Posts for Comicalflop


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FODA wrote:
But that goes agains the rule of it being on higher grounds than on the BLJ triggering point.
I've seen two cases where a BLJ goes above the grounds of the trigger point- your fight against the Bomb-bomg King, and AKA's getting the star on the island in that same level.
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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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I can't wait to see this WIP, I'm always blown away by something as small as 2 player games, so 4 game input always short circuits my mental wirings. Edit: watched it, you're right after your initial 40 second WIP it becomes noticable that "sloppy" movement starts, where really it's the best way to continue for all 4 games. It still kicked ass though.
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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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aha all of the areas reached seemed fast enough, and how would a BLJ stop? I don't see any stopping triggers (except for one star, the one next to the shell) like King Bomb-bomb's text dialogue or flying through the air to crash on the ground.
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This game has begun to bore me. With the transparency issues, plus lack of good strategies besides turbo Coo flying, plus not being able to successfully use 2 players, and other more fun runs being worked on (Rayman 2, Kirby 64, DKC2 102% improvement), that I'm putting this away in the closet, to take out at a MUCH later time. I encourage anyone else to try it.
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Gorling wrote:
I say: The whole point of TASing is to optimize the number of frames needed to complete the game. Therefore, I think that redoing the game with fadeout lag in mind is, admittedly, hard but still rewarding. Also, afaik, there have been some other improvements as far as SMW-speedrunning goes since the last version was completed, allowing for an even more significant improvement. Good luck to you.
Besdies flying after entering a doorway, what new techniques are there?
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bkDJ wrote:
is there no way to exploit the BLJ in any of the SML stars? Can it be activated inside of the ice cube maze?
That has so many walls everywhere that getting caught is going to be a pain, unless you get it after the invisible cap, in which case the time used to set up the BLJ could be more than simply getting the star. As for before the invisible cap... the place is a maze, and probably a BLJ would be frustrating to do/maneuver. Or maybe it can be used. This was a great test run nonetheless.
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Phew after a lot of writing cramp, here is my Lum route brainstorm: The Cave of bad dreams get all but 1 The Canopy 1-16 get 1st cage 17-18 skip 2nd cage 19-20 skip 21-38 get 3rd cage 39-40 skip? 41-48 get 4th cage: 49-50 skip Whale Bay 1-5 skip? 6-17 get 2nd cage 18-27 get 28-29 get 3rd cage: 30-34 get 34-50 get Sanctuary of Lava and fire- need 300 Lums 1-2 get 1st cage: 4-8 skip? 9 get 2nd cage: 10-14 skip? 15 get 3rd cage: 16 skip 4th cage: 17-18 skip 5th cage: 19-21 skip? 6th cage: 22-25 skip? 26-27 get 7th cage: 28-32 get 33-39 get 40 skip 41 get 8th cage: 42-46 get 47-50 get The Echoing Caves 1-23 get 2nd cage: 24-26 skip? 27-28 get skip Fairy Glade 29 skip? 3rd cage skip? 30-38 4th cage: 39 skip? 40-50 get The Precipice get all but 1 The Top of the World 1-34 get 1st cage: 35-37 get? 39 skip 40-44 get 2nd cage: 45-47 skip? 48 skip? 49-50 get The Sanctuary of Rock and Lava 1-5 get 2nd cage: 6-10 get 11-16 get 17-19 get (from earlier cage #3) 20-25 get 4th cage: 27-29 skip 30-36 get 5th cage: 37-39 get 40-45 get 6th cage: 46-48 skip? 49-50 get? Beneath the Sanctuary of Rock and Lava 475 Lums required 1st cage: 1-3 skip 4-5 get 6 skip? 7-9 get 2nd cage: 10-12 skip? 13-29 get 3rd/4th cages: 30-39 get 40-50 get Tomb of the Ancients Skip one Lum somewhere- skip something besides secret Lum, because it doesn't count to Lum #, causing bonus game if all other Lums collected. 1st cage: 1-4 get 5-10 get 11-13 get 5th cage: 14-23 get 24 get 6th cage: 25-34 get 35-40 get 7th cage: 41-50 get This has all been brainstorm, there are plenty of '?'s everywhere, and of course I cannot actually physically see any of the Lum locations, I have to make educated guesses based on how far off the path it seems to collect. I'm thinking maybe all cages with 2 Lums or less to simply skip, because the 3-5 Lums that can come in some cages makes up for the time eneded to get them. So now I have this, I can probably calculate between the 15 levels whcih exact 190 Lums to skip. If anyone finds any glaring faults or knows the levels better than me and can find some Lums that don't waste time etc. please feel free to contribute.
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asteron wrote:
Really 100% and any% are enough for such a difficult game though I am not opposed to a any% no-exploration glitch run.
I am in agreement with all of this save for any% no exploration/1 star, this I would not think good at all. I generally hate games that beat the game under 3 minutes using massive glitches and such, which is why I don't like Castlevania: CotM 5 min, Zelda: ALttP short version, Castlevania: HoD 0:33, or any other similar super decked out glitched run.
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I think your 16 star and FODA's 120 star are so good that a 70 star is trivial.
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Low G-Labirynth was great, and the Mekanos glitch was spectacular. I wonder if more time can be saved with that glitch... keep up the good work!
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seconded. I'd say why work so much harder on making another run, optimazing the lag when it would decrease the entertainment severely and produce very few time gain? Your current 120 run is beyond fantastic as it is, so I say don't attempt it because it's not needed.
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Post subject: F*** Fire Alarms!!!
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This morning, for the second time in a row in the freshmen dorms some shmuck pulled the Fire alarm, causing everyone to evacuate and stand outside from 3-4 in the morning. All 5 freshmen buildings have been hit more than once, sometimes on the same night. Last time it happened at my building it was 30 degress outside, with 10 windchill. If anyone else has had similar problems and wants to vent their frustration at ridicolously stupid college students who do this for kicks, vent away here.
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yep I got it all to work with erokky's suggestion, so all's good. Pasky13 i think your avatar is too big, this is from personaly experience of having 10+ of my avatars getting removed for beign too big
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Here's some more route planning; again, just brainstorming. Once I come up with these "lists" for all levels before the Iron Mountains, then I can select the 190 Lums that are going to be skipped. Marsh of Awakening Get all but 2; get 1 on way to the Cave of Bad Dreams The Bayou Get all but 1 (most of these are straight on the path, and the ones that require a little sidetracking take a very small amount of detouring/waiting.) Sanctuary of Water and Ice Cage 1: 1-3 skip 4-9 skip 2nd cage: 10-19 skip 20-29 get 30-40 skip? They're easy to get, but still going up and around the entrance, easy 15-20 seconds lost 41-49 get Axel Boss (he's so easy, I beat him in one try in real speed with no rerecords.) Menhir Hills (there's a lot of skipping in this one, there's 8 cages and many cages/lums are really out of the way to get) 1st cage: 1-5 skip 2nd cage: 6-10 skip? 3rd cage: 11-15 skip? 16: get? 17? 4th cage: 18-20 skip? 21-31 get on shell After Cave of Dreams: 6th cage: 36-38 get 7th cage: 39-40 41-42 get 8th cage: 43-44 get 45-50 get This is of course rough draft, I though to skip ones that sounded like they'd be out of the way and I kinda relaized that a perfectly optimized route has to have all 190 skipped Lums planned, so I'm working on getting an idea of which levels have how many skippable Lums.
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Started doing some base calculations... after 15 levels, to get to the Iron Mountains at which point the Lum # does not matter, you need 545 Lums in those 15 levels. That's an average of 36 1/3 Lum per level. Some are going to be fewer, some are going to be more (Marsh of Awakening, The Bayou, The Precipice). No more than 49 Lums should be collected per level- any more will activate the bonus game with the tiny globox and a random robot pirate. Out of a potential 49 Lums per stage (last one will always be skipped) there are 735 Lums scattered throughout the 15 level. Since only 545 are needed, that gives me a maximum of 190 to skip. I'll continue working on Fairy Glade tonight, but more improtantly I'll try to map out which Lums to skip per level. In test runs I've played up to the cave of bad dreams, playing through the levels but not quite testing strategies since I'm just playing the levels firsthand to get familiarity with the levels.
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nitsuja wrote:
At least in Banjo Kazooie, a lot of the "out of range" area is interpreted as 100% diagonal tilt (45 degree angle). So if you try fine-tuning your diagonal movement by moving it a little out of the far corner, it will have almost no effect until you get close to a cardinal direction, where the movement angle changes more rapidly. Most of the same angles are there, but they are spread out more evenly along the circle.
I guess that makes sense, the bigger a circle's circumference is the wider arcs the angles are... I noticed for this game that something similar happens, especially with the air currents that are coming up in this level, where facing a direction by a very small fraction to the left or right makes you overshoot, but generally I don't need that much precision so I'll simply use the GUI (assuming I can make it come back, it sorta disappeared) for precise moments like that.
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I'm pretty sure that at the beginning of Fairy Glade that I'm at not changing anything before. Here's a savestate for the lazy: (I think this is the right one) savestate at beginning of Fair Glade
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Yep. I've just spent all day doing little experimentations and stuff. What happens when that red dot goes outside the circle? is that outside the N64 range? because I've been adhering to within the circle using the GUI, and I've noticed the analog stick of the gamepad goes beyond it, have I been going at angles not at the optimal speed?
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Alrighty got it all to work. many thanks. only problem is holding frame advance won't make it advance in slow motion like on the keyboard, but meh this is great.
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Post subject: Gamepad/Frame Advance Question
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Is it possible to configure one of the buttons on a gamepad to Frame Advance? I can configure all the other buttons, but I can't get FA to be configured to one of the gamepad buttons, as it won't register in the hotkeys section.
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How do I send save states? OT, I just got a gamepad so hopefully that'll help me in TASing this game, for doing test runs to explore levels and for better precision. If the input plugin changes from the TAS plugin to the gamepad plugin, will that negatively affect anything?
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If I remember correctly, some of the more suprisinging things in this game are: Purple Lums, for awesome swinging acrobatics charged up shots, so it'll become a Megaman game helicopter flying (in one of the sanctuaries) more powerful fist shots and in general, the levels will get harder and more entertaining. My hope is that many oppurtunities come where Lums are gotten in fast and surpising ways, as well as perfectly timed/aimed shots at rapid speed.
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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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