Posts for Comicalflop


Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Weatherton wrote:
The ironic thing? That jump was raced partly by me and partly by Fried :P Wait till you see KD...
Oopsie! I forgot to mention exactly how much Weatherton and Fried helped out with this particular version. Fried did the segment from the 2nd shroom around the curve all the way into the tunnel. (I couldn't nail the mystery boost.) He also found the input for the perfect mylestyle, which I altered to suit my aesthetic needs. (I had an inferior mylestyle, his camera viewpoint was too close.) Weatherton took over from landing the mylestyle, got into position, and boosted off Wario. Fried took over in the air, curved left more than W or I could, hit the wall, and got the 37"18 finish. The three of us would pretty much all work on the same segment at the same time, and go with whoever had the best outcome. So for the segments I described above I was TASing as well, but their input went into the final product. Fried and I exchanged a lot of .m64's for the entire first 21"75 seconds, and he'd show me which is the fastest way to do things, which I implemented. at the end, Weatherton and I would spend hours trying to boost off Wario correctly; Weatherton pulled off the first boost that netted 38"46 (which I optimized at the end) and Fried took that boost and altered it to be 37"18. It *should* be mostly me driving from now on, since after 1 month of Fried's optimized teachings I've pretty much got it down, and Weatherton's going to be playing with future courses so that I enter courses knowing full what to do. Speaking of which, yeah Kalimari Desert is going to kick Ass.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Nah, spend the 30 minutes making the Zerg's efforts in vain, by toying with them, counterattacking, and making all their rushes fruitless.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
JSmith wrote:
Okay, on the sliding glitch: When you exit a slide in an AB-spin by turning in the opposite direction, it boosts you if you'd charged it to red, or the next time you slide, if you do nothing to discharge it in the middle, it will start with one more level of charge than when you canceled the slide. The charge doesn't seem to degrade over time, but your MT doesn't charge itself in the meantime either. The charge is lost whenever you use a mushroom, go airborne, or exit the AB spin.
I discussed this with Weatherton, and neither of us can picture this in our mind's eye. can you make a video possibly?
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
pirate_sephiroth wrote:
Yeah, I'd rather it showing a map than a silly hand moving up and down
That silly hand is what makes it uber-optimized. Without it I can't see my speed. I really do loathe the all around straight line map though especially because it removes many other on screen info such as lap #, In-Game time, etc. and makes the screen seem, well, kind of naked and too much open space in my opinion. But I will switch to the lower right corner mini map on occasion during shortcuts.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Zurreco wrote:
comicalflop wrote:
erokky on IRC
And I repeat: that is not erroky. Excellent fail, though.
It was the quotes, not necessarily the picture that was being made fun of.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
In the Maxim run, on the lower right side of Dracula Wraith just about as the input ends you see twelve 79's all clustered together. I missed that the first time too.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
y'all are posting too fast for me to keep up! Youtube Link uploaded
Inzult wrote:
After the course is done, is it possible to add in the extra button presses to the .m64 to call up the map/go back to spedometer with, say, a hex editor? Or would that change luck/cause desynchs/other problems I can't think of because I'm tired? It seems like it should be fairly simple. That way you can keep an eye on the spedometer while working, and still have the map appear periodically to show what you're skipping or how far ahead you are. Switch back when appropriate, obviously.
something as simple as hexing in a change to the map might affect it more than you think. I tried to take one of Fried's input for a mylestyle and zoom the camera back in order to see better, and I couldn't manipulate a mushroom at all based on the frame the he pressed Z. when zooming out, I couldn't get any mushrooms either; I had to press up C to zoom out the frame after pressing Z in order to get the mushroom. So this game might not be hex friendly at all, but I'll be sure to use the map in the future.
Gorash wrote:
Skilled players may want to watch the speedmeter more than the map. I mean, who doesn't know the maps by heart already anyway. :)
That's the reason I didn't do this initially. Everyone and their kid brother and sister has played Mario Kart 64. The maps are so easy to memorize, and if you've played the game then it brings back a simple trip down memory lane. Of course, the caveat to that is the TT players use speedometer because they have to know their speed at all times, and they show their vids to other karters, who will have memorized the maps.
Mukki wrote:
Watched the WIP, it was highly awesome and much faster than I had anticipated. It would've been cool if Wario could've shifted his ass a bit more to reduce the wait after the second lap. Could this be manipulated at all? I'm guessing not. Anyway, great work :)
Sorry it took a month, I knew you were anxiously awaiting it and didn't look at any wip .m64's until it was finished to keep it a surprise. I'm surprised too that so much time was saved. There's some odds I can get in more, but it's doubtful/very tricky. Wario arrived at the finish line at the same time, even though I had went back and got to the finish line faster with an improved mylestyle. My guess is there is no input that I can do, that does not directly interact with Wario that can manipulate him at all. I could manipulate a CPU not to use a lightning, but Wario got there when he got there. (and facing a funny angle, hehe.)
mmbossman wrote:
I think the idea would be to see how far the other players are behind, not so much to see where Toad is at. BTW, great work CF
Yes, this is also another reason why. although at the end it shows the CPU times, which make no sense. How could the game know what Luigi's final time is? when I finish, he hasn't even completed one lap! no CPU finishes their second lap when I fade out and go to MMF. what gives?
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Halamantariel wrote:
OMG! Awesome! Can't wait for the final completed run! If that one doesn't get a star ... I don't know what will :) Keep up the great work!
My goal is to get a star. Glad you liked it.
laughing_gas wrote:
That was neat :) hopefully the other levels won't take this long to make.
I can't tell how long it will take. 1st version of LR took 2 days, this version 28. the courses will all be different, so I really cannot give a concrete estimate or guarantee that future courses will take much shorter or longer. I similarly do not have a projected finish date. It's all unknown at this point, so my suggestion is just to sit back and let the magic happen at its own pace.
JSmith wrote:
Glitch Time! If you charge a mini turbo while AB spinning, and exit the slide by turning in the other direction, you can store it for a short time while not sliding. I don't know what causes you to lose or keep the charge, but it's not exiting the slide.
This is immensely interesting. how did you find this? what uses will it have?
Ersatz wrote:
holy moses in a half shell
Tru dat.
Twelvepack wrote:
Hopefuly moo moo farm will take less time to perfect. doing all 12 (?) maps with this level of precision will take forever and a day. Either way, keep up the amazing work.
16 courses. Again, don't know when MMF will be done. I'll be trying not to give any estimated finish times for courses, because I really do not know.
Spider-Waffle wrote:
Great run so far, that was wario's first lap right? I was thinking if you don't need the speedometer all the time it'd be nice to switch to the map where you can see where the other carts are. This lets people see where you are on the race track and gives them an idea as to what the shortcuts did, aslo can see where the other karts are so you know what your waiting on to boost into or when your going to lap them. It just really helps to understand what's going on.
Wario's first lap yes. all CPUs after Yoshi don't even finish their first lap. I really need the speedometer to keep an eye on my speed, but it's been suggested to change to one of the maps to let viewers see what the fuck I'm doing, and I think I might do that in the future. it would be best if I'm in the air. what was tricky was using the camera work so that audiences could see what I was doing (up close when driving/MT'ing, zooming out for the mylestyle/boosts, etc.) I probably won't be using the map to show audiences when karts are coming. it needs to be a surprise.
mwl wrote:
Wow, that's incredible.
thank you good sir, I know very well of your critical eye so it's nice to know I have EVERYONE excited about this.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Pweisger wrote:
I don't have this particular game to watch on mupen, so if possible, an avi or youtube would be great. Thank you. (That is, once the desync is figured out).
Previous levels were encoded, so I assume this one will be as well. If you have some "I want avi now!" emotions, I can make a quick encode, that won't be as crisp as the avi's that are hosted, but will show you the level.
Rising Tempest wrote:
I never want to play the Facility again. Now, since I fixed the desync, and saved 3 whole frames in the process, I can move onto runway.
and you don't ever have to touch it again. beautiful job, and it synched up perfectly. You mentioned that 50 might be possible, yet the timer was 52... I assume that estimate was a little too ambitious? excellent work regardless.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Yes to the first. Yes to the second. Anything less than perfection for the rest of the run is unacceptable. So the same quality shalt be maintained throughout the whole run. OMG HAX Update: newer LR time, thanks to Michael Fried: 37"18 .m64
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I have been getting consistent comments about SMK freezing. I'm not 100% sure if this has been addressed or not, but enough people have talked to me about it that it seems like a problem that needs to be looked at. Does anyone know why this occurs? wrong snes9x used? Is it something to do with a bad ROM dump? system based?
Huffers wrote:
Koopa Beach 1 is taking a while as I'm experimenting with a couple of different routes/strategies as well as different characters.
Use Toad! Toad Toad Toad!
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Ok. time for some scolding, some praise, and then as much advice as I can provide. Scold: no!!!!!!! stick with Starfox 64 and Sin and Punishment! This game I found will be really frustrating... it desynchs (since it is one of the 4 N64 games that heavily relies on the Exp Pak in order to include the BW campaigns), and will require many many many many many many many rerecords in order to find the optimal time to end a mission with one final attack. Also, before recording remember to delete the .fla file in the mupen save file directroy before recording, then whenever attempting to watch from the very beginning, delete the file before watching. this will minimize non-exp pak desynchs. Praise: This would look sooooo cool if done. (but will require a lot of motivation, dedication, and time/effort.) A full run would be all 6 campaigns. I think that, at the moment, due to the difficulties and that we don't know how long it will take to do all 6, we should only do one, and see what happens. You can do any campaign in any order, and based on my initial problems with it and lots of thinking/planning, concluded that BW Zerg and BW Terran would be the best campaigns to TAS first. (if you're going to end up doing them in order, then do them in order- I don't recommend it- but individually, BWTerran and BWZerg are the best, trust me. either one.) I love your work, and know full well that you're a starcraft fan/player, so I know you'd do a wonderful job on this. Advice: I'd say do whatever you want mode. BW Zerg or BW Terran. Once you get to the very first mission, pause the game, go to options, and increase the speed to max. Go to SDA; they have PC speedruns of every single mission. (they are incredibly fun to watch as well. if you are going to do this, I might just redownload the campaign you're doing.) Linkie for Vanilla Campaigns Linkie for Brood war campaigns read through this entire thread. there is an improvements route by Flagitious of how to improve the SDA times, as well as one discovered strat that saves minutes on some Terran mission, I forget which one. Also within this thread is a list of all the command shortcuts, most of which will be very useful. Such as quickly selecting a building to make, selecting certain types of units, making a map "savestate" with the D-Pad that you can use to monitor different bases/attack zones (very helpful). make sure you know them all. and finally, I have a Link to the most comprehensive Starcraft site ever. This has complete advanced/basic strats, has many members who'd love to become a mentor/guru or give information, and lots of other goodies. "It will be done!" Good luck!
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
well, after about 2 minutes or practice I can sort of do it (not successfully), and I'm not flexible at all, so maybe something like that ain't too out of the ordinary (like that leg in chest thing).
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
skamastaG wrote:
I don't know if you knew it or not, but your foot is bent the wrong way and kind of in your chest. Just wanted to let you know.
I don't know if you knew it or not, but your arms are behind your back in a weird position that is normally only possible in the front. Just wanted to let you know.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Good news and Bad news. The good news is I have a wip to show, getting a final time of 38"46, an 8 second improvement. The bad news is that it didn't quite accomplish the spin around shortcut I wanted. I will work on it more to try and get the shortcut, so that more seconds can be saved. After 1 month I am sick to death of this course, but I hope you all enjoy the results of lots of hard work in redoing laps, and other segments over and over in order to achieve perfection. DeHackEd: no need to encode this one, unless by tomorrow or Monday Weatherton and I deem the shortcut impossible. So have fun watching this, and stay tuned for the (hopeful) even greater improvement! Edit: .m64 file updated to be faster, Final time of 38"46 (.WMV).
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
so what you do is set the analog to go neutral while the cursor is heading towards the unit you want to select; you can check this frame by frame to see what frame to make the analog go neutral on top of the unit. or, if you still overshoot, you can set the analog not to 100% tilt. However, I am still unsure whether this game desynchs frequently or not.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Bowser was a bit of a surprise. As with any "non entertaining stages", the other courses more than make up for it. Donut Plains was great. I wonder if a feather strat could shorten it at all?
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Even if it were to work like that, I'd expect it to be just like any other star animation, where it bounces up and down, going through mario, and he simply gets to touch it on the first possible frame while in midair. so, only a few frames saved relle.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I also know of some Goldeneye/Perfect Dark players using it to help with their lookdown. So besides an actual change in the gameplay, like the one laughing_gas pointed to, this technique is only helpful in normal play to help realtime runners hold the analog forward for them. In a TAS it has no use whatsoever.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I use both in tandem, but that's just me.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
AQwertyZ wrote:
It appears that x and y velocity remain unaffected when the jiggy on the top of the anthill in Mumbo's Mountain is collected. Maybe there is a way to achieve this for all jiggies?
I noticed this too, but it appears that for other jiggies in MM, that your x and y velocity do stop and freeze you in place, for example the ones near the orange tree with Conga on top.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
TAS Input Plugin Easy to follow instructions for setting it up are in the thread. it will take a little bit of fiddling to make your controller (if you have one) and the plugin work in perfect tandem, but once you get it it becomes a thing of beauty.
Mukki wrote:
Also, a user named Bukki? Do I have an evil twin on the forums?
You're the imposter. He joined the site before you did. :P
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Haven't fully watched it, but maybe Glide64 will be the better video plugin... I noticed major environment texture problems with Rice, while it had no shadow or major lag problems, Glide64 may be better, because there were very obvious see through problems- see through hills and some platforms you have to land on- unless it's a part of the game (which can only help you, but make it look weird to audiences.) also, D-Pad... I'm positive for the actual run that you will get far more precision with the analog stick and the TAS input plugin.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Hrm. Maybe I should give it the "30,000 frame test run desynch test" and see what the deal is.
Homepage ☣ Retired