Posts for Bobmario511

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Experienced Forum User, Published Author, Experienced player (583)
Joined: 2/23/2008
Posts: 266
Location: CA, USA
Ah so the old method isn't even valid, good to know! I did take a closer look at the start of the run, and some movement tricks seem to be missing. - You can hold Down/Left while talking to Tarin to move a few frames. One when talking starts and once when you get the shield. - You can corner boost off of the door when exiting and 2 times on the fence. - It is possible to manipulate bow-wow to get a shield boost off of. I tried copying some movement from my old TAS into yours. The bow-wow manipulation didn't sync, but the other movement did after inserting some empty frames. Its probably possible to manipulate bow-wow, but I forget how that done. If I timed it right, then this sample enters the library room at 2550 instead of 2584. I haven't TASed anything in years, so hopefully this syncs on your machine. I used BizHawk 2.9.1 with the default emulator settings. File: https://tasvideos.org/UserFiles/Info/638278003828105587 I didn't look at movement after that, but it might be possible to apply corner boosting elsewhere if not already used. I only skimmed the ACE part, but I'm hoping frames saved prior to resetting would not effect later waiting at the chest for the right value to open it at.
Experienced Forum User, Published Author, Experienced player (583)
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Been a while since I've last been on here. Nice to see a submission for this category! I remember trying to TAS this some number of years ago with an older credits warp, but had 0 understanding of how it worked, so I abandoned it. The work I did do is located here: https://tasvideos.org/UserFiles/Info/638274724797749045 (link replaced with faster version I found on my machine). Here's an encode just incase: https://www.youtube.com/watch?v=7yUPBWH6l_g I'm not sure if this will sync with modern versions of Bizhawk as this was recorded with 1.12 from some old notes I found. This run does have speed movement tricks like boosting off bow-wow and screen transition boosts. It does have a faster timestamp, but uses a glitchy warp to mid credits instead of the cleaner warp that your run does. I have no interest in TASing this game at this point, so if that user file does actually contain anything of use, then you're welcome to use it. If none of it is applicable since you are doing a different warp and different route, then ignore this post!
Experienced Forum User, Published Author, Experienced player (583)
Joined: 2/23/2008
Posts: 266
Location: CA, USA
Very clean and entertaining run! That bomb glitch is quite the time saver. Yes vote.
Experienced Forum User, Published Author, Experienced player (583)
Joined: 2/23/2008
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Looks like there has been some amazing work done for a "no warps" run: https://www.youtube.com/watch?v=haPlJVlppH4 https://www.youtube.com/watch?v=Lkbmixj1mf4 And this would speed up the final boss battle in a number of categories: https://www.youtube.com/watch?v=8a2ZPBJfXN0
Experienced Forum User, Published Author, Experienced player (583)
Joined: 2/23/2008
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Link to video Been meaning to upload and document this for a while... When Black or White Yoshi eats a super happy fruit, it can quickly accelerate by starting a flutter jump. The game normally caps this speed at 4. By dropping Yoshi's speed to ~3.9 it is possibly to use the flutter acceleration for 1 frame raising Yoshi's speed to ~4.698. Before this the max (normal) movement speed was around ~4.448. Don't know if I'll ever resume the all melon run that was started a few years back but if I did some levels would need parts redone to use this trick.
Experienced Forum User, Published Author, Experienced player (583)
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http://tasvideos.org/userfiles/info/37891353654869315 Decided to try making a run using the warp to credits via ACE that has been done in real time: https://www.youtube.com/watch?v=4T50QAxepWo Everything is good until actually trying to open the chest and warp to the credits. On very rare chances while playing around I can manage it, but if I go to the chest in an optimal path I can never get the warp to trigger unless I wait countless frames. I was wondering if someone with more technical experience would be willing to look at this, as behind the scenes I haven't a clue whats happening. Here is the best documentation I can find regarding the glitch (for the GB version): http://hogehoge61.web.fc2.com/TAS/LA_ACE.html
Experienced Forum User, Published Author, Experienced player (583)
Joined: 2/23/2008
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Really been looking forward to seeing this completed run and I was not disappointed. Very clever strategies for all the levels, I love how you fully abused the other racers to create shortcuts and the item luck manipulation was crazy. Yes Vote!!!
Experienced Forum User, Published Author, Experienced player (583)
Joined: 2/23/2008
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Heh, that was a very clever solution for getting into VCutM. I was thoroughly impressed with the improvements everywhere. Haven't had time to read the technical details yet as it's time to head to work, but that watch just made my day. Yes vote, and so happy to see just how far SM64 has been pushed to its absolute limits over the years. Good job Jerbear and others :)
Experienced Forum User, Published Author, Experienced player (583)
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Loved following the WIPs and seeing the final thing on twitch with all that technical commentary on what was happening. Yes vote!!!! (and star worthy in my eyes).
Experienced Forum User, Published Author, Experienced player (583)
Joined: 2/23/2008
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Loved how broken this game has become. The commentary made it that much better as well! Yes vote.
Experienced Forum User, Published Author, Experienced player (583)
Joined: 2/23/2008
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FractalFusion wrote:
Bobmario511 wrote:
Let A,B,M be nxn matricies which have real entries where n is a natural number, where AM=MA and A and B share the same characteristic polynomial. Prove det(A- MX) = det(B - XM) if X is an nxn matrix with real entries.
Is the problem correct? I'm coming up with
M=A=
1 0
0 0

B=
0 0
0 1

X=
1 0
0 1
and AM=MA and A and B have the same characteristic polynomial, and this gives me det(A- MX) = 0 ≠ -1 = det(B - XM).
Ah, the given was AM = MB instead of AM = MA, mistyped
Experienced Forum User, Published Author, Experienced player (583)
Joined: 2/23/2008
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Saw this abstract linear algebra question on a test today and wanted to share it (posting it off of memory so somethings may be off): Let A,B,M be nxn matricies which have real entries where n is a natural number, where AM=MA and A and B share the same characteristic polynomial. Prove det(A- MX) = det(B - XM) if X is an nxn matrix with real entries.
Experienced Forum User, Published Author, Experienced player (583)
Joined: 2/23/2008
Posts: 266
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Decent TAS, some of the tricks used surprised me. I still personally feel if another category should be added it should be that Ganon-less one. Weak yes vote.
Experienced Forum User, Published Author, Experienced player (583)
Joined: 2/23/2008
Posts: 266
Location: CA, USA
Wow this game has gone crazy recently o.O
Experienced Forum User, Published Author, Experienced player (583)
Joined: 2/23/2008
Posts: 266
Location: CA, USA
That ending... holy...
Experienced Forum User, Published Author, Experienced player (583)
Joined: 2/23/2008
Posts: 266
Location: CA, USA
wow lol crazy stuff
Experienced Forum User, Published Author, Experienced player (583)
Joined: 2/23/2008
Posts: 266
Location: CA, USA
Unfortunately, I haven't had any desire to work on this TAS for the past few months. I'll get back to it someday, perhaps over the summer. Here's what I did accomplish in 1-2: Link to video
Experienced Forum User, Published Author, Experienced player (583)
Joined: 2/23/2008
Posts: 266
Location: CA, USA
Experienced Forum User, Published Author, Experienced player (583)
Joined: 2/23/2008
Posts: 266
Location: CA, USA
Wow, amazing trick. Looks like it will be useful in many places.
Experienced Forum User, Published Author, Experienced player (583)
Joined: 2/23/2008
Posts: 266
Location: CA, USA
Great run as expected. I love how this game just bypasses the first two bower fights. Nice change from the n64 SM64 route which can't skip them.... yet..? Yes vote!!
Experienced Forum User, Published Author, Experienced player (583)
Joined: 2/23/2008
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It was in the US version. Unfortunately, I am not quite sure of the circumstances needed in order to get this to work, but after I egg cancel an egg while falling, if I start aiming another egg on the earliest frame after cancelling, the glitched state is reached. Only that frame glitched it, as the next frame allowed the run to go on as normal. I was ~22 units off the ground when this happened, but I don't know if that's relevant. Sadly, I've only gotten into this glitched state in that place I was at during the video. I'll be sure to update you as I continue working if things like that happen. Another interesting glitch which may be worth looking into is this: Link to video
Experienced Forum User, Published Author, Experienced player (583)
Joined: 2/23/2008
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When Yoshi first jumps, his vertical speed is at -7. If you are holding A, Yoshi's vertical speed will change by .2 until it becomes positive. Once Yoshi's vertical speed reaches a number greater than 4.5, it is then reduced to and capped at 4.5. If you are not holding A, Yoshi's vertical speed will change by .8, until capping at 4.5. The frame B is pressed to lick, Yoshi's horizontal and vertical speeds stop changing for 1 frame. After waiting 3 frames, you can press B again to lock the speeds for 1 frame, and so forth. An interesting thing to note is that Yoshi's speeds also stop changing on the 3rd waiting frame. So overall during this process, Yoshi's speed will stay the same 3 frames, change by .2 for 2 frames, and repeat until you hit the 4.5 speed cap. Hopefully that helps answer things =)
Experienced Forum User, Published Author, Experienced player (583)
Joined: 2/23/2008
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Location: CA, USA
Amazing run! I'm happy that a run of this game has finally been completed. Loved the crazy skips in Eternal Engine, Crazy Gadget and Final Rush! Yes vote!!! Looking forward to a future Dark Story TAS ;)
Experienced Forum User, Published Author, Experienced player (583)
Joined: 2/23/2008
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Location: CA, USA
Just how long does the tongue get?! Yes vote.
Experienced Forum User, Published Author, Experienced player (583)
Joined: 2/23/2008
Posts: 266
Location: CA, USA
I like the updated submission text, nice to be able to get an idea on why this credits warp works. Assuming the input file gets updated, big yes vote here. Very funny submission.
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