http://www.mediafire.com/download.php?hot32c518f49bxn
MKV again. Pretty much all the test runs from the last few pages. Again, each run's audio is included, with the latest (leftmost) one playing by default. You can listen to others provided you have a decent mkv splitter; haali was mentioned earlier. (I don't want to sidetrack the thread talking about codecs or containers though, I'm just trying to help people who can't/don't watch smv's but want to follow the progress, and since I upgraded my computer, encoding is rather quick and easy.)
Anyway, you can see what I mean about the latest one being temporarily 1 frame slower from around 0:14, until 1:10 when shell lag optimization kicks in.
clapping chuck. From what I've gathered, you fill up the per-level sprite slots, and then force the chuck to spawn into the slot yoshi is eating (normally a chuck is inedible). the powerup you receive depends on your powerup state. Fire mario gets a goal sphere reserve. Other powerups give you other reserves, or crash the game.
I made a video (for myself) to see how each incremental smv is improving these levels, because it's fascinating to see so much activity for a game that was thought to be maxed out years ago, and it's pretty obvious that what you do in the yi3-blue-yoshi-area is 1 frame slower than Lil_Gecko's earlier smv (2 frames slower before fadeout, but 1 less frame of lag so total of 1 slower). So let's say 42 frames away :D
Oh? Never had a problem making mkvs for Donkey Kong 2 or N64 games in the past, but I haven't really been around for a while. I'd put it on youtube, but it doesn't do 60fps in any satisfactory way, and nicovideo lowers the quality for many people during mayny hours and needs an account. Also the mkv has 2 audio tracks, which mp4 doesn't support either. Can't make everyone happy :)
A quick and dirty comparison video of YI done by Lil_Gecko and Masterjun (left) compared to the current submission (right) : http://www.mediafire.com/?gxbe9s1jf425nx9
Also, beating bowser's castle (normal entrance or back door) doesn't count as an exit; bowser's castle is only a way to reach the credits, which IS the main goal of these runs.
You can have a file that says 96 exits with the star next to it even if you never entered the castle. :)
Oh man, exciting stuff! Haven't watched yet (so no feedback, and I guess this is a useless post). I'll encode it eventually, like I have pretty much every other WIP in this thread, but I'm away from home all week so, sorry.
Thanks for clearing up the confusion! Voting yes.
BTW: the audio is messed up as mentioned (And the music for the 2 jet pack levels isn't nearly as full-sounding as it should be... some notes get cut off instead of being sustained), but also there are a few places in the firefly level (Night Fight?) where the ground texture is broken, or the light doesn't work properly. like, ugly black squares. I know that there are bottomless pits in that level, but what I'm describing is actual ground being black. I don't know if that's just my computer or what, but I hope it doesn't affect any encode.
Sync'ed fine for me.
Is constantly sliding on the ground, including the dead stop at the end really faster than just sliding once, jumping, and keeping the momentum just like with ice? Same should work for those speed-boosting arrow floor plates in some levels. Even if not, what about doing a really quick jump at the last instant instead of stopping dead?
I just have memories of being able to slide-jump everywhere, and that being super fast. the jerky slide/stop movement in this tas just seems slow, and if I'm right, 5+ minutes could be saved without a route change. But I might be wrong (either the speed isn't conserved in the jump, and the slow air-time negates the time that could be spent sliding again after a stop, or I'm thinking of Crash 3 which I played more of), so I will abstain from voting until I get more information.
Also I thought that the victory dance after defeating a boss could be skipped with triangle. Maybe that's not an option for first-time defeats, only for repeats, blah.
Anyway, apart from the above, the rest of the game, especially the boss fights, was entertaining!
Making the cutscenes blaze by would require more video editng work indeed. I mean, I guess I could have had alternate sped-up versions of all the cutscenes at the end of the underlying .mp4, and used the ordered chapters to put those in place of the real ones.... Hmm.
It's a shame that even though ordered chapters and editions are part of MKV spec, barely anything supports it, and none outside of a windows environment. Anyway, glad you liked it. If you like majora's mask, I'm encoding wips for that and doing a half-assed job of removing cutsenes in that too :P (I'll probably put more effort into the encode for the next WIP, whenever that is)
Oh. Thanks for bringing that to my attention. My server seems to be down for some silly reason. It should be up within the next 24 hours. I'll edit this post when it's up.
EDIT: ok, it's up now.
I did say it would "skip all the cutscenes until the 2nd cycle". I didn't bother doing the rest out of laziness and I figured not enough people would care. :P
I will make the edition with cutscenes the default for VLC compatibility with future encodes.
VLC sucks. In MPC, to use editions and such, you'd have to have MPC not handling MKVs by itself (options->internal filters->remove checkmark next to source matroska), and have a splitter like haali's (available as standalone, and in some codec packs like the cccp).
But really, if it plays like normal, then it has served its purpose as an encode :P
My guess is that we all captured from the windows version, and mukki's TAS was encoded using linux's. Another explanation is the that removal of quick chirps and pops is a side-effect of the very low bitrate youtube uses for audio re-encodes.
I had already made an encode but was waiting for Grunz to give the go-ahead. Heh, so I guess that makes 3, but it's an excellent segment so why not. Encode is here. Stats: 512x384 (between the other two), 112MB (smallest of the 3), use these mkv features: variable framerate, editions, ordered chapters. Basically, just playing the video will skip all the cutscenes until the 2nd cycle, saving 12 minutes, because honestly they get old after a while. If you still want to watch them though, your mkv splitter should allow you to select the edition named "Including 1st Cycle cutscenes". :)
AMAZING WIP mr grunz. I'll get an encode out for evilchen and anyone else tomorrow. (EDIT: or not, since slowking thinks it's a bad idea?)
you browser's address bar obviously.
left+right and resetting-while-saving-to-corrupt-data is legit here. crooked cartridge isn't allowed because it corrupts the ROM reads. opening the lid does not, (it just prevents them) and most games expect opening the lid to be possible and mitigate the effects. abusing something that the game programmers are aware of doesn't sound worse than TAS tactics seen in rockman, castlevania, chrono trigger, etc :)
Kyman, I don't think skipping the very first bottles has been brought up here before but it wouldn't serve any purpose. Even if it didn't crash and you were given the six starting moves just by entering the lair, the way to the lair would be so much slower without rolling, flapping, and a high jump that it wouldn't make up for the few seconds of skipped speech. :/
For the record, I'd like to say that there is nothing wrong with obtaining records. Is that way of thinking synonym with being greedy or something similar? Perhaps, but for me, it means being competitive and want to be top of the world. I'd say we are no different than athletes trying to push various athletic records.
I'd love to see athletes exploit Earth's physics glitches. Like, maybe running backwards and jumping a lot is the quickest way to beat the 100m-dash. :P
But seriously, this submission is awesome!
just because he is able to save warp and actually isn't as good as them ;)
Huh? I'm pretty sure history has shown that if an OoT run is submitted with worse general precision and style than the currently published video, it gets rejected even if it is faster by like 50%. why would a 1% improvement be any different?
if (dltmx == 0 && dltmy < 0) { //avoiding any div0 errors
radam = 90;
}
else if (dltmx == 0 && dltmy < 0) {
radam = 270;
}
else { //do the actual calculation
if ( dltmx > 0) {
radam = ATan( dltmy / dltmx );
}
else if ( dltmx < 0 ) {
radam = 180 + ATan( dltmy / dltmx );
}
}
if (radam < 0) {
radam += 360;
}
// up to here is good, below here, a lot of assumptions
if ( dltcx == 0 && dltcy > 0 ) { // have been made that could compromise the code.
radac = 90;
}
else if ( dltcx == 0 && dltcy < 0 ) {
radac = 270;
}
else {
if ( dltcx > 0) {
radac = ATan( dltcy / dltcx );
}
else if ( dltcx < 0 ) {
radac = 180 + ATan( dltcy / dltcx );
}
}
if (radac < 0) {
radac += 360;
}
An arctangent function that doesn't have div-by-zero problems was put into most math libraries to avoid messiness like this. :) The following could probably replace the above. (assuming % works on the variable. fmod() should do the trick otherwise)
As an aside, I'm not surprised he acts crazy once he gets to the destination since your code doesn't initialize radac or radam when the deltas of the x and y are both zero. Not really important though since the TASer probably has other plans than just letting this script run once the destination is reached :P