1 2 3 4 5 6
14 15
Experienced player (589)
Joined: 2/5/2011
Posts: 1417
Location: France
ALAKTORN wrote:
^no, and he’s done with that now 09:01.47 current time (cut 00:49.48) we reviewed my 4-frame improvement and (mostly David) bumped it to 22 frames, I tried to save 2 more but after a while I got way too annoyed with this stupid game and hexed the whole run together instead I think we’ll still try to get those 2 frames though then there are loads other things to improve to be honest this sub is taking more work than previously thought, I hope we get it edit: 09:01.00 current time (cut 00:49.94)
Good luck, I admin that TASing that game is horrible.
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
09:00.67 current time (cut 00:50.28) I had gotten annoyed with the game 2 days ago and said I’d stop TASing it after having failed yet again at optimizing a room, but for no reason today I TAS’d another room and saved 20 frames total, David tried it too but only tied my result, so I hexed the whole thing; I still think it’s improvable though
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
thought I’d drop an update: me and David haven’t done shit in pretty much the whole month, because he found a new SC in MKDS and a WR frenzy ensued, the 30th MK8 comes out and I’ll probably whore it 24/7 so I don’t know how much else I’ll contribute to the TAS or if David even plans on continuing it on his own in June sad times, yes
TheKDX7
He/Him
Player (118)
Joined: 7/9/2011
Posts: 393
Location: Switzerland
Where progress with improvement ALAKTORN?
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
no progress; still a busy month for me, don’t know about David
Experienced player (658)
Joined: 5/16/2009
Posts: 235
TheKDX7 wrote:
Where progress with improvement ALAKTORN?
Outside (beginning of the TAS) has been improved by 42 frames due to a new strat. There's still a few things we want to improve before submitting a new TAS.
Experienced player (589)
Joined: 2/5/2011
Posts: 1417
Location: France
mkdasher wrote:
TheKDX7 wrote:
Where progress with improvement ALAKTORN?
Outside (beginning of the TAS) has been improved by 42 frames due to a new strat. There's still a few things we want to improve before submitting a new TAS.
The new strat you're talking about (42 frames), is the new secret strat that before Bowser 3 or it's the very start?
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
We’re working on this again. David implemented one of my strategies in a certain place and saved 00:01.15 seconds (69 frames). Then I tried improving a certain part and was close to saving 2 frames, which motivated David to try it and he improved the 2 frames by reTASing from a little further back. Current time is 08:58.81, 9 frames were lost to lag during the conversion from DeSmuME 0.9.7 to 0.9.10, and the 2 frames haven’t been hexed yet. David was already ready to submit the run after the 69 frames save but I’ve got a few more things I want to test. I also plan on making a Lua movement optimization bruteforcing script. David probably thought we’d finish by 2015 but when I’m on a TAS project you never know what kind of delays may hit you.
Post subject: Possible Skip of Shiny Rabbit Quest
Joined: 11/10/2014
Posts: 8
I don't believe anyone is making a 150 Star TAS of this game, but this still seems to be the most appropriate place to post this... While playing casually, I ran into a glitch that let me get the star for the 8 shiny rabbits early. Although I don't know how it works and can't make it happen consistently. My apologies if this is already known; I looked and couldn't find this anywhere. I'm playing on a North American cart, 1st version. I was playing as Luigi and went to catch the rabbit at the entrance to Goomboss Battle. But the rabbit was shiny, even though I had never caught it before. I caught it and I got the text for a non-shiny rabbit. After the text the rabbit threw Luigi a key, but while the key was in midair it froze and I got another text box saying I had caught a shiny rabbit and had 6 left to catch (this was my first shiny that playthrough, so I have no idea where the number "6" came from). After that text box the key landed on Luigi and the game said it was the key to the empty room! And it was! Again, no idea how it works. And no video evidence as of yet (for me that would have to be in the form of a camera pointed at the DS). It has happened to me at least twice, always with the same rabbit in front of the Mario painting. Sure would be nice if someone could get this to work consistently; it would remove one of the most infuriating parts of the game. Who knows, this might end up becoming one of the obtained stars in an any% run.
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
^I’ve never actually played this game outside of TASing so I have no idea what you’re saying. I’ll tell David about it. David improved 4 more frames in a different place. I’m still waiting on STL to come alive to work on the bruteforcing script.
Joined: 5/9/2005
Posts: 752
Didn't you imply you pulled it off more than once the other day, or did I miss understand? Regardless cheers for taking the time to post it here zoda. And finding your version.
Joined: 11/10/2014
Posts: 8
I meant that I have pulled it off at least twice in my lifetime (not in the same playthrough to be sure), not sure how much time was in between those successes. Regrettably I never used save+reset to see if I could store this in a save file.
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
Been trying to improve the going to / talking to Toad, well I tied exactly everything except for some reason after the dialogue I was able to move 2 frames sooner. So 2 frames saved out of nowhere, lol. We’re at 08:58.68 now, not yet hexed.
Player (49)
Joined: 9/18/2014
Posts: 79
Location: Hyrule
Glad to see you're back on this game :) Are you done for now or you still want want to improve this ?
"Lol as far as I'm aware no distinguished TASer gives a f*ck what's accepted. I certainly don't like Bizhawk but I'm glad to hear at least some TASers are picking up the better emulator" a distinguished TASer Working on: -OoT No RBA/WW -Zapper 100% _______________________________________ Follow me on http://www.twitch.tv/amateseru :)
Skilled player (1743)
Joined: 9/17/2009
Posts: 4986
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
ais523 wrote:
jlun2 wrote:
Uh... There was an article on every glitch of this game on GameFaqs, but it seems to be gone... Fortunatly, I found it again!!
The "Create an invisible box." glitch detailed there has effects that look very much like uncontrolled memory corruption. If so, it might be exploitable for a large-skip warp by corrupting memory in exactly the right way. (Hard to tell, though, without details of what exactly is going on.)
Reading back, I'm still curious on what exactly does it change ingame to cause a game freeze. Also it doesn't seem to always freeze either.
Experienced player (589)
Joined: 2/5/2011
Posts: 1417
Location: France
haha it's Swordless Link XD
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
Amateseru wrote:
Are you done for now or you still want want to improve this ?
I still want to finish the bruteforcing script and try to save 2 more frames where David saved 2 before. After that I’m not sure, I’ll probably go through the whole run and pick various spots that look improvable and try. We’ve already improved a lot of the improvable places though, so there’s not much else to do.
jlun2 wrote:
Reading back, I'm still curious on what exactly does it change ingame to cause a game freeze. Also it doesn't seem to always freeze either.
Yeah, I’ve been saving that page for the longest time. I think I’ll take a look at it after we’re done with this run. Not sure if I’ll be able to get anything out of it, though.
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
ALAKTORN wrote:
which motivated David to try it and he improved the 2 frames by reTASing from a little further back.
Wow, this was fucking terrible. I reTAS’d from a little further back and I’m saving about 20 frames. This is gonna take some work to do properly… Progress on the bruteforcing is stalled because the coder is too busy.
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
After almost 1k rerecords I saved 2 frames, lmao. Only the first half was optimized though, the second half was done without rerecords. That LJ is hard to optimize… think I’ll take a break for now. Next time I’ll do the second half and hopefully save at least 10 frames.
Experienced player (658)
Joined: 5/16/2009
Posts: 235
Saved 10 frames on the star. I'm pretty much done, I'm not sure if Alaktorn wants to try optimizing anything else.
Editor
Joined: 8/6/2014
Posts: 37
I want to see it, so I hope he's done too.
Player (233)
Joined: 8/18/2013
Posts: 146
Location: location, location!
I hope he's not done, because then it will hopefully be faster than it was going to be.
Current TAS: [SNES] Jelly Boy [NES] Street Fighter 2010
Joined: 12/29/2007
Posts: 489
mkdasher wrote:
Saved 10 frames on the star. I'm pretty much done, I'm not sure if Alaktorn wants to try optimizing anything else.
Um, does "done" here mean "complete/ready to submit" or "ready to give up/stop working on the run"? Hopefully it's the former, or maybe I'm just reading too much into it.
MarbleousDave
He/Him
Player (13)
Joined: 9/12/2009
Posts: 1560
2h 56m 40s is the current record for the fastest 100%.
Joined: 1/20/2015
Posts: 13
Mario 64 DS collision glitch: http://youtu.be/myFB8tE7Q5w Why does Yoshi's dummy box cause game corruption? Glitch occurs when you interrupt Yoshi's egg-throwing animation with a bounce/stomp (eg. on a goomba). Egg breaks, but Yoshi holds on to a dummy object (he never grabs things in the game). Pressing attack causes Yoshi to throw the dummy object like an egg. EDIT: If I throw the "box" right away, glitches DO NOT OCCUR. If I collect even a single coin, then glitches begin. I don't know if continuing to hold on causes any more glitches or not. (edit cont'd) I don't know if the glitches are related to loading/unloading objects, or Yoshi actively squashing stuff.
1 2 3 4 5 6
14 15