Posts for bkDJ

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Joined: 7/26/2006
Posts: 1215
jesus christ that's a lot of words. setting up a backwalk is 1 step: aim and press z. settng up a forward camera backwalk is three steps. this games moves at 20fps, so one step is 3 out of 60. meaning that a forwards backwalk should "waste" 6 frames. (out of 60, as in, 0.1 seconds). So if it is used to cross hyrule field, and maybe one or two other areas when a backwalk (with or without superslide) is done in a straight line for more than 10 seconds, then we have a total of maybe 0.3 seconds wasted, but the viewer gets to see a cool trick. If you SDA dudes are really that concerned about 0.3 seconds in a 2 hour run (about 0.004% time difference). Even if I'm wrong and the setup takes twice as long (that's 0.008% time difference), mwl et al are completely insane to say it shouldn't even be done once. It's just a trick, and I don't care if it's done or not, but I really don't see the harm in him doing it 1 or 2 or 3 times.
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I thought OoT was like banjo-kazooie in that every time a new area goes in or out of memory, items/stats are saved. I remember playing once and then there was a power outage, but when I turned the game back on I had the same stuff as before, minus a few ruppees or something. I could be thinking of a different game though so don't quote me on this.
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Joined: 7/26/2006
Posts: 1215
nitsuja wrote:
How often does Sonic CD access the disc during a level, anyway?
Not at all except for music. it only loads actual data at the start of the level, when reentering the level after a bonus, when loading a different time of the level, when loading a bonus
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Joined: 7/26/2006
Posts: 1215
if we're talking about earlier improvements, I always had the impression you waited too long to charge the first bonus room as enguarde in the level you ride him
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Joined: 7/26/2006
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pirate_sephiroth wrote:
So... I'm starting to believe there are TWO desyncs... one after the owl and another at dodongo's cavern. Guanobowl, if anyone got past that owl, it was with a savestate. [lame] mupen has corrupted the movie file. I vote for restarting from there.
Depending on the weather outside, and if I'm wearing socks or not, I can get past the first owl. the random desyncs for me are the first owl, and the gerudo cucoo jump. but, usually if I rewind a few seconds (from a savestate made that playthrough, right before the desync) then sometimes it works. the only thign that never works when I'm using an opengl video plugin is the dodongo entrance.
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the first owl being skippable is nice, but really why bother starting all the way back there but leave all the slowness in the deku tree (like for example landing on the useless switch at the bottom of the web). Besides, the first owl does not effect the time to get inside the castle, since beating dodongo's cavern resets the time to noon.
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Joined: 7/26/2006
Posts: 1215
Zurreco wrote:
I should just change my name to 'Don't listen to me unless I'm in Off Topic or people request my advice.'
That should be BoMF's name. Actually that should be BoMF's name but without the last 10 words. :v
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Joined: 7/26/2006
Posts: 1215
noticibly faster. especially the bonus.
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Joined: 7/26/2006
Posts: 1215
AKA: why do your videos have that blinking logo? and the red thing in the lower left? the m64 desyncs for me during the log jumping within the first 10 seconds of player control no matter what I do.
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Joined: 7/26/2006
Posts: 1215
Haha. that was great. It's been a while since I played myself so I don't remember what your options are when you play as diddy. did you test those long stretches between dixie barrels to see if diddy's speed makes up for switchign twice in the level? Also why did you do a normal switch rather than a goal switch at the end of the second roller coaster level
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maybe you can find an undelete program that will find it? it was most likely overwritten though :/
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Joined: 7/26/2006
Posts: 1215
mwl wrote:
Please explain how to get the hookshot without shooting the hive. I must admit that I didn't know about this. >_>
scrub's B magic.
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Joined: 7/26/2006
Posts: 1215
mudhole marsh: right before bonus 1 it looks like you are too far down and you get slowed down by the boardwalk edge. just an illusion? right before bonus 2 with the canonball, I don't see why you have to be so slow. in the time it takes to jump form one platform to the next is there really no way to avoid the barrel? would jumping on the barrels and dropping the ball and picking it up again still be slower than just waiting?
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Joined: 7/26/2006
Posts: 1215
in n-rage's plugin, go to the second tab for the controller (devices) on the right side of the winder, there will be a drop-down box with None written in it. click and your thing should be a choice.
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Joined: 7/26/2006
Posts: 1215
does it show up in the control panel's gamepad section? if it does, it will work with almost any input plugin.
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Joined: 7/26/2006
Posts: 1215
ok you answered all my points, but why do you think there's wall climing involved for the upper route. back when I played on console as tails, I could fly there from the start. heck, I could even carry sonic over if a friend and I were coordinated enough. you mean to say that you cannot glide from the start as knuckles?
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I don't have that adapter. I bet your problem is that you aren't selecting it as a device though. if you leave the device as keyboard, it won't see any button presses.
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Joined: 7/26/2006
Posts: 1215
Pirate_sephiroth's trick looks like it is faster. I dunno if it's all of 3 seconds faster though :/ Also I don't know why but I can only play up to dodongo's cavern reliably. So could one of you please do one of the following: a) make decent encode of the current progress after dodongo cavern, or b) post a savestate after dodongo's boss is beaten so I can continue making wip videos
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Joined: 7/26/2006
Posts: 1215
about 35 seconds into angel island one. can't you hold right until the last possible frame where holding left will not touch the wall to end up a little closer to the rocks you spindash through? For hydrocity 1, are we absolutely sure going down into the water at the start and messing with the conveyers is faster than taking the upper route? for marble garden one: so is regular sonic the only way to beat this boss before it gets too high? for marble garden 2 boss: uh, why did you leave two hits till the end? For Ice cap 2 boss, why don't you just glide and stay in the air at the beginning. you could get a hit early probably.
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Joined: 7/26/2006
Posts: 1215
Target Terror I don't remember being THAT slow. pushing forward doesn't speed it up? :( I don't really have any comments on the others. as I don't watch these in frame advance, I really didn't see any mistakes that slowed you down.
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Joined: 7/26/2006
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I liked the fight. I appreciate you not doing "left, right" at 30hz during the waiting time, and also showing off lazy (or generous depending on how you want to look at it) hit detection. Finally, world 4 :D
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comicalflop wrote:
.
TASes and speedruns are impressive for completely different reasons and shouldn't really be on the same scale of "liking" in my opinion. :/
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no such luck
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Joined: 7/26/2006
Posts: 1215
With the snes9x build in your sig, I can watch the run fine, but there are graphical anomalies. Like that barrel boss being wraped to the other side of the screen, and the bark openings in tree levels showing the far background instead of the inside of the tree. I've fiddled with layers and transparency but I can't seem to get it looking as nice as it does on znses. Any tips? (BTW nice progress so far)
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Joined: 7/26/2006
Posts: 1215
Sgt. Peppy's Lonely Hearts Club BANNED