Joined: 6/6/2005
Posts: 124
He only gets out there to do two stars from the ghosthouse - this is frequently regarded as a mistake on his behalf, and eye to eye in the secret room (star 6) is not one of them.
nesrocks
He/Him
Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
nitsuja wrote:
BTW, Foda, maybe you should test if it's possible to do the backwards stair jumping from the stairs that go down into the basement, if it's possible it would probably save time in reaching the ghost house down that hallway.
You're right, i realized that at those stairs it'd be a good idea to do that, but i didn't think wider, it really will save time and the route should be kept the way it is in the test run (with ghost house after coming out of the basement). nice thinking here is the WIP of the test run 96 stars, in 1 hour and 44 minutes. And here is a savestate (slot 9) at dire dire docks (after having taken the "chests in the current" star). comments: - dire dire docks: i will try picking a different star to see if manta will appear. - tiny huge island: route needs a little tweaks that are obvious when seeing the run - wet dry world: i opened the cannon only to show then that it's totally useless in this level. won't open it in the final run don't worry - tall tall mountain: entered the slide for 100 coins, i should have taken the 5 coins in the bridge instead of fighting chunkya (if thats his name, the purple bob-omb like fellow). other than that, i think the route is good...
Joined: 6/6/2005
Posts: 124
Watching now. Will edit with comments.
Quietust
He/Him
Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
I tried loading that savestate, and it started me at the titlescreen (with Mario's 3D face)...
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Joined: 2/16/2005
Posts: 462
I say to grab the vanish cap when you first go to the basement by going backwards through the one way slope next to the second star door (through the tunnel pound the pillars out the door). On the way back you can come in through the other door and be right next to Hazy Maze. If you think that is too slow you might be able to speed things up with one of the irregular exits that take you outside the castle.... 1) Hazy Maze Cave- Metal Cap Room: Out through waterfall 2) Dire Docks- Hole After Bowser 2 Defeat: Castle Lake 3) Wing over the Rainbow- Fall: Fall from way above into Castle Lake Maybe you can go back through the one way slope... stomp the pillars.. go back out the door and enter Hazy Maze Cave... go to the metal cap room... and walk out the back putting you near the Vanish Cap room? I can't imagine that being faster... Hmmm though if you can wait until after Bowser 2 to do the vanish cap you can reenter the vanish cap stage and exit to the lobby..... I dont see how you can wait that long though... Hmmmm tricky. I suspect that the first option I mentioned will be the fastest... you might still want to reenter and exit to lobby afterwards though... I can't tell.
This signature is much better than its previous version.
nesrocks
He/Him
Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
link to savestate fixed, see above post. yea that's how i did with the vanish cap, i went for it first thing through the slope. i guess there won't be another way around it..
Joined: 1/23/2005
Posts: 73
Location: Pekin IL
Quietust wrote:
I tried loading that savestate, and it started me at the titlescreen (with Mario's 3D face)...
there is no "slot 0" unless i'm just dumb. (very possible) I watched the second WIP today. While some 100 coin routes look the best, some looked iffy. (hazy maze comes to mind right now) Great job otherwise.
Joined: 2/16/2005
Posts: 462
Heh yeah I dont have a video card good enough to run an n64 emulator... my machine is ancient. It's a shame I dont see a good way to make use of those irregular exits.... It would be fun to see.
This signature is much better than its previous version.
Joined: 1/23/2005
Posts: 73
Location: Pekin IL
darn, i dysync when i load the savestate. (he jumps into the water, then it stops on the star screen.)
Joined: 11/23/2005
Posts: 5
Here's a possible route I thought up: 1) Complete the first floor. 2) Before doing any basement levels, go up past the blue wall (see trick: "slip under the slab" and pound the pillars. 3) Continue through to Shifting Sand Lands. If possible, manipulate Mips 1 so you dive at him and miss, providing a little comedy while entering the level. 4) Get Mips 1 on the way to the Volcano (if possible to do so. Otherwise, get him on the way to Shifting Sand Lands earlier). 5) Get all the Volcano stars, causing Mips 2 to appear. Catch him as well on the way to Hazy Maze Cave. 6) Continue to the Hazy Maze Cave and get all the stars there. 7) Get the metal cap star last (and the cap itself, if any stars actually require it. Do they?). 8) Let the current take you down the waterfall to the waiting vanishing cap star and cap. Return via menu to lobby, then basement. 9) Get the the Dire Dire docks stars, and the Bowser star. 10) Instead of exiting via menu, super stairwell boost up the basement steps to get to the courtyard and Boo's Haunt. 11) Get the Boo's Haunt stars, exit to lobby, continue upstairs, get the stars there, finish the game. Alternatively, if the metal cap star doesn't automatically kick you out, you could get the vanish cap first, skip Hazy Maze Cave completely, do the other stars, and then enter Hazy Maze Cave through the metal door after being dropped outside via Wing over the Rainbow. Get the metal cap star as the next-to-last star in the game, then exit to the lobby to go upstairs. This might break up the monotony of re-entering the castle and getting to the third floor after that star. After all, you need to find a level to bring you to the lobby anyway, right? To me, this seems like a good use for that alternate exit.
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
Foda: Well, be sure to actually test that the backward stair jump really works on the basement stairs. It is an actual staircase, not a slope, so the trick should work, but when I tested it briefly I couldn't get it to work for some reason (then again I couldn't get the glitching into JRB to work either and you figured it out).
nesrocks
He/Him
Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Maybe you didn't have enough speed going towards the stairs? after you go up one stair mario needs to have enough speed to get to the next stair in at least 3 frames, or else he jumps out of it. As it is not a slope i'm 99% sure it will work. There are some oddities to the game that i have ommited from route planning but i will carefully put into thought when going for each star, most especifically slopes and rails because they sometimes give some extra sliding speed that can be usefull.
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
FODA wrote:
Maybe you didn't have enough speed going towards the stairs? after you go up one stair mario needs to have enough speed to get to the next stair in at least 3 frames, or else he jumps out of it. As it is not a slope i'm 99% sure it will work.
Well, what I was worried about is that it is possible that those stair steps were made unusually large or wide to compensate for the camera angle (to make them appear the same size as the other steps), enough so that it's not quite possible to reach the next step in time. It was at a strange angle so perhaps full analog precision would make it work fine, but I think it's worth testing just in case it is actually impossible to do the trick there to avoid having to redo the route later when you get there.
nesrocks
He/Him
Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
http://www.angelfire.com/ex/uobt/sm64-foda-120stars-testrun-test24.zip thats the completed test run. i found a trick it may be usefull on some levels i hope, its the backwards longjumping but on a upwards moving plataform. doesn't have much ground to gain speed there, but if i go diagonally i can get some good speed i think. we'll see. when using the savestates make sure to replay the movie using the "read-only" option or else you will "erase" the movie file. the movie is 2 hours and 10 minutes long, so i put a savestate at start at snowman's land. (slot 7) http://rapidshare.de/files/8262033/sm64savestate7.zip.html the dire dire docks savestate still works, so grab it if you haven't watched from there yet. (slot 9) http://rapidshare.de/files/8217977/sm64savestate9.zip.html
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
FODA wrote:
i found a trick it may be usefull on some levels i hope, its the backwards longjumping but on a upwards moving plataform. doesn't have much ground to gain speed there, but if i go diagonally i can get some good speed i think. we'll see.
That sounds interesting. You get to keep the speed gained for quite a while if you get going fast enough, so it could make a big difference somewhere, if I understand what you mean by this. This is probably crazy, but does that moving platform by the chain chomp have a long enough diagonal to use that to zoom over to the gate and glitch through it? Too bad there aren't very many stairs in levels, though, there's only that short one in WF that I can remember.
Joined: 6/6/2005
Posts: 124
Actually, I was thinking just that earlier when he mentioned the glitch.
nesrocks
He/Him
Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Getting through walls require a really high speed, i don't think such high speed can be gained by doing the trick on such a small plataform, but it can be used to simply move quickly.
Joined: 11/28/2005
Posts: 2
Hi guys, I just registered to relay a question or potential problem. Are the .m64 files altered by the playback of them? I spent the longest time trying to figure out the problem I was having with the two latest movie files. When I opened them, they said Length: 1 hour and 1.8 minutes long for the test-24 .m64, with a concording frame count of 222,500-something; and a length of 1 hour and 3.5 minutes for the test-21 file (even longer, for some reason), with a concording frame count of 222,800-something. Then I started trying to open them in read-only mode, didn't help. I had gotten the correct 2 hours, 10 minutes length to come up once for the test-24, but it desynced after loading a save state, opened it again and kept getting the aforementioned problem. So I deleted the .m64, unzipped a clean copy and loaded it in read-only and I got the correct length first time plus no desync after loading the save state. I was just wondering if I was doing something wrong/stupid or what. On the actual movie front: I've never played the game before, but I find these movies to be most entertaining. As a mere spectator, I've been curious if the finished 120-star run would be less than 120 minutes. Keep up the good work. Edit: I also wondered if a 70-star run would make a better TAS, i.e., for the 120-star run, one only has to plan how to move from world to world while garnering all the stars; while for the 70-star run, one has to pick and choose which stars are fastest while factoring in the travel time through the castle and if it's beneficial or not. Although I wonder if that effort would supersede the effort required for planning the routes of 50 extra stars... I guess it doesn't matter now though, eh?
nesrocks
He/Him
Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
yea i was thinking 70-star run will be very much like the 120 star run, i mean, they should be if played perfectly. but its hard to decided on a 70-star route without a 120 star timeattack, so i don't know. i guess "gets 120 stars in less than 120 minutes" is a cool goal.
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
erdamus wrote:
Are the .m64 files altered by the playback of them?
If you play them in non-read-only mode, loading a save state erases everything after it in the movie and starts recording from there, so I'm guessing that's what you (possibly accidentally) did.
nesrocks
He/Him
Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
this frame i'm here: the immediatelly next frame i'm here: yep no frames between those. doing this i got the first star 34 frames faster than spezzafer's. so it is usefull glitch after all hehehe
Joined: 6/6/2005
Posts: 124
Oh, you cut a frame out? No more rebounding off the green rock? Nice.
Former player
Joined: 7/14/2005
Posts: 103
wow, the whole test run looks promising. i'm guessing all these sources have already been exhausted, but just in case... http://www.sm64.com/ http://vortiginous.com/cbright/ http://www.systemcrash.tk/ http://www.billygard.com/mario http://speeddemosarchive.com/Mario64.html http://kontek.net/davidwonn/
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
FODA wrote:
this frame i'm here: the immediatelly next frame i'm here: yep no frames between those. doing this i got the first star 34 frames faster than spezzafer's. so it is usefull glitch after all hehehe
Are you serious? If you have an .m64 of that I'm really curious to see what you did.
Joined: 6/6/2005
Posts: 124
nitsuja: yeah it's here, but with other stuff in it and not the final version that he posted: http://www.angelfire.com/ex/uobt/teleporting.zip