Posts for bkDJ

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Joined: 7/26/2006
Posts: 1215
For each wip I'll make a low bitrate video, and a high bitrate one, you can choose what you want with the _HQ and _LQ at the end of the filename. deku tree, http://tas.monotoli.org/mov/oot/wip/lozoot-guanobowl-wiptas-02_LQ.mkv 10.7MB http://tas.monotoli.org/mov/oot/wip/lozoot-guanobowl-wiptas-02_HQ.mkv 23.3MB
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Joined: 7/26/2006
Posts: 1215
You can't get 100 jiggies if you don't push the switch...
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IRC chatter L4ayer has shown that the Direct64 video plugin keeps sync with this tas, and has no glitches (no white line on widescreen, no right+bottom edge see-through on screenfade, and no replaced/black pause background/ messed up equip screen) So all future wips I encode of this game will be encoded using that :)
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Posts: 1215
DK64_MASTER wrote:
Thank you so much. It would be great if you could create an AVI whenever GB releases a WIP.
I plan on it. I just haven't been around since he posted the m64. I sleep and work too x_x
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yeah the reason is probably tht it says you need to be over 13 or have a guardian's consent, but your guardian doesn't want you to. Hah. Anyway here's the encode. gln64 is glitchier than jabo. examples are the white line sometimes when it becomes widescreen, and the strange background for pauses. http://tas.monotoli.org/mov/oot/lozoot-guanobowl-wiptas-1.mkv (7.6MB)
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I can see the run fine. I'd be happy ro make a proper encode. Give me 30 minutes. VVVVVVVV hahahahaha oh hiddengamer-chan
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GuanoBowl wrote:
http://www.yousendit.com/transfer.php?action=download&ufid=E99DC2834D4338E6 I am now making .avi's of the run. Wait, thats a bad idea. ENJOY! ~31 seconds faster.
humbly requesting .m64's so that others like myself can make smaller, better quality x264 files (they wouldn't look as good during still frames but they would not macroblock all movement, and I can't imagine why your avi has so many dropped frames. 43MB is quite big for under 3 minutes of n64 play; an x264 would be under 6MB). That said, crazy improvement!
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Posts: 1215
DK64_MASTER wrote:
Great job doing spiral mountain! The only place that looks a bit fishy to me is the bottles text skip at the top of the mountain. It looks strange, as I can't really see what was going on, but even if it wasn't optimal, you probably won't save much if it you corrected it.
What is there not to see? The bottles text skip in this latest wip is probably the best recorded so far. And forget about RBB, Clanker's Cavern is going to be hell. that tas input plugin will probably be a life saver for good upward/downward underwater angling.
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Posts: 1215
it desyncs at the ghost house... But even before that it's not minimalist, and every level is much slower than the current TAS. Am I missing something here?
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jeez that certainly is fast. And it's omedetou.
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Haha that was great. Love the shaky cam effect. :) Someone a while ago suggested doing a backflip to go up the tree faster. I can confirm that it is faster. pretending the camera is behind banjo as he's coming from the stump honeycombdont head straight for the tree, head a tiny bit to its left since the ground is higher, and backflip at the right moment so that you will grab the very top of the trunk and immediately hop up the tree. (even though you hit it from the left side you will still grab it). Then a jump to the piece to grab it, and a feathery flap to the waterfall platforms will change your direction quickly
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After trying sami's m64 for about 2 hours, this is why I am giving up: Yes, sami gets to the fence before me. but hopefully this picture shows that with my m64, with the jump already succeeded and ready to go, the route is slightly, maybe 40 frames worth, (maybe not, someone would have to do sami's jump first) shorter. Sorry.
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sweet. comments: (I know you aren't redoing it now but I'll go ahead anyway) [0:23] why go up the ramp and jump backwards into the spin cup after the elevator [0:31] Nice! [0:56] Is that faster than jumping and holding right? Or just holding down? [boss] is that way of beating it really faster than hopping onto the boxes up there? Is it even possible to hop up there with super sonic? (I know it is with the electric shield or hyper sonic)
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DK64_MASTER wrote:
bkDJ wrote:
Also I'd like to believe this is the most time spent on the first 20 playable seconds of any game in the history of tasvideos.
GB spent close to 10 days doing the bean skip in his OOT run, which he eventually abandoned.
it's been more than 10 days. or feels like it. and many hours by many people. and the bean skip is not within the first seconds of play... Anyway I think a 40 frame loss for a better colliwobble placemenet is an acceptable loss, and might not be a real loss since you don't have to go as much out of your way to get the colliwobble honecomb piece. in the earthbound run, sometimes multiple seconds are spent luck-manipulating in battles.
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Yeah I can't do the jump and I'm sick of trying. Can we just say that even though I'm 40 frames slower to get to the wall, colliwobble is in a better position and that 40 extra frames would be used once in the garden having to angle with sami's m64? :( It's stange how the jump is almost easy in comparison on project64 and the console compared to mupen. Also I'd like to believe this is the most time spent on the first 20 playable seconds of any game in the history of tasvideos.
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okiyama wrote:
this is the stupidest most off topic aruement... I think I have ever seen. odolwa is oldawa, he is a jungle warrior, where he's from, is really not of concern to this run, so can we please go back on topic?
Jeez, no one cares "where he is from" but the boss's name is "Odolwa" and the subtitle is "Masked Jungle Warrior" why is there even a discussion on this?
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Putting an end to this discussion by calling this run "high%"
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Joined: 7/26/2006
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why does it have to be 90-something? I thought only the one that requires block-busting was the first star road level, but after that, you don't need power ups. blue yoshi obviously not, red yoshi, you can do the hight/16 glitch to go up walls... is there something I'm not remembering properly?
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yeah you can't throw words like "full" and 100% around lightly when Bag is on patrol :v
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But I wasn't hiding?
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Joined: 7/26/2006
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jsmith: sweet! another thing sliding and firing and egg helps is avoid cutscenes, and instead turn them into plain text. Sami and I did this in mumbo's mountain so that banjo wouldn't pause when first going against Conga. Just thought I'd mention it since no one said anything about it before. And whoa my strategy is obviously flawed, Sami's is better. I picked an arbitrary ground feature that I'd recognize (diagonal line where land slopes up) near the cliff and Sami reached it more than 40 frames ahead of me. Whoops. I guess I'll try to do the jump with sami's file.
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The errors during normal gameplay are unnoticeable because there's a lot of kickass optimization, but the bonus levels could really use some work. The most notable I can think of after watching all that is the last bonus level done in the first act of the second zone. when there are 4 left and they are all splaced out with bumpers. you can can land before the second one, and turn on it, and jump to the third one twice, and turn again to the 4th. So I agree with aka that frame advance could have been used more often. Time is also wastd collecting more rings than necessary after becoming super sonic, like in the two zone 4 acts (or is that second tv really necessary). ice cap act 1 was great :)
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JSmith wrote:
bkDJ, when you jump out of the water and quickly hit B, you make a jump noise and get a quick boost forward. Is this quicker than normal surface swimming or jump-flapping?
When? After the final honeycomb? surface swimming is slow as hell and should be avoided. jump flapping is preferred (but don't fall from too high, which I did coming off the platform or you take too long to resurface). You can't really see it because of the camera angle, but I roll as soon as I'm on land, and then jump, and then do a mini flap.
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it's 900 notes, and 24 honeycombs, I believe.
okiyama wrote:
I think the banjo tooie run gets cheato pages(100%) or I may be remembering wrong.
Those are collectibles kept track of on the subscreen, in every level. in BK, it's just a matter of speaking with a book in 3 different places.
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1) Is it necessary to jump that high on your way to the barrel for level 2 bonus 1? 2) inside that bonus, don't you jump a little high to collect the coin? 3) I Notice that you have to climb the ropes twice in the level 2 bonus 3 to get all the stars. is it necessary to jump so high the first time around? Maybe you can get the top most star on your second time up? 4) All the other optimizations make it noticeably faster, good work :)