Posts for bkDJ

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if that's your project why don't you make it a legit run? You'd just have to beat the game normally 4 times to unlock the 4 chracters, and then you can do all the BtP and BtT, until you have the final prize of SSB: sound test. that would probably be an accepted/published run.
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thanks for the talon trot tip.
JSmith wrote:
Completely unrelated, I'd like to see you dodge one of Conga's oranges by rolling off the stump and jumping back on from midair.
but... I did that... I didn't encode it, but the badTAS I posted a few days ago had me do that in mumbo's mountain.
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jsmith: whoa I didn't know you could initiatethe flap flip during the roll. I assumed you couldn't since you can't interrupt a roll with a duck. Oh well. http://tas.monotoli.org/mov/bk/Banjo-Kazooie-TAS-bkDJ.m64 http://tas.monotoli.org/mov/bk/SpiralMountain-bkDJ.mkv (sound glitch on the last second but whatever I'm not fixing it)
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JSmith wrote:
Ooh, ooh! PLZ ENCODE!!!!!!!11!!11 now that I've got that out of my system, I think we can draw the following conclusions from bkDJ's movement test: 1)When you jump across something you can save time by rolling first and flapping before you hit the ground. 2)All the speed benefit of a roll happens in the first 10 frames. All the speed benefit of a flap happens in the first 16 frames. 3)The speed loss in a rolljump happens when you land and takes 4 frames. Hypothesis: Ending a roll in midair and flapping right before hitting the ground saves 8(!!) frames versus walking off the platform. Hypothesis: Roll-jump-beakbuster is 4 frames faster than run-jump-beakbuster. Hypothesis: Rolling right before each flipflap jump saves 4 frames. However, it appears to save more than 4 frames if you jump in the first 10 frames of rolling.
1) correct 2) first sentence correct. it might even be 8 but I was sick of testing and so I say 10 to play it safe. second sentence incorrect. you get the boost within maybe 4 to 8 frames. the rest is waiting before you actually land and can roll again on prefectly flat ground it will be maybe 6 frames on hills going up, or a full second or more on hills going down. 3) rolljump is 0 loss and is pointless if the alternative is plain running. hypothesis 1: true. in my run I will jump off the final honeycomb platform rather than rollflap because it takes longer than 8 frames for banjo to turn around so the roll is in the correct direction and get to where he was, but a jump allows you to change direction immediately. In my run I also do some edge boosting. for example again final honeycomb piece I will fall at the edge and it will push me where I want to go, and I still flap before hitting the water. andother example is when I exit the colliwobble garden I jump in such a way that the fence boosts me and then the edge boosts me and then I flap. (you have to watch it frame by frame to even see the boosts but they are there and they help) short version: correct assuming you are going in a straight line. on the platform. hypothesis 2: yeah basically if you have to jump and there is nothing right above you that you need, roll first. hypothesis 3: what? you can't flipflap during a roll. I do use the momentum I have to slide while crouched and reposition myself if I have to flipflap or, later in the game, shoot eggs. And yeah I was busy with other stuff, but I'll encode when I'm done.
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1:32 at final honeycomb. I'll post an m64 once I'm in the lair because ther's still the tricky jump to do and spiral mountain is over :)
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Hmm, when coming from the piece under the bridge, you can use a tall stump on the way to jump to the high one with the honeycomb piece. that way you don't have to do the slow backflip.
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Sami wrote:
Awesome!!!! Is that your movement faster as my roll+kump+fly movement ?
Same speed per cycle, but like that I can do many more in a given timespan. Also I discovered a text skip! When you reach the top of spiral mountain find the area that activates bottles, and roll sideways (i.e. straight out) right before you touch it. then jump forward (90 degrees to banjo's left if you did it properly) once you are far enough that that won't take you over the land (because then you will auto-land and talk to mole) jump as high as you can keeping just right of the platform (i.e. hold control stick at around 30 degrees left, or alternate 0 and 45) and flap at the peak of the jump. then you will be glitching on the fence edge near the post, if you can get your feet to touch the land without creating a shadow, make a frame-perfect jump (difficult since you only see half the frames in the game) (you can jump over the land if you are touching the post, but you don't need to jump over the land anyway) and land on the bridge after another flap. then enter the lair :D Demo: http://tas.monotoli.org/mov/bk/SpiralBottlesSkip-bkDJ.mkv Anyway, have we dicided what the quickest order to collect and scale the mountain would be? I'm thinking colliwobble, rocks, water, stump, tree, waterfall...
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Alright then, 100% includes more than just what subscreens show. but then the washing machine is not needed for 100% because the game does not save that you've done it after a reset. Just like it doesn't save what extra life statues you've picked up or feathers. So I guess 100% means all mumbo tokens and all moves and all cauldrons activated? Anyway GUESS WHAT http://tas.monotoli.org/mov/bk/OMGFINALLY-bkDJ.mkv (less than 1 MB) the backflip alone probably took 150 rerecords :(
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JSmith wrote:
At SDA someone claimed to have seen a 1:40 video.
I have a feeling that that would be pausing the moment you have 6 honeycombs. Not trying to exit as well. I read somewhere that some guy got 1:42 on the 6th honeycomb and 2:00 to exit. Man I used to have an excellent strategy guide with double-page rendered level layouts showing where all the notes and jiggies were. I'd scan it but I can't find it.
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DK64_MASTER wrote:
bkDJ wrote:
The form factor means nothing It's just cosmetic. Hit detection stays where it is as if you were normal (I think. 99% sure.) You can get the washing machine once you've gotten the jiggy in the sandcastle in TTC.
WISHWASHYBANJO... I really remember reading about someone who got stuck in a small area as a washing machine, an area you couldn't normally get into, so hit detection may be different. I mean, hit detection is different for each regular transformation, right? As a pumpkin, you are very small, and as a walrus, you are relatively large, and the collision detection is different.
As far as I know every transformation except the washing machine is "small" and the washing machine, is just "normal banjo." think about it, the crocodile can go into the gator nostrils and cheato ice cave which are too small for banjo, the termite is very small though doesn't need to go in any holes, the walrus goes into the small hole in wozza's cave for the honeycomb because banjo can't fit in it, the pumpkin goes in many many places too small for banjo (hedge holes, bucket, crypt, brentilda), and the bee can go into the beehive hole which is too small for banjo. Unless the washingmachine can go into any of the above areas, it would only be useful for avoiding bad floors (and therefore not needing to get the safety boots, since moves are not counted for 100%, I think...) Edit: additionally, all transformations can scale walls steeper than the talon trot allows. Except maybe the bee but the bee wouldn't be walking much anyway :P Edit2: and when mumbo accidentally changes you into a t-rex or washing machine, you can't use it as he changes you right back.
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jsmith: it would still be nice if you used a capture card liek the eyetv, or even a phone camera so I can see just what you are doing one time out of three.
DK64_MASTER wrote:
bkDJ wrote:
Being a washing machine WOULD be fun though. I don't think it hinders you anywhere but it does make you invulnerable to "bad" floors (i.e. quicksand, swampwaters, vines)
You learn something new everyday! :). As a washing machine, you have a smaller form factor, so maybe you can fit into places you couldn't fit before. But you don't really get the washing machine transformation until later on in the game, right? It can also happen by accident, but then mumbo transforms you back I think.
bkDJ wrote:
And I don't really need that input plugin since I am using a Gamecube gamepad (hooked up with a USB adapter, works great).
Tell me more about this adapter.
The form factor means nothing It's just cosmetic. Hit detection stays where it is as if you were normal (I think. 99% sure.) You can get the washing machine once you've gotten the jiggy in the sandcastle in TTC. I ordered it years ago from lik-san, I don't know if they still have it. It's called the X-Skillz adapter and has a 3 or 4 foot long cord with a thingy on the end where you can plug in the gamecube controller. it cost like 12 bux at the time. It has some trouble with the analog shoulder buttons, but as long as you don't assign those to anything (the click of the shoulder buttons counts as a separate button so I use that for N64's Z and R), it works great. Edit: for 10 bux you can get a PS/PS2/N64 adapter http://www.lik-sang.com/info.php?category=23&products_id=93& or for twice the money, gamecube/dreamcast/ps/ps2: http://www.lik-sang.com/info.php?category=76&products_id=4532& Doesn't seem to be wavebird compatible which is too bad because the X-Skillz is. good luck.
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DK64_MASTER wrote:
So with a 100% run, will we get all the cheatos? They don't specifically show up in the status screen(s), do they? But they do activate codes on the treasure trove cove floors. Being consistent with this, would getting completing the puzzle in Banjos's house to get more codes be part of 100%? One more comment, does transforming into a washing machine allow any new glitches/sequence breaks?
I don't think cheatos are necessary since although the game keeps track of which you've talked to, it isn't shown on the subscreens like in Banjo-Tooie. Likewise for the Bottle's puzzles on Banjo's floor. Unneeded for the game to still show on subscrens that you have everything. Being a washing machine WOULD be fun though. I don't think it hinders you anywhere but it does make you invulnerable to "bad" floors (i.e. quicksand, swampwaters, vines). Oh, and yeah mkv is a nice container, but then x264 is also a great codec. Also AKA, thanks but if it's possible to jump up to colliwobble before that, it would save a few seconds. Jsmith says it's possible on the first wall, and you jump at the third. And I don't really need that input plugin since I am using a Gamecube gamepad (hooked up with a USB adapter, works great). It did not desync with the normal plugin though :)
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seriously, an avi or m64 would be really helpful for this colliwobble jump. I can do it in the yellow grass, but not on the wall that's at a slight angle from the rest of the cliff. http://tas.monotoli.org/mov/bk/ARRGH-bkDJ.mkv (less than 2MB)
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JSmith wrote:
1) What fraction faster is rolling than running? 2) Credit to SDA for this. When you exit Banjo's house, there's a spot along the wall on your right where you can flipflap jump up to Collywobble. The SDA people think this is faster. (Then again, they also think that walking is as fast as rolling and jumping.)
1) I chose a distance in spirla mountain where I would run in a straight line with a runnig start). Frame count when I hit the far wall, using plain running as a reference: plain running: 0 5x roll + jump: 0 (so SDA is right about that) 5x roll + jump + feathery flap: -20 5x jump + feathery flap: +10 (whoa) 5x jump: +20 (!!!!) 5x roll+ 6-frame jump flap: -20 therefore, forms of straight-line travel (excluding talon trot and talon jump because I'm sure those are the fastest but are not relevant for spiral mountain) in ascending order of speed: jumping, jumping+flipping, rolljump/nothing, rolljumpflap. I didn't test talon trot or talon jumping because I'm lazy but still, this is interesting. I wonder why the feathery flap alone seems to save 4 frames on rolljumpflap, but only 2 on a plain jumpflap? Anyway you asked in percentages and I answered in frames. Fastest cycle I could do was |B|B[+10]A|A[+2]A|A[+16][ready for B again] So 34 frames. So if I'm saving 4 frames and ending up with 34, that means this improves running time by 10.5% 2) I'll check out sda to see where exactly because it isn't obvious to me. Ok well I can't find any videos but I see where I should be able to do it but I cannot :/ Edit: to your below edit: 2 frames lost per execution (And to be clear I only called it 6-frame because AA to jump, 2 frames with nothing so it registers me letting go, and then AA again)
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JSmith wrote:
Sami wrote:
Old time 2.15 New Time 2.13
Did you use the short jumping technique I mentioned?
this will be useful for landing quickly on the huts in MM, but since the flap gives you a speed boost, landing immediately is not desirable in spiral mountain. Not sure if you noticed sami, but when you do a Z+A jump, you pause for a long time when you land. I was thinking that in some areas where Z+A is necessary (juju honeycomb), that a midair Z to slam to the ground could be overall quicker. if you see in my run, when I get the honeycomb, I beakbust the statue, and then as I move forward and land, I keep my momentum as I am shooting the egg. I think this may be faster than doing Z+Cv (egg fart). Not sure. :/ Both ways are cool to watch though. Edit: Sami what he means is that the initial vertical movement of feathery flap is downward so it can push you down from a jump if you are not too high above whatever you want to land on.
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moozooh wrote:
Hmm, on the contrary, CoreAVC supplied with K-Lite Codec Pack causes massive A/V desync on my system, while ffdshow works perfect. I guess it's a matter of luck. %)
The old version of coreavc doesn't know what to do with 0-byte repeated frames. SM64 video will play at 2x speed. zelda oot video will play at 3x speed (which could be an improvement, haha). The latest version is 1.1.0.5 and works like a charm for any h264/x264 stream I've thrown at it, from the published 320x240 low framerate N64 runs, to enormous 1440x1080 h264 BBC streams. So it depends on version number %) ffdshow is fine for all the videos on this site if you have a good processor, but coreavc makes better use of proc time, and even threading if you have dual core.
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for decoding x264 on windows with directshow, I do not recommend ffdshow. VLC is ok but some monitors don't like VLC. Also mplayer is great. media player classic plays it fine if you use CoreAVC which you can "buy." Good luck.
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Nice! I was dumb and tried doing Spiral Mountain again myself but was slower than before because I didn't roll or flap much during straight lines. So roll + flap really does help. And why didn't I think of feathery flap to boost after the tree honeycomb! :) Still yours finished on frame 23411, and mine on 23456 :P (I may try some luck manipulation to get the colliwobble closer later tonight)
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AKA wrote:
Is the new 0.6 plugin being used for this movie since it may be worth starting over again since Spiral and MM could have been optimized better but I've enjoyed what I've seen so far. EDIT: When the witch switch was hi,t couldn't Banjo be moved so that he fell on the ground below the witch switch platform.
The problem is that rolling and other things can only be in in 8 directions. It's like I'm almost handicapped by using a gamepad. And yeah the witch switch resets your position after the cutscene and if you try to be fancy it lags. And the game only renders frames like 4 frames after input is given so it's difficult to aim perfectly.I suppose when the game is in free camera mode, R can be used to position the camera behind you for a perfect straight line to a destination, but there are many areas where you cannot rotate the camera.
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I'm not speaking for everyone, but whatever, this is what I think: As an encoder myself I am going to agree with the naysayers. There is no way you can get "all" the runs on this site in watchable quality onto an acceptable amount of single-layer DVDs in Mpeg1 or 2. If you want to get all the avis on the site and make alphabetical packs or something that doesn't involve reencoding low-bitrate files, then more people might be interested. Otherwise, you would do better to make the files by encoding from the emulator and input files (since the end result will be the same size, you might as well use a clean source (And don't give me bullshit about that being more work. If I want to encode an episode of Lost to 1280x720p h264/xvid, should I have the HD-DVR record it on the lowest possible setting with ugly macroblocking, or highest setting yielding a ridiculously huge file to work with but with an incomparably better final mpeg4 file? It's the same concept...backwards since you want to use an inferior technology than the one already used)). And the way mpeg2 works, you'd need a lot (a lot (A LOT)) of passes for some of the faster movies to look decent. If you can get just all the sonic videos (GBA,Genesis, etc) and gunstar heroes onto 1 DVD so you can watch it on a crappy dvd player without huge pixellation, I'd like to see the ISO. As it is there might only be interest in high profile games like mario 64. Sorry if this post isn't coherent, but it's late at night and this just seems really silly, especially to ask of other people.
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I've played this quite a lot in PJ64 and never had a problem. but that sure is a dumb bug for Mupen to have. :(
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Hmm. I managed to do spiral mountain 3s faster with holding R. MM however, I did 2s slower with my method. but this is also the first time I have ever tried to make a TAS so maybe my suggestion could still save time if I get those other notes as banjo, and do other things in the level faster. http://tas.monotoli.org/mov/bk/bk_badTAS-bkDJ.m64
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Sami: Yes.
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ok part02 is the updated mumbo's mountain all the way to ttc entrance. I'll make a part01 that will be from where you take control to mm's entrance. The first file was badly encoded anyway. http://tas.monotoli.org/mov/bk again, thanks to spacecow for hosting these. edit: possible improvements: spiral mountain: using R to turn faster underwater (save ~3 seconds) mumbo's mountain: make the hut breaking order 1. the one between mole and anthill as soon as you get the move required, ignore notes. 2-5. clockwise from the first one. that way the jinjo comes out to the right of mumb's hut, and can be collected after juju. is destroyed. that means the termite doesn't have to go so far out of its way for the jinjo jiggy. Notes from first hut could be collected when you arrive for 2-5. (I don't know how much this could save or if the route used is actually the best.) It's too late for this run I guess, but this is just my opinion. for any future runs. Also nice job saving a few seconds with the termite by jumping. :)
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Wouter Jansen wrote:
hmm.. is mumbo's mountain completed? don't you get all honeycombs for 100%? I'm sure they do for the level records that I know about. (n64highscores or so)
did you decide to not watch the m64 or the video I linked to? Sami gets all the collectibles in the first level. All.