Posts for bkDJ

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comicalflop wrote:
on the emulator is this skippable? if
Text and intros and animations are only skippable if they've never been done before. The guy on SDA had certainly used his game cart and beaten the game before, so he can skip them. Just like the conker's bad fur day speedrun cutscenes are all skipped, but on an emulator you'd watch them all.
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I was all excited and then this happened. http://tas.monotoli.org/mov/mm/ (400KB) Seriously though, why are you using an OpenGL plugin. I know that linux users dislike direct3D but Jabo's plugin is the only one that renders fog correctly. The whole area in my video should have a bluish tinge to it.
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Nibelung wrote:
Boobing
XD
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comicalflop wrote:
12 posts later... getting back to the run... GuanoBowl I saw your WIP where you try to reach the secret gate by a certain time- I was not able to see it very well because the visual quality was very good but synching of the movie was terrible- the AVI was never playing at the right bitrate and so quite frankly I couldn't see what was going on.
secret.... gate?
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Very good. I wonder if you can get into that last bonus quicker if you bounce off of the laughing dude's barrels intstead of team-throwing
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Nibelung wrote:
In Lava Lagoon Bonus, why you don't jump of Enguarde and avoid the lag of him becoming a bunch of bananas? In the start of Redhot Ride you make a monkey change. Wasn't faster do the change glitch on the target in the end of Lava Lagoon? You are doing a great work. Keep going :)
You can't tag exit when you're invincible. But yeah really stop trying to take animals where they don't belong :P
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Ok for the beginning of the second emerald stage, when you approach the second grouping, one that's 3 deep by 5 or 6 wide, second from the left, I believe that it would be faster to jump over the first two rows, and turn right immeditately, follow it arround, and then turn left at the last one. sure, you go 2 blocks extra, but after the 3rd grouping, you did those 2 blocks anyway so that's zero time saved distance wise, but my way saves you 1 turn .... or I completely miscalculated. well what about that part with the grouping you do next to bumpers and then have to jump over reds, and you start in the middle and turn on the first one. did you test running backwards? from a bumper instead of that slow first turn?
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loved sandopolis 2's beginning. you didn't always jump on the loops but whatever, it's a test run. in lava reef 2 it seems that you could have not been so hasty on the spike cylinder losing your shield, and you wouldn't have had to wait for the flame later on. Very fast final battle. I never understook the ending though. why does he want all the Angel Island inhabitants to suffocate in the thin upper atmosphere? is it a selfish thing so he can live there and easily glide to anywhere else in the world? >:(
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Sami wrote:
I think this is faster but I don't tested yet. And it's possible with that new trick. Go first conga block. Then take the orange and immediately go to the next block and finally in the final block. Now you don't need go back to the tree take orange ;)
Hmm, i don't think that's a good idea. you waste time because conga will have to throw an extra orange, and I don't think it's possible to go from the fast block all the way to chimpy in the time it takes the last orange to fall. which would leave you standing with the orange and not getting the jiggy as it falls. any luch with the angle though?
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I liked the sandopolis route. Are you sure more rings = more wait time? it looks like the camera rolls down right away. Even if it doesn't, 1 ring = 1 extra frame, as opposed to two turns. And I see what you mean by bonus 7 saving turns. nice.
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watched currnt wip. Criticism: 1) Launch Base 2 was simply amazing. I just have to wonder why on earth you wasted seconds at the end of launch base 1 getting a ring TV. Did you think you wouldn't have enough but didn't feel like hex editing that out later? 2) for the first super emeral bonus stage, at one point you hit the yellow and can immediately turn but for most of them you go an extra space. why? and is jumping onto the yellow even necessary? 3) for the 3rd bonus level, (the linear one) could you have made the emerald come up faster if you held up right before collecting the last one so that you're already heading forwards when it goes into auto mode? 4) for mushroom hill act one, could a spin dash jump against the screen have gotten the first hit sooner? 5) Nice bonus 6. Fancy bonus 7, but I don't see how going backwards saved time. it probably only added it :( 6) wouldn't you get more hits in the mhza2 boss if you were on the ground standing (a la final sonic 3 boss) than bouncing?
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VANDAL wrote:
I just thought for a second if this game process at 20 frames per second couldn't you decimate frames by 2 and still get the same resulting video or has everyone already done this? I mean look at it in frame advance, every 3 frames equals 1 frame of input and I don't see a difference between thoses 3 frames visually either.
the duplicate frames take up little to no space. a few bytes maybe, and when encoded using mencoder, 0 bytes. normally it shouldn't be hard decimated or else the 60fps fade effects and 30fps pause screen would look bad
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explain to me how speeding it up keeps the filesize low? :P
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I can run the game from the beginning but I have 0 problems until dodongo. and like I used the same plugins as angerfist, and same deal. when I use jabo, I can get past the downward ramp, but no matter what he doesn't get on top of the armos platform.
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ok, what the hell. did you switch video plugins when you entered dodongo's cave? direct64/gln64 desyncs as soon as the interior wall is blown open (takes the wrong angle down the slope, grabs ledge). I made a savestate right before entering the cave, and switch to jabo's plugin and it worked. After that though it doesn't matter what plugin combination I use, the armos room never gets done. No avi from me until this is sorted out.
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certainly breaking 1 is faster than ignoring it. I don't know if breaking more than that, or collecting the things speeds things up. How are you planning on getting the notes in the water? egg glitching to the bottom from the honeycomb slope? I'm thinking that it might be a good idea to not do all the notes on the brown stairs near conga at first. ignore the bottom two, then get the last notes and do conga's blocks, chimpy, and conga egg shooting, witch switch, and then go and get the 2 notes on the stairs, jump over to the honeycomb, egg glitch to the bottom, swim arround for the notes, then go up and get the jinjo and notes. edit: I don't know if this has been mentioned before, but when talon trotting, after a jump you slide around. Well, as you slide, if you press B, it's as if you are still in the air and it tries to do a rat-a-tat rap, but you are on the ground. so it only takes about 4 frames for you to go from talon trot to normal, without having to come to a complete stop or falling from pressing B when you really are in the air (which can be handy if you want to roll or high jump immediately).
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for each new frame you enter it just run over to conga and see if it comes out in the direction that it does in my video. if so then that is a good frame :)
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Nope. As far as I can tell the speed and height of the jiggy is solely dependant on what you are doing as the cutscene starts. rolling, jumpung, not moving, ducking, etc. but the DIRECTION and that is the most crucial thing, seems dependant on what frame you enter the world. it doesn't seem to matter how many times you go in and out of mumbo's hut of the ant hill, just the world entering. I've tried going over to conga at different times with your m64 in mumbo's mountain, and activating the blocks 2-1-3 instead of 1-2-3, but it always comes out in the same direction. If I exit the level and reenter (or start using your m64 when it's still in the lair so I go to MM on a different frame), the direction it pops out of the 3rd block will be different. So you need to figure out what the first best frame is (like comicalflop had to do for his DKC2 boss fights), or abandon the trick. I guess I just got lucky when I made my video before.
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seems to me that if you know the exact filename of the invisible file, you can rename it with commandline, like move "Turok 3: Shadow of O (USA).m64" "turok3.m64"
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Jeez. I don't know if it's the rain in level 5, or the paralax (or whatever it's called) scrolling water in levels 1 and 3, but whatever it is, it made the bitrate need to be a lot higher than the mega man x + x2 dual encode. Oh well. My idea of "good" quality doesn't happen until around 80MB, but I got "acceptable" at 35MB, so here's that: http://tas.monotoli.org/mov/dkc2/ (Also I'm amazed the sound stayed in sync all throughout. I kinda winged this since I'd never done anything like it before. I think I managed to get the audio into the correct channels without messing up too much)
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It took me a while to figure out you used 1.1 for v1, and not 1.0 like you have been since I started following your progress. Anyway, Here are some numbers (I hope I didn't fuck up the calculations): before level 1: V1 is 1 frame faster (!) before level 2: V8 is 230 frames faster before level 3: V8 is 963 frames faster before level 4: V8 is 989 frames faster (it gained 26 frames total even though you stopped by kong kollege, though VI did arrive quicker in the overworld, it did not enter the level immediately) before level 5: V8 is 1392 frames faster after level 5: I don't know I don't feel like finding the frames. Video is encoding, should be done shortly.
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I have 8 and 7, but for the sake of ease, could you link all the versions or at least v1 on in your next post since this thread is kind of messy?
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I can make a video of v1 and v8 side by side. Should I do it with each one starting at the same time once and that's it, or should I sync the beginning of each level so that you can see how much faster each individual level is?
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Fabian wrote:
I need pictures of contestants. Good idea.
vs vs vs vs
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How did you forget adult OoT / SSB Link? he would kick the kids' collective asses imo iykwim aittyd