Player (197)
Joined: 8/10/2013
Posts: 161
A little update :) Looks like the bizhawk fix will be done soon by Cronikeys and co, so I can finally start actually TASing! This will allow DK64 to be TASed too which is very cool. Some things I found this week: You can damage cancel the jiggy in RBB in the captain's quarters off the wall chomp, which is a nice 5-6 second time save. Possibly even more because you need to deathwarp at the end of the level and getting hit by that chompa is 2 damage taken. Glad I found this yesterday on console because I definitely got lucky while just messing around. If you bounce off Tiptup in BGS at the right time while cancelling his text, you can move around while the turtles are sounding off. This lets you start to enter the code in a little bit early. It looks hilarious AND saves time! I optimized a couple more mumbo tokens and am starting to come close to a final list of the 70 I will need to collect, though this is subject to change. In Gobi's Valley it should be faster to use the mummy to damage cancel the jiggy in the tile puzzle room rather than collecting it during the cutscene, but I need to take another look at health management to ensure that I have enough HP to survive the level. To follow up on the flower glitch, Banjo cannot interact with actors, so killing a bird during the locked camera would be impossible. I also wrote up a pastebin explaining a bunch of things about the flower glitch since Stivitybobo has started using it in runs and his viewers were asking a lot of questions http://pastebin.com/xbmi0qx3 The thing that I need to work on the most is resource management. Eggs, feathers (red and gold) and health. Red feathers I am not as worried about but eggs and gold feathers can be extremely useful in certain situations and determining whether it is worth it to detour for extras is difficult. This brings me to Bubblegloop Swamp, which is the pinnacle of health management. This level is stumping me right now because of the amount of routing possibilities. You can collect the flibbits jiggy during the cutscene of it spawning, which skips part of the animation, or you can get it with the crocodile skipping it entirely. In the huts area, you can get everything in the area as Banjo using a clip Cronikeys found to get the notes as Banjo that are under one of the huts, though you take extra damage. But if you collect everything here as Banjo, then you can leave the Tanktup, jinjo, and croctus jiggies for later and take the crocodile over to the Tanktup area, get the 3 jiggies skipping the dances and then deathwarp off the buzzbomb. A third possible route would be to simply collect everything possible as soon as you can and then leave vile and deathwarp off the nearest buzzbomb. There's so many different options that seem close and it might require me to do multiple "test runs" to determine which is fastest. Any ideas on this level would be appreciated. In Freezeezy Peak it should be faster to simply damage cancel the jiggy on top of the snowman's hat rather than getting it with the beak bomb like Sami did. I think that's all for now.
Projects: Banjo-Kazooie Any% with FFM
Experienced player (671)
Joined: 11/23/2013
Posts: 2230
Location: Guatemala
Woa, BizHawk 2.0 is going to be a BIG update, isn't it?
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Joined: 9/18/2012
Posts: 48
Has anyone played around with this thing? I'm hoping for BGS clip early. http://youtu.be/BOwK0SiAhL0
Joined: 7/12/2011
Posts: 142
Location: Indianapolis
I have. No dice. You can get a similar visual glitch in dozens of other places Worth experimenting on w/ PAL though. This game is really prone to hardware differences affecting collision detection
squrpion
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Joined: 3/2/2015
Posts: 1
Killing all Snippet Mutants at once... https://www.youtube.com/watch?v=G6ddMvlobxE Hey Guys!!! So, I don't actually do TAS, but I did my first 100% BK run the other day and this happened. I figured it could help the TAS possibly? Not sure if you guys could use it, but if you can that's great! I timed it and I think it might be one second faster than the previous method... But I have no idea for sure. Tell me what you think!
Player (197)
Joined: 8/10/2013
Posts: 161
That's neat but I think it wouldn't be possible to make it up to the jiggy in time for it to spawn so that would be slower.
Projects: Banjo-Kazooie Any% with FFM
Joined: 9/18/2012
Posts: 48
I wonder if the egg glitch that jumpman found extends to being able to hit more than one hitbox. If 2 eggs could kill all 4 snippets in one shot, that would be cool (but I'm not having too much luck with it) you can "whoo" bounce (like with sm enemies) off the snippets to get on the pipe. maybe that can be worked into it as well. Haven't been able to reproduce it, I got it when I was in the water part. Side note: Anyone try clipping near the first cheato entrance?
Joined: 4/24/2012
Posts: 21
Hyperresonance wrote:
A little update :) This will allow DK64 to be TASed too which is very cool.
The day is about to come!
Player (197)
Joined: 8/10/2013
Posts: 161
Figured I should post an update since it's been a little while. Still waiting on the official release of the bizhawk update (April) so I can actually start, but I've dabbled with some TASing on mupen and I am starting to get the feel for it. Inspired by Comicalflop after I looked back through this thread, I decided to look into beak barge's utility a little bit more and found a couple things: Beak barging off a ledge gives you more vertical speed downwards than regular falling. This may be applicable in a couple places. Though beak barge does have a wind up time which may limit its use. Using a SHORT beak barge while standing directly in the center of the quarries (rocks) in Spiral Mountain allows you to perform another action immediately after, such as a roll. I TASed this section quickly because I couldn't do it well in real time, and it ended up being a few frames faster than Stiv with non optimized movement. Spiral Mountain timesaves are always awesome. Using the beehive in the hedge maze in MMM, I actually managed to save 5 seconds in the 100% route by using it to jump into the church area. Stiv and I worked on optimizing tokens yesterday a bit more and there's a couple still in question but I think the list is almost done. Feather count will never be an issue. The current route only uses around 100-110 feathers and a lot of them are directly in the path. Resource management alone for feathers will save multiple seconds over the old TAS. For egg management, it has become a bit easier. Jumpman found that if you destroy a breakable object with an egg on the same frame Banjo's hitbox touches said egg, you will recollect it and the object will be destroyed. This saves 10 or so eggs throughout the run. Still unsure however if skipping the egg door near dingpot is faster than collecting a bunch more throughout the run. Collecting the notes in the FP xmas tree is faster after you get the jiggy. For one, it's faster to just zip up the tree using the beak bust strat. (yes, this was suggested YEARS ago and never done, and I'm not sure why. I have beaten regular climbing with this method in real time. It's awkward to TAS the zipping but it is definitely faster, around 20% faster than normal climbing). Also, you save a talon trot transition and there is less horizontal movement in the tree. Anotheruser found that you can damage cancel the Chimpy jiggy. You would have to do this during the shooting conga section where he throws oranges at you. Unsure yet if this is faster but it's a discovery. I tested out the route in Bubblegloop that ends in the Tanktup area and it ended up being a bit slower after taking health management into consideration and the possibility of damage cancelling the croctus jiggy. Bubblegloop therefore will be very similar but still significantly faster with some new strats and skipping the witch switch. Jumpman found that if you end on yellow in Tanktup, you can jump and collect the jiggy during the cutscene, saving a few seconds. In RBB, you can get the "frame perfect" ground pound (like Sami does on all the CCW season switches) on each of the buttons for the 312-111 code, saving a bit of time. And I think that's about it for now. I will edit if I think of anything else.
Projects: Banjo-Kazooie Any% with FFM
Player (197)
Joined: 8/10/2013
Posts: 161
Did a quick attempt at ticker's tower and managed to save 107 frames over Sami. Decent quality but this can definitely be improved further. EDIT: Improved Ticker's Tower by another 49 frames!! Saves 2.6 seconds over Sami here. https://www.youtube.com/watch?v=w3JDlhm6FJE
Projects: Banjo-Kazooie Any% with FFM
Player (197)
Joined: 8/10/2013
Posts: 161
Starting to get pretty good at controlling Banjo. Though this can probably still be slightly improved further, I finished a TAS of Ticker's Tower with my initial goal time of sub 16 seconds met. http://www.twitch.tv/hyperresonance92/c/6300668 This saves a total of 196 frames over Sami. I tried at the end doing a backflip during the roll to try and save a few frames but it didn't seem to work. Must be a situational thing or simply to preserve your speed and extend a roll.
Projects: Banjo-Kazooie Any% with FFM
Active player (476)
Joined: 2/1/2014
Posts: 928
Hyperresonance wrote:
Starting to get pretty good at controlling Banjo. Though this can probably still be slightly improved further, I finished a TAS of Ticker's Tower with my initial goal time of sub 16 seconds met. http://www.twitch.tv/hyperresonance92/c/6300668 This saves a total of 196 frames over Sami. I tried at the end doing a backflip during the roll to try and save a few frames but it didn't seem to work. Must be a situational thing or simply to preserve your speed and extend a roll.
Love it. Keep up the good work :)
Samsara
She/They
Senior Judge, Site Admin, Expert player (2108)
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Posts: 2822
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That was smooth as hell. Excellent work!
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Joined: 8/25/2013
Posts: 1200
Wow, I never knew Banjo Kazooie could be so fast. Very awesome :p
effort on the first draft means less effort on any draft thereafter - some loser
Player (197)
Joined: 8/10/2013
Posts: 161
Thanks guys! I did a couple run throughs of the kitchen in RBB saved 59 frames there, and around 20 something in the portrait chompa room in MMM. Here's the kitchen: https://www.youtube.com/watch?v=2dSgM5Wz-rg I am honestly surprised how much time I am saving in this game lol...nearly 5 seconds saved in just three rooms.
Projects: Banjo-Kazooie Any% with FFM
Experienced player (608)
Joined: 10/23/2004
Posts: 706
Looks like you may lose a few seconds after coming out of the deck vent as you just sit there for quite some time. (seriously though, nice tight run).
Current Project: - Mario Kart 64
Player (197)
Joined: 8/10/2013
Posts: 161
Oh yeah LOL I forgot to stop the avi capture and was too lazy to get rid of the ending. And thanks, still just trying to do different rooms and save as much as I can for optimization practice. https://www.youtube.com/watch?v=YZE6s2aMa7c here's the chompa portrait room in MMM. I can still save 5 or so more frames here but I saved a bunch over Sami (38 frames) because I will talon trot into the loading zone for this room, skipping that animation. EDIT: Nevermind, beat it by 23 frames for a total of 61 saved over Sami: https://www.youtube.com/watch?v=1xkSiJAXdWw
Projects: Banjo-Kazooie Any% with FFM
Editor, Expert player (2089)
Joined: 8/25/2013
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I am loving these IL rooms, really neat thing to practice with :3
effort on the first draft means less effort on any draft thereafter - some loser
Player (197)
Joined: 8/10/2013
Posts: 161
https://www.youtube.com/watch?v=XS1hOwV3iJA WIP of Rusty Bucket Bay up through the engine room :)
Projects: Banjo-Kazooie Any% with FFM
Player (197)
Joined: 8/10/2013
Posts: 161
https://www.youtube.com/watch?v=1rXsi5B5As8 finished a "test" run of Rusty Bucket Bay, 8:24 game time. Some areas are noticeably improvable but others I optimized quite well. EDIT: Got an 8:17
Projects: Banjo-Kazooie Any% with FFM
Player (197)
Joined: 8/10/2013
Posts: 161
Well I managed to tackle a test run of the longest level in the game, Click Clock Wood. https://www.youtube.com/watch?v=8goqIG9lBrk Good thing I did because I ran out of feathers, which required me to do some creative (yet horribly slow) flying in winter to conserve feathers. Even after all my efforts I still didn't have enough to line up the angle properly for the Gnawty jiggy grab mid-air. Oh well, it will look much better a second time. I also had trouble with a few other things (the beehive clip was actually really hard, I just went with an okay clip because I was tired of it and this issue should get fixed with the physics stuff.) and kept going to move on.
Projects: Banjo-Kazooie Any% with FFM
Experienced player (671)
Joined: 11/23/2013
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Location: Guatemala
For lazy people like me that want to watch it here instead of YT: Link to video
Here, my YouTube channel: http://www.youtube.com/user/dekutony
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Posts: 428
It looks like you maybe could have saved a couple of feathers with an upwards beak bomb towards the nest.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Player (197)
Joined: 8/10/2013
Posts: 161
I knew I was significantly low on feathers (like 6 short) immediately after the route change for winter was found, and it wasn't really salvageable and I knew it would look dumb either way so I just tried to get out of winter any way I could lol. But this was just a test run so now I know how many feathers I will need for later. I also came up with a faster fall route after a friend suggested doing Mumbo's after Eyrie. This movie is at least 40 seconds improvable. Still waiting on that emulator....
Projects: Banjo-Kazooie Any% with FFM
d-feather
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Joined: 2/12/2015
Posts: 152
Location: Everett, WA
The clips at 2:11, 11:59, 12:06, 15:07, and 15:18 surprised me. Nice work!
:shrug: I'm more active on Twitter nowadays: @HunterCoates5