Posts for AQwertyZ


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I would recommend VLC media player. It supports just about all codecs. http://www.videolan.org/vlc/
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XkyRauh wrote:
I'm sorry to cause trouble, but could someone explain what the "Chucka Glitch" is? I'm unfamiliar with it.
http://youtube.com/watch?v=pVpMMaVdKwo
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I loved it. The new camera angles were at times questionable but other times they were amazing. For people wanting to know how the time was shaved off the run, here are the improvements I observed: - Faster BLJ in Bowser 1. - Faster BLJ into Dire Dire Docks - In Bowser 2, jumps and dives instead of doing long jumps across the edge of the upper lava area. There may be other improvements that I didn't notice though. Anyway, voting yes.
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I uploaded the current WIP to youtube: Stars 1-7: http://youtube.com/watch?v=DziFf56aoAg
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FODA wrote:
AKA wrote:
Its simple just call it a bljless run and use any glitch apart from that and complete the game in the fastest time possible.
That would mean 16 star run, yeah.
How do you get up the endless stairs without BLJing?
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Deign wrote:
I made my voice in IRC, but I'll set my vote in stone here I vote 70-star completely glitchless, so no BLJ at all
But is there a rigorous definition of what is a glitch and what is not? I have a feeling there would be cases in which it would be debatable whether a technique that is used should be considered a glitch or not.
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Admittedly, the first 15 levels of the tutorial pack are boring. If you are complaining about other levels, then maybe I just have an odd taste for games. While most levels do involve matching more than a few pairs of squares (which I admit is my least favorite part about this game), usually the main point of the level is to gain access to those squares in the first place since obstacles often get in the way.
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pyromaniac wrote:
crap, i cant play movies on a codec without any sound...
You could try VLC (http://www.videolan.org/vlc/). I plays just about anything you can throw at it.
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The first 15 or so levels in the tutorial pack (the default selected level pack when you play the game for the first time) introduce you to game concepts and the levels themselves are pretty boring.
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zdude255 wrote:
Xaiter wrote:
I've been trying for the last week to get this working properly. I've checked that I have the correct version of all of the plugins and Mupen64 - the emulator says I have the correct version of the ROM. All that happens is shortly after the game gives control to Banjo, he proceeds to drive around like an idiot in the courtyard. What am I missing?
You have to use the TAS input plugin. Look for it around here somewhere.
It works fine for me even though I do not have the TAS input plugin selected when I play the movie. My suggestion would be to download a fresh copy of Mupen from this site so that you are guaranteed to have the all the plugin settings reset to their defaults. Then try to play the movie with the newly downloaded Mupen. (This is assuming that the settings for all copies of Mupen on a computer are independent of one another, which I think is the case since I used this suggestion myself to solve desync problems with the Banjo-Kazooie WIP) Edit: Forgot to mention...I watched this run and I found it fairly entertaining. The speed in which the races were completed exceeded my expectations (even for a TAS). My main complaint was having to watch each race again in the trophy challenge, but there wasn't anything that could be done about that. Anyway, I am voting yes for this.
Post subject: Enigma (an addictive game)
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Here is yet another post for an addictive game, Enigma. http://www.nongnu.org/enigma/ It is open source and available for many platforms. It is based on a game called Oxyd that I have never played. Each level is a puzzle that not only requires thought but also dexterity.
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mr_roberts_z wrote:
Ah, but we still needed the first three BoB stars for the Koopa shell to appear. Anyway, thanks for the feedback so far!
Oh yeah! I was wondering why you collected all of those stars. Makes perfect sense now.
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Chamale wrote:
By "possible" I meant with cheats, not possible normally. The game code doesn't lie.
Oh ok. Sorry.
mr_roberts_z wrote:
Remember the Coin run? Sorry for the really long delay; we ran into some problems, but we'll try to be a little faster for the next couple of levels. WIP of: Aquarium JRB WF PSS CCM TotWC B1 BoB In other words, the entire Lobby. I forgot to change the filename, so it still says "Middle of BoB", so just ignore that.
Wow! Bob-omb Battlefield was outstanding!
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Chamale wrote:
I would bet a lot of money it's possible. However, if it's difficult even with Moon Jump, I doubt it's feasible.
I would bet it isn't possible. The whole tower is removed for star #1. Why would the star be kept and only turned invisible?
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Rridgway wrote:
Look, does the star data for up there load if you do the caged island episode or do you have to beat the giant whomp first? I just think that you could use it in the run.
Even if you collect caged star, when you reenter the level you are still forced to select star #1. In other words, no, it would not work.
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I came across a console Super Mario 64 16-star speed run on youtube and as I watched I thought to myself "I wonder if this person is using an emulator with save-states to make a perfect speed run. I wonder if that it even possible." I did some more searching on youtube and came across Spezzafer's Super Mario 64 run (and was blown away by it) which then led me to this site. Here I discovered that my idea of using save-states to make a (near) perfect speed run was possible and was already being done.
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Chamale wrote:
On a note not related to 0 star running, I think it should be possible to somehow glitch through the door in the cabin at the bottom of CCM. Either by BLJing on the elevator that takes you to the pink bob-omb, or by using the penguin on top of the cabin like you use the bunny to go through doors in the basement.
And the point of glitching through that door would be...? (And besides, that door is a loading point so it wouldn't bring you inside the cabin.)
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Xkeeper wrote:
DK64_MASTER wrote:
- Open up WinRAR. / Open command prompt.
Figured I'd be the one to point out how incorrect that line is. WinRAR is for lossless compression and compresses all types of files using the same algorithms. I think you mean MEncoder and x264. Anyway, the only part of encoding process I am not sure about is how much work goes into checking and re-encoding the AVI with different settings to get higher quality. Maybe the reason this video was published so fast is because all the SMW-specific encoding settings have been figured out. Actually, this AVI in particular looks higher quality (to me, at least) than other SMW AVIs, yet the bitrate is the same. I appreciate the encoders, but can't help but think that the encoding process is less complicated than everyone seems to believe. I could be wrong though. Give me the commands you use with mencoder for snes runs (and possibly n64, as well), and maybe I'd give it a try, too. Edit: Just noticed this conversation has continued in the Off-Topic section.
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FODA wrote:
How is it more arbitrary than "always small mario"?
It isn't more arbitrary. The important difference between this run and SMW small-only is that SMW small-only varies more from other SMW runs compared to how much this one varies from other SM64 runs. Personally, I found this run to be the most entertaining run of SM64 I've seen so far, but I don't think the CCCless restriction was what made it more entertaining for me (besides maybe the fact that it made mario finish a level and move on to a new one more frequently because 2 or more stars were always skipped). There were other more subtle differences between this run and both 120 star runs that I enjoyed, although I can't remember now what they were.
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This is definitely one of my top favorites. Simply outstanding. Voted yes.
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Awesome! Can't wait to see it.
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Cool Cool Mountain was really awesome. This run will without a doubt be very entertaining. I don't know what others will think about your camera choice on Princess's Secret Slide, but I am so bored with that slide that anything done differently works for me.
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laughing_gas wrote:
Is it a problem with your sound card/driver?
Possibly, but like I said, I also hear it in http://people.virginia.edu/~avw6s/MarioKart/FlowerCup_Testv5-CM.avi, which was encoded by someone else.
Post subject: Mupen AVI sound is crackly
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When I try to record an AVI in Mupen, there is an annoying clicking sound. I haven't changed any of the default settings. Here is a sample recording: http://aqwertyz.googlepages.com/Mario.mp3 I know the problem isn't just with my computer because I also hear it in this AVI from the Mario Kart 64 topic: http://people.virginia.edu/~avw6s/MarioKart/FlowerCup_Testv5-CM.avi I know it is sort of hard to hear and that some might say it's not a big deal, but I find it quite annoying. I think using headphones (which I often do) makes the sound more apparent. None of N64 AVIs on this site have the clicking sound. Could that be because they were encoded on Linux and not with the Windows version of Mupen? I don't expect that anyone will fix this problem. Just thought I'd point it out.
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RT-55J wrote:
FODA wrote:
think this game deserves more than 2 runs...
70-stars
I also have to disagree. There are two fundamental runs right now for this game: 1) Reach the end credits as quickly as possible. 2) Collect all 120 stars and reach the end credits as quickly as possible. Note that rule number 1 in the list doesn't state that 16 stars are collected. If a new glitch was discovered that allowed the end credits to be reached in less than 16 stars, a new run with less stars would obsolete the current 16-star run. I think most would agree with the above sentence. To me, a 70-star run is simply a rule number 1 TAS before the backward long-jumping glitch was discovered. Therefore, any 70-star run would simply be an obsolete version of the current 16-star run. That said, I think one could easily argue that the rules of this run are even more arbitrary than the 70-star run. I think that this should be published as a concept demo. Edit: After watching the TAS, I think it was the most entertaining TAS of Super Mario 64 I've seen so far. I know that at many times frames were traded for entertainment, but I also noticed many small frame-shaving techniques as well. Also, I thought the camera work was superb. Great job! I really hope this is published somewhere on this site.