a walkathon. Shaving off presses is just as difficult as shaving off frames of a well-thought-out run. And this run needs to do both! It's unfortunate that the final result doesn't look superhuman, but having the press counter helps. I don't see anything wrong with the goal since I like the idea of a lazy superior robot playing the game with as little effort as possible. But what about publishing as a concept demo (for any game with an MP run) and linking to it from the any% text?
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So... A speedrun getting 100%, but without superslides, hovering, sequence breaks, Fairy Fountain map abuse, etc.? That sounds like a long and boring TAS that no one will ever make. I think the Let's Play community would be more likely to help with your 'weird idea'.
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Any chance we could get an explanation in English? I know the last run set up a specific sequence of memory [using the RNG and positions of feathers and yoshi's position] to resemble a valid opcode that would change the game mode and that memory was executed by abusing the stack push that happens when you stand on rotating platforms. But I don't see anything in the new run that resembles that at all.
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rog wrote:
I'll probably still work on it from time to time, but right now, i have no motivation at all to keep working on it, until i have some money to build a new computer.
Sorry to hear that :( What kind of CPU and GPU were you using?
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The point of the tables and structures is to show the order the data is stored in and the size each piece of data should take. What language are you using to read in a file that somehow doesn't support reading in things like byte arrays, integers, etc.? Even if those aren't supported for whatever reason, nothing is stopping you from putting the contents of a file into a giant string or whatever and then manipulating that. Anyway there's no such thing as an API for every file format, but there might be ones for similar files (e.g. one for all image files, another for all sound files, etc). And if you are using a language that doesn't have structures or classes for serious work, my advice is to learn a better language.
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Swordless Link wrote:
I'm sure everyone who was against this change / run being published feels silly now, haha.
Yet somehow I don't think this will be the last J-ROM submission with language drama derailing the thread from the quality of the run! :D
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rog wrote:
I can save ~7 seconds by skipping the twilight messengers after getting the master sword (by going oob in the same place as i do for EMS, and walking around the barrier). Is there any particular problem with skipping them, or should i do this?
Twilit messengers. Doesn't skipping them prevent the warp from opening? If that's the only problem and you don't need to ever warp back, then why not :P
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Degree wrote:
falling directly on the button at the end of Wing Fortress
The test run is awesome and of course there are things that could be faster like wall climbing. But the wing fortress button is a breakable that requires a jump. Landing with your feet from a glide won't break it.
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Has any thought been given to doing it like the s3&k hyper run, where you just have all the emeralds already and can immediately start 100%ing GHZ without constant interruptions by (IMHO boring) special stages? Yes, you'd need to use the code which is discouraged by the rules but so is starting from SRAM and the hyper run does that.