Posts for Alba

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Joined: 3/16/2013
Posts: 43
Spikestuff wrote:
Isn't the ps1 version similar to the n64 (reason why I'm asking is I own the ps1 version) like the levels and everything else.
I'm not too sure. If I owned a PS1, I'd test some stuff and do a little research :P. If they're pretty much symmetrical, I'd say a PS1 run would be better (due to graphic/other issues with Mupen). I haven't looked into any updates with Mupen, really. But, I might download PSXjin and test some things out myself. The reason I haven't posted anything recently is because (not counting school, work, and personal life) I've been testing some things in DD64. For example, I've been trying to figure out if you can exceed maximum via pause buffering. The game's speedometer shows no change, but I still believe it's possible. I'm not a wiz at figuring out scripts or any of that stuff, but if someone could inform me on how to find true speed, I'd really appreciate it ^_^
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Joined: 3/16/2013
Posts: 43
If I were to make a TAS of this game that used quite a bit of pause buffering, do you think this site will accept the submission?
Experienced Forum User
Joined: 3/16/2013
Posts: 43
Woah. Now that clipping into walls is possible, this game really can be broken lol. Can't wait to see further results.
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Joined: 3/16/2013
Posts: 43
Experienced Forum User
Joined: 3/16/2013
Posts: 43
I guessing the blj spot you "found" is near the 120 star cannon. Nope its old and won't work. Don't waste time search for blj spots on the castle.
Well, I wouldn't say don't waste your time lol. Because there is an outside chance that it's still possible. Highly unlikely, but still possible.
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Posts: 43
Kingdweeb wrote:
So wait, is there no way to walk underwater? because I found a BLJ spot while the water is up if that helps at all unless there already is one.
Do you have a video of this BLJ spot? If so, can you provide a link?
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Oh, I'm sure the box can be fixed. As for TASing, I plan on uploading a WIP eventually, but for now I think I'll just be glitch hunting :P
Post subject: Destruction Derby 64
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Joined: 3/16/2013
Posts: 43
Not sure if this would be an interesting TAS, but for those of you who are interested, here's a trick I found last night: Link to video Just so you all know, that trick isn't optimized whatsoever, just a simple demonstration. Also, I found another glitch that I plan on uploading sometime today or tomorrow.
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Posts: 43
Weatherton wrote:
I definitely wish the game had a better menu system, or some sort of stage select menu cheat like Sonic games have. However, I don't think that 3-lap races would remedy the problem. Each lap would be nearly identical.
I agree with Weatherton. I believe laps would be similar in this type of racing game. But, do you guys think a "1-lap only" run would be discussed, or even published?
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Thanks! Yeah I just got the game in the mail a few days ago. It's going to be hard to optimize lol. Anyway, I should be posting a WIP here in the next few days, if not some time in the next week or so.
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Posts: 43
Haha sorry about that. Anyway, glad to hear your up to date on everything in your run ;) I've been thinking the past couple of days, do you think item management will be a problem? It's not like the item scarcity is really an issue (that I know of) in this game.
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Ah, good to know. But yeah, I've seen your clockwork warps lol. As far as item management, I agree with andypanther in that it will be difficult, but you should be alright. Oh, btw: Link to video Is this in your WIP at all? Because I feel it might shed a few seconds, rather than watching the cutscene.
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Joined: 3/16/2013
Posts: 43
I was going to suggest the White Jinjo Manipulation. As for Mayhem Temple, I have some input. When you take control of Mumbo for the first time, maybe you could do the following in sequence: 1. Collect the jiggy at the top of the Temple 2. Drop down and collect the Treble Clef behind the Temple 3. Drop down to the Golden Goliath statue I say this because the sign next to the statue can be manipulated with JamJar's dialogue for signs (provided you haven't used that dialogue yet). That way, you could save taking damage and skip that dialogue using L+R+B. Just a thought ^_^
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Posts: 43
Not to be rude, Warp, but this is in the "Off-Topic" Thread. Also, I agree with coconou that it allows people to make connections to music they might not have heard before. And on that note: Link to video
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Good to hear, Cronikeys. Should we expect a WIP in the (hopefully near :P) future?
Post subject: Re: Mupen64Plus to Mupen-rr Porting
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Joined: 3/16/2013
Posts: 43
Cronikeys wrote:
I'm a big fan of Banjo-Tooie and was sad that it couldn't be TASed. There was a fire switch in Isle o' Hags that you couldn't get past - it was simply impossible to hit. I saw that Mupen64plus let you get passed it, so I compared the code between Mupen64plus and Mupen-rr, patched Mupen-rr with some Mupen64plus additions, and voila: Link to video Banjo-Tooie can now be TASed. I'm posting this here because there might be other games in a similar situation - where they don't work in Mupen-rr and they do work in Mupen64plus. I don't really know much about programming (I literally just crosschecked the C files of the two source codes) and was able to do it fairly easily.
I've been keeping up with your finds on YouTube and now that we know this game can be TASed, aside from some future emulation issues, do you plan on making a run of it? Nice fix, btw!
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Not that I think this is useless, but I don't think someone can really say which N64 run is the most optimal, due to the fact that there are still unknown glitches waiting to be discovered ;)
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*bump* @NitroGenesis Do you plan on picking this game back up? Because I recently bought the cart on ebay and might post a WIP myself here in the near future. EDIT: I thought I'd include that part about buying the cart. I realize that WIPs need to be made on an emulator, just so I don't come off as a newbie lol.