TAG
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Joined: 2/9/2014
Posts: 407
Location: In Oblivion
arandomgameTASer wrote:
Hm, I say we should decide once we see the run first. If it really is as massive of a change as you say, then I'd be down for a name change.
I agree. Let's decide after watching.
I’m sorry. Really I am... I am so sorry for what I did. Forgive me.
Fortranm
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Editor, Experienced player (775)
Joined: 10/19/2013
Posts: 1114
But why is it called "0 stars" at the first place? Shouldn't any% be branchless?
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Joined: 11/8/2010
Posts: 4012
Fortranm wrote:
But why is it called "0 stars" at the first place? Shouldn't any% be branchless?
It's for the same reason "Reallyjoel's Mom difficulty" was added back into this run's branch: because beating SM64 with 0 stars was supposed to be impossible. The branch was actually removed for a short time, denoting any%, but was put back to be in line with other publications.
Skilled player (1705)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Since Mario 64 runs on BizHawk, wouldn't a lua script help with reverse-engineering the PU strats?
Masterjun
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Joined: 10/12/2010
Posts: 1179
Location: Germany
jlun2 wrote:
Since Mario 64 runs on BizHawk, wouldn't a lua script help with reverse-engineering the PU strats?
Why would want to reverse engineer the strategies people already have? Are you assuming they found them by accident? If you talk about creating strategies with a script, then I'd say I wouldn't assume that you can easily make a script that would help. (It's like route planning, where a lua script by itself doesn't really make a difference, since you have to plan the route by yourself anyways)
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Skilled player (1705)
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Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Masterjun wrote:
jlun2 wrote:
Since Mario 64 runs on BizHawk, wouldn't a lua script help with reverse-engineering the PU strats?
Why would want to reverse engineer the strategies people already have? Are you assuming they found them by accident? If you talk about creating strategies with a script, then I'd say I wouldn't assume that you can easily make a script that would help. (It's like route planning, where a lua script by itself doesn't really make a difference, since you have to plan the route by yourself anyways)
It was mentioned; Just curious.
Plush
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Joined: 9/1/2014
Posts: 235
Location: Italy
sup fam 3 videos that show a potential strat of chomp star (watch in order or you won't understand): Link to video Link to video Link to video However, I think I came down to the conclusion that speed is reason I can't get it. More specifically, without teleporting to get fuse only, I think all the speed you can get is -16 + state 5 bob-omb momentum. Instead, with fuse only, you can sideflip, which makes you go much faster. EDIT: Just realized Really_Tall already linked this. lol srry EDIT2: And I forgot to add, I haven't actually tested with -16 speed(which is max negative speed you can achieve by decelerating) + bob-omb, but I'll do it pretty soon
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Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
sonicpacker wrote:
Do moderators exist? Lol. It would be cool if ignorant people weren't allowed to freely spread lies and slander others for no valid reason.
Yes, but they are not as butthurt and don't ban long-time users until 2022 like some people I know. ;))))
Noxxa
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Moderator, Expert player (4137)
Joined: 8/14/2009
Posts: 4083
Location: The Netherlands
Nahoc wrote:
sonicpacker wrote:
Do moderators exist? Lol. It would be cool if ignorant people weren't allowed to freely spread lies and slander others for no valid reason.
Yes, but they are not as butthurt and don't ban long-time users until 2022 like some people I know. ;))))
As Samsara said half a page back, please stay on topic. We do not need any more of this sort of derailment here. Once again, that goes for everybody.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Skilled player (1705)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Back on topic: How many stars does PU save time now for a 100% run? Is there a list?
Active player (419)
Joined: 9/21/2009
Posts: 1047
Location: California
Mothrayas wrote:
Nahoc wrote:
sonicpacker wrote:
Do moderators exist? Lol. It would be cool if ignorant people weren't allowed to freely spread lies and slander others for no valid reason.
Yes, but they are not as butthurt and don't ban long-time users until 2022 like some people I know. ;))))
As Samsara said half a page back, please stay on topic. We do not need any more of this sort of derailment here. Once again, that goes for everybody.
I won't reply to him this time, but if you don't want me to respond to obvious aggravation attempts in the future, it's probably best to take care of them through deletion, or else I'm going to publicly defend myself when instigated just like in the past because I don't accept unjustified shit talking about myself.
jlun2 wrote:
Back on topic: How many stars does PU save time now for a 100% run? Is there a list?
You also have to consider potentially starting off a 120 run with VCutM and/or basement entry, the latter using PU.
Joined: 11/26/2010
Posts: 444
Location: New York, US
sonicpacker wrote:
I doubt I said that concretely or without the word "hopefully," etc. But it shouldn't matter regardless. Things change, unexpected stuff happens as time progresses, and there's nothing telling a forum can do that will speed up finishing. When the submission text is released, it'll all make sense. Until that time, no author has any obligation to updating the public. We have specifically chosen not to, as we want the reveal to be as huge as possible, and we have agreed this is the way to do so. It will be released this summer for sure and that's the only information I can reveal.
Looking forward to seeing the new TAS, thanks for the update!!!
My name is 4N6/Forensics.
GoombaHeart
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Joined: 7/11/2015
Posts: 131
Location: Winters
How well have you guys figured out what causes crashes in PUs? If you have to constantly console test and re-test parts of the run, that'll surely make a ton of extra work. Edit: Sorry to clarify, I was talking about a 120 star run in terms of a ton of extra work.
Shit tier TASer.
Isotarge
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Joined: 7/28/2015
Posts: 17
Location: Australia
GoombaHeart wrote:
How well have you guys figured out what causes crashes in PUs? If you have to constantly console test and re-test parts of the run, that'll surely make a ton of extra work.
You can follow the progress of the bug report to the mupen64plus developers regarding the (lack of) crash here https://github.com/mupen64plus/mupen64plus-user-issues/issues/673
Active player (419)
Joined: 9/21/2009
Posts: 1047
Location: California
Isotarge wrote:
GoombaHeart wrote:
How well have you guys figured out what causes crashes in PUs? If you have to constantly console test and re-test parts of the run, that'll surely make a ton of extra work.
You can follow the progress of the bug report to the mupen64plus developers regarding the (lack of) crash here https://github.com/mupen64plus/mupen64plus-user-issues/issues/673
We have all of our PU stuff syncing on console already, but yes, the issue linked above was reported by MKDasher so devs could be more accurate in the future, making constant console testing not necessary for TASers.
Plush
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Joined: 9/1/2014
Posts: 235
Location: Italy
-16 + bob-omb momentum is enough!! Link to video
ALAKTORN
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Joined: 10/19/2009
Posts: 2527
Location: Italy
Snark used Plush’s new trick to do an ABC TAS of the star! https://www.youtube.com/watch?v=TZ5poagY-hA
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Posts: 1047
Location: California
It's not as optimal as it could be though, my run beats his to the koopa shell by 2 frames and starts the celebration 8 frames earlier according to my Vegas comparison. Of course, the death should save overall in a full run, but as a single star, it's not quite WR
Plush
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Joined: 9/1/2014
Posts: 235
Location: Italy
sonicpacker wrote:
It's not as optimal as it could be though, my run beats his to the koopa shell by 2 frames and starts the celebration 8 frames earlier according to my Vegas comparison. Of course, the death should save overall in a full run, but as a single star, it's not quite WR
DSG makes "single star timing" pretty weird. This is why I always thought time should end on first black frame instead of star dancing. Ending time on star dancing for the DSG strat makes no sense lol
Active player (419)
Joined: 9/21/2009
Posts: 1047
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Plush wrote:
sonicpacker wrote:
It's not as optimal as it could be though, my run beats his to the koopa shell by 2 frames and starts the celebration 8 frames earlier according to my Vegas comparison. Of course, the death should save overall in a full run, but as a single star, it's not quite WR
DSG makes "single star timing" pretty weird. This is why I always thought time should end on first black frame instead of star dancing. Ending time on star dancing for the DSG strat makes no sense lol
This discussion is old as the hills, my friend. There is no perfect timing method, as star dust, celebration, and first black frame all have pros and cons. As a community (SM64 people, not here), we decided on star celebration back in early 2010 or late 2009 for a few different reasons. Rather than overhauling that whole system in place for years for a strat that rarely has use (dying), it's easier to just make notes with runs that use it as they happen.
Plush
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Joined: 9/1/2014
Posts: 235
Location: Italy
sonicpacker wrote:
Plush wrote:
sonicpacker wrote:
It's not as optimal as it could be though, my run beats his to the koopa shell by 2 frames and starts the celebration 8 frames earlier according to my Vegas comparison. Of course, the death should save overall in a full run, but as a single star, it's not quite WR
DSG makes "single star timing" pretty weird. This is why I always thought time should end on first black frame instead of star dancing. Ending time on star dancing for the DSG strat makes no sense lol
This discussion is old as the hills, my friend. There is no perfect timing method, as star dust, celebration, and first black frame all have pros and cons. As a community (SM64 people, not here), we decided on star celebration back in early 2010 or late 2009 for a few different reasons. Rather than overhauling that whole system in place for years for a strat that rarely has use (dying), it's easier to just make notes with runs that use it as they happen.
Black frame doesn't have any con though lol, it's just the correct way
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Posts: 1047
Location: California
Plush wrote:
sonicpacker wrote:
Plush wrote:
sonicpacker wrote:
It's not as optimal as it could be though, my run beats his to the koopa shell by 2 frames and starts the celebration 8 frames earlier according to my Vegas comparison. Of course, the death should save overall in a full run, but as a single star, it's not quite WR
DSG makes "single star timing" pretty weird. This is why I always thought time should end on first black frame instead of star dancing. Ending time on star dancing for the DSG strat makes no sense lol
This discussion is old as the hills, my friend. There is no perfect timing method, as star dust, celebration, and first black frame all have pros and cons. As a community (SM64 people, not here), we decided on star celebration back in early 2010 or late 2009 for a few different reasons. Rather than overhauling that whole system in place for years for a strat that rarely has use (dying), it's easier to just make notes with runs that use it as they happen.
Black frame doesn't have any con though lol, it's just the correct way
The cycle of black frames for a death is 16 frames longer than the one for a star fadeout. And if you measure to full level ending, it just sounds wrong at that point to say "single star" and would confuse new/outside people. It would also not be comparable to longstanding non-TAS measurements, which already have a discrepancy with TAS runs due to time ending on collection instead of celebration. That would look even worse with a larger gap from timing to final fadeout (using that example since I already gave evidence why first black would never work).
ALAKTORN
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Joined: 10/19/2009
Posts: 2527
Location: Italy
ALAKTORN wrote:
Snark used Plush’s new trick to do an ABC TAS of the star! https://www.youtube.com/watch?v=TZ5poagY-hA
Plush said it before but this wasn’t optimized. Here’s the optimized video (from snark still): https://www.youtube.com/watch?v=F5n5csEyCws 26″83 I think Plush told me that his way of doing the bob-omb glitch thing was slow, but he didn’t mention what way is faster. Edit: Apparently I was wrong on that… Translation of his description: “There were comments saying that it was slow so I re-made it. The shell movement is pretty arbitrary so it’s probably improvable, but I’m not that interested in ABC so if anyone else wants to improve it, please do. Also, it’s possible to get the star without dying and landing 1 frame faster, so for people who want to do a single-star record you can take that into consideration.”
Mitjitsu
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Joined: 4/24/2006
Posts: 2997
Is it possible that using the Bomb-Omb method is quicker in the 120 star run?
ALAKTORN
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Joined: 10/19/2009
Posts: 2527
Location: Italy
Mitjitsu wrote:
Is it possible that using the Bomb-Omb method is quicker in the 120 star run?
Plush is still working on that.