Posts for bkDJ

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Joined: 7/26/2006
Posts: 1215
heads up, bittorrent is not illegal. what the hell. Also this hack seems interesting. I'll give it a go and then check out the wips
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Joined: 7/26/2006
Posts: 1215
I second bolero of fire
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Joined: 7/26/2006
Posts: 1215
the superslides you did do seemed perfect. it looked like there was maybe one other super slide you could have done around the bridges but I dunno. I don't think you will need the inverted song of time. but if you do end up needing it, then you'll probably realize it in time to play it at some other point besides the first second of gameplay on the third cycle. Unless you are afraid that would look sloppy?
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Joined: 7/26/2006
Posts: 1215
yeah codec packs aren't cool. mkv is just the container. inside is x264 video and vbr mp3 audio. For all_264 related video, I use coreavc. look around the web and you'll probably find 1.1 or 1.2 which work great. once that's installed, any media player (including MPC) should play it. As for VLC doing only audio, that is strange. VLC and mplayer don't use external codec and should handle my mkvs without fuss :/
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Joined: 7/26/2006
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...Yeah, I have no idea how the fuck this happened but there you go: it's using direct64, too, so on the positive side, pause screens look good, but on the negative side, there is no fog. anyway, http://tas.monotoli.org/mov/mm has the mkv if you want a single file for the whole thing so far.
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Joined: 7/26/2006
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imo savestates are unnecessary and users are perfectly capable of making their own if they can vew the m64 at all, and if they can't then they don't need it. so I don't mind plain m64s.
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Joined: 7/26/2006
Posts: 1215
raiscan: from one encoder to another, that looked great. you should consider cropping out the top 16 pixels though. The run looked great except for 2 areas. the z targeting at 2m33s in the video seems slow, and backwalking at 4m00s would seem faster. Those and I agree the invisible platforms might have benefitted from sidehops (I'm thinking back to how guanobowl goes from the kokiri shop to mido) but maybe not.
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Joined: 7/26/2006
Posts: 1215
wow. I'd never played this on an emulator before. this is like twice as fast as it is on the real snes. I don't really know what to think about a TAS for this game. I'd probably like it but the remake on the 64 kicks this one's ass in every department, including speed and entertainment. And someone is already doing a score attack of that one. :/
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Joined: 7/26/2006
Posts: 1215
Tompa wrote:
Hehe, nice Thegreginator :D. Is it faster to go in the water instead of pressing the P and jump on the koopas...? Probably:P.
not if he chooses to lose yoshi and jump off of him to where the koopas are.
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Posts: 1215
Yeah, I'd have the vid ready but in dodongo's cavern, in the first room, the first angle seems ok (maybe not), but the second one has him running too much against the wall, so instead of turning around and grabbing the ladder, link just turns around and runs back into the lava and then randomly fires bombchus and dies.
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Joined: 7/26/2006
Posts: 1215
hahahaha. I love these mario speedwalks with arbitrary rules. the mario64 crawlathon used to be "must hold z" but then they realized backflipping and picking stuff up allowed for faster movement, so it became "must crawl as much as possible". Still, I'm easily entertained so I'd love to see this finished. Oh, and I loved the green shell stunt in yi3.
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I remember there being talk of skipping the owl when exiting kakariko to hyrule... but not kokiri to hyrule :P edit: VVVVV oh my bad
Experienced Forum User
Joined: 7/26/2006
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how would you store a ground jump between the kokiri forest exit and the owl?
Experienced Forum User
Joined: 7/26/2006
Posts: 1215
load the m64 in read-only mode, then just load the savestate like you would normally and it will play from that point. Try as I might I always get a desync when link flower-flies towards the fairy on the finaly day of the first cycle :/ It's good to know that it works great for one other person though.
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Joined: 7/26/2006
Posts: 1215
Yeah, I didn't realize how short it was so it's done. Also I think he just messes around with no clear goal once inside the spirit temple :P http://tas.monotoli.org/index.php?path=mov%2Foot%2Fwip/ latest is the 03.mkv
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Joined: 7/26/2006
Posts: 1215
I'm on vacation but I'll try to have a video for you guys for tomorrow :)
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Joined: 7/26/2006
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Well if any future 120-star tas would be using the same lobby glitching, then I suppose it's not a HUGE loss that it can't be done in a CCC run. Still disappointing. the CCC-only star routes are what's important about this run.
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the coins aren't put in a counter, and they aren't there when you look at the coin stats for a file. they are just health refilling coin-like sprites. :/
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Joined: 7/26/2006
Posts: 1215
if one of the first three is last, then you can't do the BtP and BtT with everyone. the final event would just be seeing sound test unlocked or something. edit: VVVVVVV - 50 VS battles? I thought it was 200. and No Contest ones count. so yeah that would be boring and probably shouldn't be part of the run
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Joined: 7/26/2006
Posts: 1215
laughing_gas wrote:
Pyrolistical wrote:
Frame perfect Half-life (1 or 2) (with vsync at 60) The only bad part of this speed run would be, it would look like he has an aimbot...but essentially he does...
This is what a TAS of Half-Life would look like: http://www.youtube.com/watch?v=YTUOn2EUFhk
Except with fewer squares. oh god the encoding. Anyway a perfect TAS of banjo-kazooie would be sweet.
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Joined: 7/26/2006
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Have you tried the all-purpose tas editor Maximus is working on somewhere else on these forums?
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Joined: 7/26/2006
Posts: 1215
mr_roberts_z wrote:
asteron wrote:
You should collect the sub star in DDD second to last so you can jump into the water quicker (the manta ray star must follow it).
Yep, I'll make sure to do that... Also, I know there's lag, but I have no idea how to fix it with the camera angles.
Holding a C direction makes the camera look at mario from that side. Minimizing lag just means that if you notice a part of the run lags (not noticible during rerecording, only when watching) make the camera look at the area that has the least amount of polygons. For example, AKA looked at the side wall rather than the loading area/submarine
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Joined: 7/26/2006
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Hmm, I don't really see the point in a test run that isn't testing the limits of a single star... Seeing stars like JRB's through the jet stream, and the chuckya glitch which should not take that long (remember to use the c-buttons for more interesting camera angles in the final version) makes me think this will be a sub 50-minute run. I did enjoy seeing the strategies for all the stars that are different than FODA's/AKA's for CCC-less. I look forward to seeing WIPs of the real run :) Edit: one thing: I saw you used the shell a few times but there are no stars that NEEDED the shell, and since you're depriving yourself of other power-ups, I'm wondering if this could be a CCCC-less run? (coinless, capless, canonless, carapaceless) :P
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You know I didn't support the idea of a 70-star tas because the golas were very contrived and the means conflicted. This however, I fully support.
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Joined: 7/26/2006
Posts: 1215
that's some ninja shit right there