Joined: 8/1/2006
Posts: 428
Could someone test this? I don't have the reflexes: Tested Part 1)Beak bomb 2)Hold Z 3)Land as the Beak bomb ends. Untested part 4)Right before the slide ends, release Z for 1 to 3 frames 5)Hit Z This should lead to an extended slide at a slightly lower speed. 6)Repeat 4 and 5 until destination is reached.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Joined: 7/26/2006
Posts: 1215
Yeah I can't do the jump and I'm sick of trying. Can we just say that even though I'm 40 frames slower to get to the wall, colliwobble is in a better position and that 40 extra frames would be used once in the garden having to angle with sami's m64? :( It's stange how the jump is almost easy in comparison on project64 and the console compared to mupen. Also I'd like to believe this is the most time spent on the first 20 playable seconds of any game in the history of tasvideos.
Joined: 10/24/2005
Posts: 1080
Location: San Jose
bkDJ wrote:
Also I'd like to believe this is the most time spent on the first 20 playable seconds of any game in the history of tasvideos.
GB spent close to 10 days doing the bean skip in his OOT run, which he eventually abandoned.
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
Joined: 7/26/2006
Posts: 1215
DK64_MASTER wrote:
bkDJ wrote:
Also I'd like to believe this is the most time spent on the first 20 playable seconds of any game in the history of tasvideos.
GB spent close to 10 days doing the bean skip in his OOT run, which he eventually abandoned.
it's been more than 10 days. or feels like it. and many hours by many people. and the bean skip is not within the first seconds of play... Anyway I think a 40 frame loss for a better colliwobble placemenet is an acceptable loss, and might not be a real loss since you don't have to go as much out of your way to get the colliwobble honecomb piece. in the earthbound run, sometimes multiple seconds are spent luck-manipulating in battles.
Joined: 3/29/2006
Posts: 273
Location: Sweden
I can't do the jump in Mupen, but it works perfectly fine in PJ64. Must be some difference between the emulators.
Former player
Joined: 8/20/2005
Posts: 643
Location: Mikkeli,Finland
Damn :/ We are stuck...
Current Projects: ???
Joined: 4/16/2006
Posts: 46
...I'lll take a whack at it. Just gotta find me a rom and prcatice the movement. Oh yeah, can someone give me a .st from just when banjo leave his house? Nevermind, I'm convinced that jump is impossible(at least on mupen) I say go around the other way(normal way) to colliwobble, just so this run can keep going on.
Former player
Joined: 8/20/2005
Posts: 643
Location: Mikkeli,Finland
Why :o there is about 5 minutes story and you can fast fovard that. Use that my m64 file ;)
Current Projects: ???
Joined: 3/29/2006
Posts: 273
Location: Sweden
It's not impossible since bkDJ has done it, but it's a million times harder on Mupen. I wonder why.
Joined: 7/26/2006
Posts: 1215
After trying sami's m64 for about 2 hours, this is why I am giving up: Yes, sami gets to the fence before me. but hopefully this picture shows that with my m64, with the jump already succeeded and ready to go, the route is slightly, maybe 40 frames worth, (maybe not, someone would have to do sami's jump first) shorter. Sorry.
Former player
Joined: 8/20/2005
Posts: 643
Location: Mikkeli,Finland
bkDJ, your file is good but one reason I don't use it: You don't cancel bottles speakings fast as possible. They look horrible...sorry :(
Current Projects: ???
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
Sami, try this: http://dehacked.2y.net/microstorage.php/info/1749/Banjo-Kazooie%20%28USA%29.m64 If you really don't like the camera movement you could try continuing from where I start the jump, but I couldn't get anything else to work...
Former player
Joined: 8/20/2005
Posts: 643
Location: Mikkeli,Finland
Thank you really much Nitsuja!!!! :) Camera movement is fine ;) now it looks like this: "WTF HOW HE DOING THAT!!!" :D
Current Projects: ???
Joined: 7/26/2006
Posts: 1215
Haha that was great. Love the shaky cam effect. :) Someone a while ago suggested doing a backflip to go up the tree faster. I can confirm that it is faster. pretending the camera is behind banjo as he's coming from the stump honeycombdont head straight for the tree, head a tiny bit to its left since the ground is higher, and backflip at the right moment so that you will grab the very top of the trunk and immediately hop up the tree. (even though you hit it from the left side you will still grab it). Then a jump to the piece to grab it, and a feathery flap to the waterfall platforms will change your direction quickly
Joined: 3/29/2006
Posts: 273
Location: Sweden
bkDJ wrote:
Haha that was great. Love the shaky cam effect. :) Someone a while ago suggested doing a backflip to go up the tree faster. I can confirm that it is faster. pretending the camera is behind banjo as he's coming from the stump honeycombdont head straight for the tree, head a tiny bit to its left since the ground is higher, and backflip at the right moment so that you will grab the very top of the trunk and immediately hop up the tree. (even though you hit it from the left side you will still grab it). Then a jump to the piece to grab it, and a feathery flap to the waterfall platforms will change your direction quickly
And if you're coming from the rock area, you can even backflip all the way up. :)
Former player
Joined: 8/20/2005
Posts: 643
Location: Mikkeli,Finland
Current Projects: ???
Joined: 3/29/2006
Posts: 273
Location: Sweden
That looked extremely optimized, good job Sami!
Former player
Joined: 8/20/2005
Posts: 643
Location: Mikkeli,Finland
Thanks :)
Current Projects: ???
Joined: 5/13/2006
Posts: 283
:O is that a hint of progress? *watches* EDIT: Haha, very nice! Hope to see much more from you. :)
<Zurreco> if so called professional players cant adapt to every playing field, theyre obviously not that great
Mitjitsu
He/Him
Banned User
Joined: 4/24/2006
Posts: 2997
Very good although I'm slightly mythed on how you only improved 1 second off bkDJ's run desptite all these new strategies that you use. The only bit I could really critizize is the swimming, but I can emphasise because I really hate swimming and Clankers Cavern is enough to put me off doing this game. Does that Super flip flap move that me and bk use make any difference to the speed Banjo travels? I think you should just move on since we've spent enough time on SM.
Former player
Joined: 8/20/2005
Posts: 643
Location: Mikkeli,Finland
bkDJ's SM is good, there is not major mistakes. Those new triks don't save really much time :p and 1 second save is good I think.
Current Projects: ???
Joined: 10/24/2005
Posts: 1080
Location: San Jose
Great job doing spiral mountain! The only place that looks a bit fishy to me is the bottles text skip at the top of the mountain. It looks strange, as I can't really see what was going on, but even if it wasn't optimal, you probably won't save much if it you corrected it. I remember the nightmares on swimming in this game. The swimming controls were worse than Mario64, if that's even possible. What's worse was that the controls invert themselves whenever Banjo is facing the screen. Rusty Bucket Bay might not be fun.
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
Joined: 7/26/2006
Posts: 1215
DK64_MASTER wrote:
Great job doing spiral mountain! The only place that looks a bit fishy to me is the bottles text skip at the top of the mountain. It looks strange, as I can't really see what was going on, but even if it wasn't optimal, you probably won't save much if it you corrected it.
What is there not to see? The bottles text skip in this latest wip is probably the best recorded so far. And forget about RBB, Clanker's Cavern is going to be hell. that tas input plugin will probably be a life saver for good upward/downward underwater angling.
Former player
Joined: 8/20/2005
Posts: 643
Location: Mikkeli,Finland
I think swiming is quite easy :D
Current Projects: ???
Former player
Joined: 8/20/2005
Posts: 643
Location: Mikkeli,Finland
I start test this route: http://img237.imageshack.us/img237/967/testbn2.gif 1) Anthill+mumbo token 2) Bottles + Jiggy 3) Conga area + Bottles 4) Honeycomb + Jinjo + some notes 5) Jinjo + hill area 6) Hut area + mumbo token + 4 notes inside mumbos hut -_- 7) exit level So I don't push witch switch and don't transform into termite
Current Projects: ???