Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
This can make for an interesting drinking game. Everytime someone mentions/asks if it's possible to BLJ through the upstairs key door, or if you can go through it without opening it, take a drink.
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Joined: 1/17/2006
Posts: 775
Location: Deign
Is it possible to BLJ through the upstairs key door?
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Former player
Joined: 7/21/2006
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Location: Northern Hemisphere
I'm wasted already.
Joined: 7/26/2006
Posts: 1215
What if you just load the upstairs from the castle-entrance, and then BLJ through the Key Door. This solves the loading problem am I right? Why has no one done this? I think you should work on doing this right away because it will obviously work just like that screenshot a few posts ago shows, without an invisible wall. actually, maybe it is loaded already and there isn't an invisible wall at all! I mean, you can't even see it so how do you know it's there?
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Joined: 12/5/2007
Posts: 716
Admit it! You're working for the booze industry, right?
Joined: 7/26/2006
Posts: 1215
ShinyDoofy wrote:
Admit it! You're working for the booze industry, right?
No way. I just want to make sure this is as thoroughly tested as possible because it looks like no one is putting any effort into trying to BLJ through the key door and just walk up the stairs to bowser. I mean, in Oot you can just bomb-hover over the forcefield and enter ganon's tower, so this "invisible wall"/forcefield should be no different at all because both are nintendo games for the n64. Duh.
Joined: 7/2/2007
Posts: 3960
bkDJ wrote:
ShinyDoofy wrote:
Admit it! You're working for the booze industry, right?
No way. I just want to make sure this is as thoroughly tested as possible because it looks like no one is putting any effort into trying to BLJ through the key door and just walk up the stairs to bowser. I mean, in Oot you can just bomb-hover over the forcefield and enter ganon's tower, so this "invisible wall"/forcefield should be no different at all because both are nintendo games for th n64. Duh.
Not only that, but OoT uses the Mario 64 engine!!!11
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Joined: 6/5/2006
Posts: 188
Location: Malmö, Sweden
No need to ridicule me :( I know very well that you can't get past the key doors with BLJs, which is why I was damn surprised when I saw that room. Everything I had read about it seemed to indicate there would just be a black void, not the next room loaded visually but not physically.
Even the best player is limited by the speed of his fingers, or his mind's ability to control them. But what happens when speed is not a factor, when theory becomes reality?
Joined: 12/3/2006
Posts: 131
Location: Seattle
Yeah unlike the entrance to the castle, the fake room on the other side of the door that leads to the 2nd floor actually appears like the real thing. However, I am pretty sure that if you walk up to the invisible wall in that room and look up the spiral staircase, there is indeed a black void.
Joined: 2/1/2008
Posts: 347
Dragonfangs wrote:
No need to ridicule me :( I know very well that you can't get past the key doors with BLJs, which is why I was damn surprised when I saw that room. Everything I had read about it seemed to indicate there would just be a black void, not the next room loaded visually but not physically.
I suppose they made it that way because the camera angle would make it extremely obvious that there was a black void there, so they put the room there visually so it appears that Mario is walking into an actual room. If I remember correctly, when Mario opens the door to the castle, the camera angle is in a location where you can't really see what is behind the open door, so there was no reason to put anything there.
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Joined: 6/28/2008
Posts: 2
I've just started tas'ing and I made a speed run of a star on sm64. I think this is the world record for tricky triangles http://youtube.com/watch?v=u87lYNU72VU
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Joined: 6/13/2006
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cckk wrote:
I've just started tas'ing and I made a speed run of a star on sm64. I think this is the world record for tricky triangles http://youtube.com/watch?v=u87lYNU72VU
I think you're right. It beats this one, which is usually the first place I look for sm64 TAS WR's of individual stages.
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Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
I would be really cool if a bunch of different people TASed the crap out of specific stars, sort of like what cckk did. Even if none of them would be published individually, ideas could be borrowed for the next 120 star run. Sort of like an assembly line, with each person trained in a highly specified part of a larger operation.
Joined: 3/14/2008
Posts: 152
Location: United Kingdom
If anyone is interested, I am currently running a mario 64 TAS competition on gamefaqs ( http://boards.gamefaqs.com/gfaqs/genmessage.php?board=198848&topic=43530219&page=10 ) Where there are tasks that are sometimes just stars, and sometimes special tasks. That link is to the seventh and current task.
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Joined: 12/1/2007
Posts: 425
cckk wrote:
I've just started tas'ing and I made a speed run of a star on sm64. I think this is the world record for tricky triangles http://youtube.com/watch?v=u87lYNU72VU
Great for a first sm64 tas. The only thing I can see speeding it up is using a different strat at 0:11-0:12. (or did you confirm it optimal?) I made a TAS of BitDW red coins, which beats the one in SL's 16 star run, which is, from what I've heard, equal to the one in RobZ in progress 120 run (he's redone it after he posted the 12 star WIP), by 43 frames. http://www.youtube.com/watch?v=zSMSVSMcWZI I had some trouble encoding it, but at least it's watchable now.
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Posts: 716
I assume you were kind enough to send him your .sm64 for that 43 frames gain so that we can get an optimal 120 star run?
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ShinyDoofy wrote:
I assume you were kind enough to send him your .sm64 for that 43 frames gain so that we can get an optimal 120 star run?
The improvements should be quite obivious, but I will if he needs it :P
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Joined: 8/25/2006
Posts: 287
It's too late to hex it in anyways.
Active player (315)
Joined: 8/25/2006
Posts: 287
I would be really cool if a bunch of different people TASed the crap out of specific stars www.YouTube.com/SilentSlayers I have alot on there, but most are old and not maxed, still some good watches, and alot more coming in the future.
Experienced player (534)
Joined: 1/12/2007
Posts: 682
It's too late to hex it in anyways. Wrong.
Joined: 12/3/2006
Posts: 131
Location: Seattle
Silent_Slayers wrote:
I would be really cool if a bunch of different people TASed the crap out of specific stars www.YouTube.com/SilentSlayers I have alot on there, but most are old and not maxed, still some good watches, and alot more coming in the future.
I mentioned before that I think that this would be a great collaborative way to make a 120 star TAS. The .m64 WIP is distributed to all the best Super Mario 64 TASers. They compete intensely to see who can collect a specific star in the least number of frames. After the mini frame-war ends, the new .m64 is redistributed and the process it repeated for the next star. The main advantage to this would be that a person that doesn't want to commit his or herself to the entire 120-star run could still contribute on and off. The more contributors, the better each star could be optimized. Normally on this site, a single author produces a TAS A of game X. Then, someone else produces a faster TAS B for the same game X. So on and so forth for TASes C and D, etc. I'm proposing a (theoretical) way to jump straight to TAS D in one go. This would probably be applicable to any game, not just SM64. SM64 just happens to be long and difficult to optimize (since it is 3D). Again, the main advantage would be that a lot of people could contribute with no central author. I guess I am saying this would be a way of making a TAS analogous to the way Wikipedia is written. Anyway, it is just an idea and I put it up for what it is worth. I know mr_roberts_z and others are currently working on a run (I eagerly await) and wouldn't suggest they change the way they are currently making it.
Former player
Joined: 12/27/2006
Posts: 532
Location: Göteborg, Sweden
I really like the idea. We have at least 8 or 9 very good SM64 TASers here. Competing against eachother can only lead to better results, as you are always trying to get the best time yourself. It'd be lika a running competition, with the prize for each star being pride for having the best time (like all TASes aren't already, but you get the point).
My published movies [03:45:05] <Naohiro19> Soulrivers: ... [03:45:19] <Soulrivers> ? [03:46:35] <Naohiro19> <Soulrivers> No! <Naohiro19> So? <Soulrivers> Yes! [03:46:48] <Naohiro19> joke
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Location: Deign
Soulrivers wrote:
with the prize for each star being pride
LOL
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Joined: 12/27/2006
Posts: 532
Location: Göteborg, Sweden
jimsfriend wrote:
Soulrivers wrote:
with the prize for each star being pride
LOL
You do realise you look like an idiot, posting that?
My published movies [03:45:05] <Naohiro19> Soulrivers: ... [03:45:19] <Soulrivers> ? [03:46:35] <Naohiro19> <Soulrivers> No! <Naohiro19> So? <Soulrivers> Yes! [03:46:48] <Naohiro19> joke
Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
when do i not look like an idiot? seriously.
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