Posts for bkDJ

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5:08 :D
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I remember reading earlier in the thread that you do not need to become the walrus just for the cave jinjo in FP.
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Just thinking aloud here. Has anyone tried BLJing the first mound in the courtyard before entering the castle? And I don't think anyone answered why AKA doesn't always use the don't save option. And why can't the lobby glitch be used to enter the upstairs door? :(
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fluffy kitten wrote:
I found a video of how to get the cage star without cannon/owl. http://www.youtube.com/watch?v=yqvIP28jVQc
you could also try not making thwomp walk so far, pound him, get to the top of his head and then long jump. Maybe.
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Bag of Magic Food wrote:
Plus you have an extra 5 tokens... But did you confirm whether you can get the Witch Switch jiggy? I forget.
Yeah, someone explained many pages ago that they managed to do it, with the last move being a ground pound and finishing the distance with the rebound.
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I actually played with a game pad but I hardly ever touched the control stick: I usually set the tas plugin to how I wanted it. I set frame advance to numeric keypad 0 but I suppose it doesn't matter where it is mapped to. Still, a pity I can't map it to an unused gamepad button.
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mr_roberts_z wrote:
Really? Thanks a lot for the tip! Unfortunately, I don't know how to do it frame by frame...
the default frame advance button in mupen is "\" (around the backspace button on american keyboards, I think it's in the lower left on european keyboards. Don't quote me on that). All you need to do is hold the button combination you want while it is on one frame, hit the \ button, and it will register those buttons on that new frame. I highly recommend using the TAS controller plugin for greater analog stick precision than any gamepad can provide. Sometimes it's one degree that makes all the difference (see: retardedly-difficult-to-tas-yet-mysteriously-easy-to-do-in-real-time colliwobble jump in BK). Good luck!
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for h264 there really is nothing better than either mplayer OR media player classic using the latest coreavc codec. ffdshow and VLC are much less CPU-friendly when it comes to 60fps h264 files.
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AKA: Holy crap nice TAS so far! A few questions: Are these stars done in equal or less time than FODA's? Did you continue without saving after bowser? I didn't hear the menu selection change sound. mr_robert_z: you get much better tas result if you play the game frame-by-frame rather than with slow down. Even with slow down, you are a victim of reaction time and reflexes. If you make a save state for every important maneuvre and frame advance, the result will be a real TAS. When I did a spiral mountain test run in banjo-kazooie, I did it with frame advance, not slowdown.
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the only spot I know of that lets you walk on the bottom of the water because you can go beneath the water line without passign through it is in click clock wood spring. if you use eggs from the ledge above gnawty's lair's boulder, you can break it early and swim inside. Of course, there is no lair modeled for spring so you swim up the tunnel and can see a cool glitchy view from inside the tree. if you then hop out of the small pool towards the outside of the tree over the top of the tunnel, you will and and be able to do whatever you want on the water floor, but once you touch the water surface, you resume normal physics. Or maybe all you have to do is jump and you can only perform ground moves, I do not remember. Either way, a neat trick that unfortunately has no reason to be in this TAS. Looking forward to MM, I tried a while and eventually gave up on finding a good frame for going into the level. The video I made was from pure luck so I'm glad you founf one
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Followed this since the beginning of... V5 or 6 I think. Enjoyed it and voted yes. I think I found all the bonuses myself without help. there's always a lone banana to indicate a secret of some sort, and in water levels I just spent hours hugging the walls to see where I could go through. This is certainly not as bad as DKC1 where that one level have 5 bonuses, and another level had a bonus inside a bonus. the trickiest things in DKC2 were the Hero Koins hidden in bonuses or the ones at the end of the level on the target pole.
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I actually haven't had a chance to see the things since web woods until now, so some comments: in fiery furnace at one point near the beginning you land just to the right of a hedgehog. does rolling into it from right to left, and as soon as you hit it, going right again result in a gain in speed? Just wondering. And wow I had no idea about that glitch in bonus 1 there. big oversight by rare :v Nice water level glitch with enguarde... Holy shit castle crush. Actually holy shit for the next few levels. At the end of toxic tower is it not possible to roll off the edge to avoid having to jump from the chain rope? What was up with funky? Wasn't there a funky "on the way" in some other area? Loving this run.
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why is this a dilemma? I suppose you might as well make it entertaining since v9 will supposedly be the one that is frame-perfect everywhere.
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sargon wrote:
I think you lose about 60 frames (1 sec) to switch between diddy and dixie. Just a little thing... A savestate would be nice so we don't need too fast forward over an hour of play. Beginning to be a little tired of fast forwarding, that's all :) Just watched it, and it looks very good. if there is frames to gain they are minimal. Unless you have a good reason for not using it, you should use the goal-switch trick before the final boss. You would save some frames there
You can make your own savestate. It won't work if comicalflop hex edits something that happened before a particular state but at this point you can go ahead and make a state around every boss fight. Next wip cf releases, just load it in read-only mode, and load the state
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comicalflop wrote:
I dunno... would it look more entertaining? I personally feel like being faster is better, and when watching DKC3 there's one level with purple water and it reverses your movement in the same way, and watching the TAS of it I could not tell the difference at all until I played the game myself, so personally I don't think either will add to the entertainment. The submission of NES Silver Surfer was rejected because the author purposefully made the run harder for himself, which netted not only in a not-accepted run but also a very non-entertaining movie. Sami had it right by dodging the cannonballs, but I'm going to try to dodge them in different and more stunning ways, as well as keeping the kongs constantly in motion. (on a side note, the stuck in mid-air glitch in Kleaver's Kiln also works at K. Rool)
just go easy on the wobbling (frame-alternating direction or what-have-you) It's ok to have the kongs doing nothing if you can't fit in a cool stunt :P
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you people are weird. of course the wing cap can run out in the air. the level music resumes and you fall down as if from a jump
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well if you try 6 seconds worth of frames and still can't get it right then forget about it. Does the jiggy direction change at least by entering on different frames or was I wrong?
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FODA wrote:
btw, hopper, i'm 26. Pressing "A" while with the wing cap doesn't do something visually obvious at first sight. So, if i press a button and it doesn't have any instantaneous effect, i assume it does nothing, unless i'm told otherwise. like i said, i've read all the signs in the game, and i don't recall anything about this...
I've read all the signs and I've read the manual. I'm sure somewhere it is said that holding A while spinning slows the descent, and holding A with the wing cap has the same effect (which makes for cool slow ground pounds in high levels, though not useful for a speedrun).
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I put mupen in a folder in my drive's root instead of 4 subfolders away from the root. I know that helped the corn emulator run games better. anyway, now it stays in sync up till the part when link goes into the stock pot in for the first time. he spins down the stairs turns left so sharply he hits the wall, then continues down the hall, then goes left then goes into the room with pots and a pond and just spins in the pond for a while :(
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you can just look at the breakdown of v1 + v2 + ..... v8, and when you get that number, put it in the rerecord file in hex after looking at the breakdown of the first bytes of the file. but again, it does not matter.
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haven't watched the latest yet (only up to gusty glade which I really liked), but hex editing isn't THAT difficult. it seems the only reason there would be a desync later is if a random number generator is frame dependant (like boss decisions), rather than live loading (as you approach) like most of the ennemies in this game. finish the bonus faster, note the first frame you can move when you get out of the bonus. then note the first frame you could move when you got out of the bonus before. copy everything from that point onward, and paste where you noted after the faster completion.
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no response to my suggestion to use the slope of the corkscrew to jump higher and leave earlier?
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I disagree about it being boring. I never knew about that glitch so it being used 4 times didn't bother me. obviously there are aptimizations (like after using the wind to go up and you want to go in the opposite direction it should not take so long to turn around. I'm sure a backflip and dive for example would be good there) but overall I'd say that's a good route.
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I heartily wtf'ed for marble garden 2, and nice glitch in launchbase 1. What's with the pase before you spindash to the second super emerald and fifth... affecting timed events when the timer isn't running? Also can you spindash up the corkscrew in flying battery 2 to gain time (around 0:45)? Also hahahah the end of that level. so much for a no-death run :D
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finally got around to watching your progress since last weekend. Great work, but if we're talking about entertainment, why do you ignore that poor last banana in the first haunted hall bonus, and you could have gotten one minus barrel before the third bonus :P Ok and v9 is insanely fast but I have a few questions: 1) why don't you roll at the start of the first bonus 2) rambi seems faster at killing enemies when he's on the ground so why do you jump BEFORE that crok, right before you continue without rambi. 3) in topsail trouble would you fall faster if you grab the DK koin later but didn't land after the jump (i.e. you go down from the jump so you don't have to gain downward speed from plain falling) 4) after the warp with dixie to the end of the level, I thought you used the hooks because they boosted you, but here you just glide. that's faster?