Posts for mkdasher

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Experienced Forum User, Published Author, Experienced player (648)
Joined: 5/16/2009
Posts: 235
ALAKTORN wrote:
Saethori wrote:
Is the run-through-water glitch from the beginning possible in the N64 version, or is it due to the physics changes of the game/Yoshi?
I answered that some posts back, but basically that glitch has been known to SM64 TASers for years so they’d have used it if it worked in SM64 I got all the cheats together and TAS’d half the swimming, I can’t be sure of anything as I’m not comparing it but it looks a ton better than what we had O_o hopefully I save something (and hopefully it’ll synch) edit: saved 22 frames over MKDasher’s latest effort :) I love hacking… OH GOD LET’S HOPE IT SYNCHS
Thanks to the texture hacks I improved 4 frames more. Now it looks good, file synched and everything ready to be re-posted. http://dehacked.2y.net/microstorage.php/info/221198338/SuperMario64DSTAS.dsm That's the new .dsm, anyone that can update please update it.
Experienced Forum User, Published Author, Experienced player (648)
Joined: 5/16/2009
Posts: 235
So I decided to redo the water and found out that entering on BitFS with a dive is faster, so 2 frames saved. The total number of frames saved is 519 (movie lenght: 14:23.77). If we dont find anything else to save we'll post this one.
Swordless Link wrote:
You'll probably have to just redo it manually. BTW, did you test if saving and quitting after becoming Mario in the castle is faster than walking back outside of the castle? Seems like it might be, when going to the basement.
I dont think thats faster, saving and quitting, then appearing in the middle of the outside map.. I'll check it just in case but I think it isn't faster. Edit: checked, it's slower.
Experienced Forum User, Published Author, Experienced player (648)
Joined: 5/16/2009
Posts: 235
Comicalflop wrote:
My only complaint is that despite the changes in physics, I still feel like some of the strats for the 8 stars shown here are slower routes than what's been accomplished in SM64. How much did you try achieving the current star strats from SM64?
We cant do the same strats in most of the stars due to yoshi limitations (he cant do wallkicks and dives) and physics. We will try to explain it with mor detail when we finish th improvement but for example in star 1, since yoshi cant do wallkicks we need to jump on the black block and do a stand running to give us the extra heigh we need to reach the platform. In lethal lava land mainly being damage from th lava is much slower so most of the strats dont work.
Experienced Forum User, Published Author, Experienced player (648)
Joined: 5/16/2009
Posts: 235
Swordless Link wrote:
I only watched the first part of the run because the emulator is too slow for me to want to continue, so I'll wait for the video before finishing. Why did you do a mini heaven's portal in the castle grounds before doing the uberglitch? You could definitely slidekick all the way up that hill before doing the uberglitch, I'm positive the mini heaven's portal is not necessary.
Thanks for saying, actually I have tried it again and saved over 300 frames, lets see how much I can optimize. Looks like the angle you need for the slidekick is really restrincted, so probably the only possibility is doing it by starting the Slidekick over the hill (as i did in the current .dsm publication).
Experienced Forum User, Published Author, Experienced player (648)
Joined: 5/16/2009
Posts: 235
Mister Epic wrote:
ALAKTORN wrote:
@Mister Epic: thanks for the encodes :) but instead of privately sending them to us, I just thought that posting the link here would be more helpful for people that have been waiting the encode
I will privately send the YouTube encode to you. The standard encode will be posted here first, and then you can post the YouTube link you'll make.
ToonLinkGaming wrote:
I'd rather see it in HD. :-)
It's not in HD for two reasons. First of all, I don't encode 3D games in HD unless it's from Mupen64 (N64), since it can upscale 3D graphics. I mean, I find the point-resized zoomed screen in my YT encode to be barely passable (Bicubic and Lanczos taps 2 look worse in this case). The most I will scale 3D games like this is twice as big as the original. Second, my YT encode is about 1.90 GB already, since it's not an (S)NES game, but a colorful 3D DS game.
Sounds good to me, Thank you!
Experienced Forum User, Published Author, Experienced player (648)
Joined: 5/16/2009
Posts: 235
This video explains really well how glitch works: http://www.youtube.com/watch?v=0DpEdAXJmnk
Experienced Forum User, Published Author, Experienced player (648)
Joined: 5/16/2009
Posts: 235
CoolKirby wrote:
ALAKTORN wrote:
and we have to redo Bowser’s fight in BitFS due to new discoveries, hopefully it’ll synch but it probably won’t… so that’s like 10 frames we’ll have to give up on
Take your time; everyone is going to want to see it optimized. You'll be glad later when it's fully optimal and you won't ever have to TAS the game again (or at least for a while).
Fixed it. 11 frames saved.
Experienced Forum User, Published Author, Experienced player (648)
Joined: 5/16/2009
Posts: 235
Having some problems in BitS at the moment but hopefully we will be able to finish it soon.
Experienced Forum User, Published Author, Experienced player (648)
Joined: 5/16/2009
Posts: 235
The number of frames saved has raised to 602 frames. We're still improving Yoshi's speedrun, so I'll post a new WIP after that part is decently done.
Experienced Forum User, Published Author, Experienced player (648)
Joined: 5/16/2009
Posts: 235
CoolKirby wrote:
Nice use of the HP glitch! Are you two going to submit the run when you're done? I think it's different enough from SM64 that it could get accepted.
Yeah, we plan to improve the part already done and after finishing it then we'll submit the run. Main problems at the moment are desynching problems (when improving parts from the beginning) and the rabbit glitch for the 50 star door.
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