Joined: 6/25/2006
Posts: 35
How does flying speed compare with talon trotting? too bad we cant find a glitch to do freezeasy peak first =D
Post subject: Re: Ideas on Transformation Skipping
Joined: 10/31/2006
Posts: 24
JSmith wrote:
Do you want me to PM you my full programming error/trick list?
Actually, that would be awesome, thanks! :D
bkDJ wrote:
I remember reading earlier in the thread that you do not need to become the walrus just for the cave jinjo in FP.
Oh? Well, I was thinking that you need to get the Wozza Jiggy with the Walrus to get Wozza out of the way so you can enter the cave and get the Jinjo as Banjo. Unless there is some glitch to get past him that I missed? :/
Sami wrote:
http://dehacked.2y.net/microstorage.php/info/2554/Banjo-Kazooie-TAS-Sami-%28USA%29.m64 New WIP! Mumbo's Mountain Complete. Game clock time: 5:08 I don't use termite and I get 4 Mumbo tokens.
As with last time, very smooth, and very impressive. I like how you cleaned up the beginning of Mumbo's Mountain to make it faster and look more professional. The only thing that I could possibly criticize is that you could have fed the JuJu faster, and saved a 2-3sec rotation. Even so, 5:08 is VERY nice.
Sami wrote:
Here is new better map: http://img382.imageshack.us/img382/6466/testil8.gif
LOL, I don't even understand most of that. Mapping on a single area map for a multi-level stage sucks. Still, can't wait to see it.
Joined: 6/25/2006
Posts: 35
yeah, we need like a better way to look at these maps. Maybe we can ask banjo to build a satelite over the maps so we can see what they really look like. Better yet, he can make one that pops out at you when you put on 3D glasses.
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He built his house right next to the witch's lair, so I wouldn't trust anything that Banjo builds from now on. I wish I could make maps like those, it'd help on my Rayman 2 run.
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Hehe I try explain that map: Green line: Take blue Jinjo, four notes in palmtree, gold inside ship and take gold.Get second four notes in palmtree. Learn new move and go into the sand castle. Orange line: Go back to the ship, brake hatch and take sencond gold. Give gold to Captain Blubber. Take green Jingo and learn flying. Blue line: Take that lonely note and Jiggy into the chest. Fly back to the ship and take Captain Blubber's Jiggy. Fly top to the light house, get Jiggy and Witch Switch. Take some notes and yellow Jingo. Go back down, take purple Jinjo. Get honeycomb and couple of notes inside chest. Go into the tower and smash first "X" Red line: Get some stairs notes and two Mumbo Tokens inside chest. Collect Jiggy bottom the pond. Take orange Jinjo but don't collect Jiggy yet. Take some notes and go to the second "X" Yellow line: Collect Jinjo Jiggy and lower Jiggy with flying. Collect honeycomb bottom the water. Get that (Nipper?) Jiggy. Black line: Go to the third "X". Take some notes and and go fourth "X" Fly to the ledge Jiggy and fifth "X". Collect Mumbo token, smash final "X" and get final Jiggy. Then finish stage. I hope this helps :)
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Thank you. Heh, the map itself was fine, but the lines all over the place was confusing, in terms of what you do where. Your explanation cleared that up fine. I'm actually downloading some tools now that I'll use for 3D map creation, for the purpose of Banjo-Kazooie. I was told how to do this a while ago on another forum but never had a use for the directions; but I hunted down the post, and I'm going to try it out. If it works, I'll let you all know. :D
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I can hardly wait to see how you handle Treasure Trove Cove. Your run is phenomenal so far Sami. ^^ All I can say, is keep it up. :3
Joined: 6/25/2006
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e_alert wrote:
Thank you. Heh, the map itself was fine, but the lines all over the place was confusing, in terms of what you do where. Your explanation cleared that up fine. I'm actually downloading some tools now that I'll use for 3D map creation, for the purpose of Banjo-Kazooie. I was told how to do this a while ago on another forum but never had a use for the directions; but I hunted down the post, and I'm going to try it out. If it works, I'll let you all know. :D
ok, that will be awsome. And when it doesnt work, look again because this would be Awsome.
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With this map creation thingy, is it essential to know the game intimately beforehand or are maps created from ROM info?
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They're created from ROM info. It's simply a matter of playing to and loading an area, saving the 3D info to a file, and loading that into a 3D editor. That's about as much as I know at this point. I'll have more time tonight to learn all the quirks and processes necessary to do that. EDIT: Here's a link to the post -- http://www.zeldauniverse.net/forums/showpost.php?p=619707&postcount=365
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Ooh this looks very useful. How big do objects have to be to appear on these maps?
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It rips the currently-loaded 3D world, which you can render from overhead in a 3D program if you want to make a map out of it. I believe it comes from the emulator (after it has put the scene into a standard format for drawing), not directly from the ROM. It shouldn't matter how big the objects are.
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Joined: 8/20/2005
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Location: Mikkeli,Finland
I found really useful glitch in TTC. Normally when you go sliding down really steep and high hill with talon trot, you lose your movement and energy. My way you wait couple of frames in steep hill and automaticly you start slide down and you save your movement! Hard to tell but you see that in my next WIP when I go down get the purple Jinjo.
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heh, nitsuja pretty much hit it in one. I think I have played around with the apps enough to understand this (1964 is totally useless, I ended up using a plugin for Project 64 instead). Should have a few maps uploaded tomorrow (sorry, I can't do it at the computer I use the internet on). Sami: Sounds awesome. Can't wait. :D
Joined: 10/31/2006
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http://www.speedrunguild.com/stuff/spiralmountainwtf.jpg LOL, what the hell? This is hard. While outputting VRML, the game lags like crazy, but for something to be outputted you actually have to look at it in the game so that it loads (and is thus outputted): it's not just loading up an area, outputting, done. What you look at loads, then unloads when you move the camera or something. A few exceptions are some Mario 64 levels and some other places in certain games. But this is ridiculous. No matter how thoroughly I explore the area in laggy bliss, some stuff still manages to not be outputted. :/ I wish Mupen had a plugin for this, that actually worked well. That would be more convenient.
Joined: 6/25/2006
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well, that picture(or part of one) looks awsome. If you could do this the others....
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Good work! Please make other stages too ;)
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do you have a link to the pj64 plugin used?
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I get my TTC test run complete. Game clock time is 7.35 :D It's only a test run so there is some little mistakes and maybe I chance routle little and it's little clumsy too :E http://dehacked.2y.net/microstorage.php/info/2747/Banjo-Kazooie-TAS-Sami-%28USA%29.m64
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I just realized none of the Banjo games runs correctly for me, so I'll just have to wait for AVI of completed TTC....
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Oh that is really sad :(
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I know, I'd relle like to watch test runs and everything on the emulator but such is life.
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Is your computer old or why you cant watch mupen WIPs ?
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um, wrong plugin I think? it asks for me to bring the emulator to full screen mode instead of windowed mode, and it plays all the sounds but the screen is gray with the message that glide64 is blah blah not working try full screen. I can definetly watch Mupen WIPs, it's just I can't get this game to run properly. If I do figure out how to get it to run properly then I definetly can watch .m64's of this run.
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Hmm that is weird... maybe Nitsuja can figure out the problem ;)
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