Player (195)
Joined: 8/10/2013
Posts: 161
http://www.twitch.tv/hyperresonance92/v/27235358 Here's Bubblegloop :) A few comments: Turtles were the best that I could manage. I spent a long time trying to get yellow for the very first turtle but couldn't get it. Turtles can be manipulated by joystick input, and when you cancel Tiptup's text. So you have limited options to work with as you have about 5 frames of opportunity to cancel the text (for the first one), and about 6 different joystick patterns. I found something weird after Tanktup. I managed to trick the game into thinking I used wonderwing by changing the camera on the same frame I grabbed the jiggy. The game registered that input as both a camera change and wonderwing, so I lost a gold feather. Thankfully though, with a cool Flibbits strategy I came up with, I was able to save a gold feather. I didn't notice the random lost gold feather until after Vile, so I didn't feel like fixing that. Vile ending position was also the best that I could manage. Not the best, but I also lost some time because I neglected to realize that the dragonfly I killed near the orange croctus influenced the jiggy spawn from Vile in a bad direction, away from the door. Lost a little time due to this. EDIT: Actually this isn't true, I forgot the angle resets after you go through loading zones. Other than those things, I am happy with how this level turned out! EDIT: Here's an embedded VOD Link to video
Projects: Banjo-Kazooie Any% with FFM
Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
Wow, you're making progress really quickly! This is looking really awesome and I can't wait to see some of the later levels like MMM and GD. I'm guessing you probably have already seen a lot of Cronikeys videos? She has found tons of BK glitches but you've already pointed out that you're getting help from the community.
Player (195)
Joined: 8/10/2013
Posts: 161
Yeah well Vile was basically a 3:30 autoscroller so that didn't take very long, but I really cranked it out over this past weekend. Some areas I just spend a lot of time scrutinizing each little step and by the end I don't really feel like I need to redo it after I watch it a bunch of times. Other areas I feel like I need to redo a bunch. I also am not striving for absolute perfection, since this is a solo project and I would like to spend less than a year on it. When I do any% after I finish 100%, I will have a partner and spend more time perfecting it. Anywhoo, yeah I have seen all her vids. Since I was waiting on emulator stuff for a while I spent about 8 months routing everything so that is also why I am making progress so fast, because I know what movement is fastest in 90% of the game. I would be lying if I said I figured out everything myself though; TONS of people helped me. It's quite a laundry list. They will all be recognized in the comments when this TAS is submitted :)
Projects: Banjo-Kazooie Any% with FFM
Joined: 12/1/2008
Posts: 32
Great run! Quick query, I know you said you're not aiming to make it perfect, but in the maze section I noticed you let the Wading Boots time out, which causes a slight delay in movement. Does cancelling it with the B button before they expire make it shorter or are the frames equal?
Of course we graduated cock, beer? ~ Joseph "Airman" Cooper from BASEketball.
Player (195)
Joined: 8/10/2013
Posts: 161
As far as cancelling the boots over letting them expire, I don't know and never actually frame counted if it's more of a delay or not but off the top of my head I don't think there is a difference. Either way you still take damage immediately and you have just enough time to get into talon trot before you do. EDIT: I was thinking more about this and maybe it might have been faster to cancel the shoes earlier to get more regular talon trot distance, since I think I would still take the same amount of damage by the time I reach the timer switch. Not sure if a possible improvement or not but if so it would be probably a matter of a few frames. In Gobi's near Jinxy this doesn't really apply because I need to get more distance to be near the Jinxy clip spot. I might as well update that I am about 2.5 minutes into Gobi's Valley right now.
Projects: Banjo-Kazooie Any% with FFM
Player (195)
Joined: 8/10/2013
Posts: 161
Here is another WIP :) This one is through the end of Gobi's. I am really proud of this level. Link to video
Projects: Banjo-Kazooie Any% with FFM
Former player
Joined: 6/30/2010
Posts: 1095
Location: Zurich, Switzerland
That was amazing, once again. I'm so looking forward to this TAS! Now Freezeezy Peak for Christmas?
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Player (48)
Joined: 9/18/2014
Posts: 79
Location: Hyrule
I'm so hype for this TAS :D are you planning to do both 100% and any% ? That' would be amazing
"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 :)
Player (195)
Joined: 8/10/2013
Posts: 161
Next is Mad Monster Mansion ;) I actually do want to make an any% TAS after this one, and since I have a couple people interested in helping me, the plan is to make it more optimized than 100% has been so far.
Projects: Banjo-Kazooie Any% with FFM
Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
Hyperresonance wrote:
Next is Mad Monster Mansion ;) I actually do want to make an any% TAS after this one, and since I have a couple people interested in helping me, the plan is to make it more optimized than 100% has been so far.
That Gobi's Valley was great! :D I loved all the timesavers and glitches used throughout. Can't wait for MMM!! I also would like to see an any% TAS done for this game. There's a lot of unique tricks in it that aren't done in 100%
Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
So after watching your GV TAS, I thought I would mess around in the level just for fun. I think I may have found a timesaver in Jinxy when getting the Jiggy on the magic carpet. Rather than shooting the last Jinxy mouth to get raised up, you can actually jump on it's head from the 2nd last carpet (or the one next to it). Then from there, I'm about 98% sure that you can jump from the Jinxy's nose to the last magic carpet. I was so close to making it every time I talon trot jumped, but I was doing this on console and got really tired of falling back down. I would have continued trying this on emulator but I don't have any save for the game. Now that I think about it, it might have been possible if I jumped from Jinxy's headdress too. Btw, sorry if this might already be known and/or confirmed to not even work. If it's not, I'd love to continue testing this. Would anybody have a save with Gobi's Valley open? EDIT: I downloaded PJ64 and found a save file online to test this. I can confirm that the jump is actually possible :D I'll try to make a vid of this and post it soon!
Player (195)
Joined: 8/10/2013
Posts: 161
Damn dude, I was suggested that by someone and I thought it would not be possible so I didn't try it. Wish I would have. Good find though! I'm not sure if I want to implement it or not since Gobi's was an extremely difficult and time consuming level to TAS. EDIT: I just tried this and it's a timesave for sure, but it less than half a second faster. Since it's so little, I am not going to redo it.
Projects: Banjo-Kazooie Any% with FFM
Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
Hyperresonance wrote:
Damn dude, I was suggested that by someone and I thought it would not be possible so I didn't try it. Wish I would have. Good find though! I'm not sure if I want to implement it or not since Gobi's was an extremely difficult and time consuming level to TAS. EDIT: I just tried this and it's a timesave for sure, but it less than half a second faster. Since it's so little, I am not going to redo it.
I wish I would have found this sooner so you could have used it! :P Oh well, it's completely understandable to not want to redo 9 minutes worth of gameplay. The video finished uploading, so here it anyways for future reference and for anyone who wants to see it in action. Link to video
Player (195)
Joined: 8/10/2013
Posts: 161
Thanks for finding it at least! After reviewing my collectibles after Gobi's Valley, it appears that I have a few extra feathers, so I am going to go back and skip the 2 on Jinxy's shoulder at the end of the level, as they are actually kind of slow. Might push this down to 9:31 actually.
Projects: Banjo-Kazooie Any% with FFM
ALAKTORN
He/Him
Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
Hyperresonance wrote:
EDIT: I just tried this and it's a timesave for sure, but it less than half a second faster. Since it's so little, I am not going to redo it.
Can’t you just hex-edit the level after implementing the trick? Is the RNG that big of a deal and unmanipulable? Edit: If you’re in high waters with RNG reverse-engineering and have a need for it, I’d like to try and figure something out if you can PM me emu/game/savestate and if you already have it, RNG address. Edit2: Reading some pages back, I see Isotarge did some work and found the RNG, but it seems like nobody really looked into reverse-engineering it yet. I’d like to try if you can send me over the necessary files.
Player (195)
Joined: 8/10/2013
Posts: 161
As far as I've seen, yeah, RNG is a pretty sensitive thing, though I haven't really reverse engineered it. It seems to be based on Banjo's movement as well as what frame certain events occur. I don't know how to hex edit but if you would like to help I'd be open to figuring it out. I can send you the files later when I get home from work.
Projects: Banjo-Kazooie Any% with FFM
ALAKTORN
He/Him
Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
Hyperresonance wrote:
I don't know how to hex edit but if you would like to help I'd be open to figuring it out. I can send you the files later when I get home from work.
Cool, I’ll be waiting. Hex-editing is mostly not even necessary with today’s emulators (the term just kind of stuck around from old days), you just have to open the input file in a text editor and edit the input so that it flows together. Like, if you save 12 frames in 1 room, you would edit the input and remove 12 frames of input during the next room’s load time to make it sync. I’ve never done input editing with BizHawk outside of TAStudio so I’m not sure if you can just open the input file in Notepad or something, but even just using TAStudio would make editing it pretty easy I think. Are you using Lua scripts at all for your TAS? Edit: I think this is the page that talks about input editing, you might want to read up on it: http://tasvideos.org/InputFileEditing.html
Player (195)
Joined: 8/10/2013
Posts: 161
I haven't been no. I don't know how to code or make scripts. I just know a lot about Banjo :> I'll add you on skype if that's okay with you and we can chat some more there. EDIT: I just finished redoing the section after the Jinjo jiggy to the end of the level and saved a full second by optimizing the movement and skipping 2 feathers I didn't need. I saved one in the Rubee flying section and I hadn't planned for the feather in the tree by Trunker. Final Game Time for Gobi's Valley: 9:31 OLD: 10:03 (my route is also significantly slower because of the Rubee Early trick.) Though time is saved in FP and the lair, time is lost in Gobi's. 9:31 is that much more insane with that kept in mind. Never thought a time like that would happen!
Projects: Banjo-Kazooie Any% with FFM
Player (195)
Joined: 8/10/2013
Posts: 161
Just a little update. I am about 1 minute into MMM. I am taking some time to test some stuff in separate TAS videos to figure out egg and feather counts for certain sections because of new strats. Hopefully some of them will work out well.
Projects: Banjo-Kazooie Any% with FFM
Player (195)
Joined: 8/10/2013
Posts: 161
Not sure if anyone else here is aware, but a theoretical "Clanker's Early" has been found and is within 3 Y coordinate values of working. Link to video The clip is done Door of Grunty skip style, and the closest anyone has gotten to touching the loading zone is Isotarge with a Y coordinate of -77, and -74.5 is needed to reach the loading zone. However, it's not that simple. If you just do a full jump towards the loading zone, Banjo will just clip back in bounds because he jumps up quicker than he gains X/Z distance. If you jump more to the side to avoid the bars blocking you, then you don't go close enough to the loading zone. The method for getting as close as we have gotten is to clip in talon trot, midair jump for a couple frames, ratatat rap, and beak bust. There is likely a ridiculously precise combination of clip speed and timing on the button presses to make this work. I myself haven't been able to try it very much this week due to work and illness, but I figured I would post it here so other people can have a whack at it. The clip itself is console confirmed on two separate PAL consoles, however is not console confirmed on NTSC yet. It works on both PAL and NTSC versions of the emu on bizhawk. This would save probably about 20 seconds in 100% (no, I wouldn't redo the TAS for that sorry :( ) and roughly 1:45-2 minutes in any%.
Projects: Banjo-Kazooie Any% with FFM
Joined: 12/1/2008
Posts: 32
Interesting. Realistically though, you would only need to redo the section that involves you plugging the Clankers jigsaw no? As its a 100% run I cant imagine any improvements that could be made other than skipping the puzzle fill to unlock the grate. Is there no way to just edit the inputs between leaving TTC and then resume the old inputs once you enter Clankers? (Assuming the glitch can be made to work that is). -Airman
Of course we graduated cock, beer? ~ Joseph "Airman" Cooper from BASEketball.
Player (195)
Joined: 8/10/2013
Posts: 161
That wouldn't work because it would mess up all the RNG later in the run unfortunately, so I would have to redo everything.
Projects: Banjo-Kazooie Any% with FFM
ALAKTORN
He/Him
Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
Hyperresonance wrote:
That wouldn't work because it would mess up all the RNG later in the run unfortunately, so I would have to redo everything.
Unless the RNG has reset points. Is it known whether or not the RNG ever gets re-seeded to predetermined values during the run? Mega Man ZX does it at every loading point, which makes it extremely hex-edit friendly. Tenchu: Stealth Assassins does it between levels.
Player (195)
Joined: 8/10/2013
Posts: 161
It's not known if it does. I could check at the beginning of the levels I guess. I'll start trying that if the trick is confirmed to work
Projects: Banjo-Kazooie Any% with FFM
Player (195)
Joined: 8/10/2013
Posts: 161
Clanker's Early has been confirmed Link to video
Projects: Banjo-Kazooie Any% with FFM