Posts for Comicalflop


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yep, confirm the same reset patch that was used for my DKC2 run is compatible with the patch that you use. So any Linux uses can download the one that Huffers used, and windows users can download the one linked in my DKC2 submission, Here. I think at this point it'd be best to not include my name in the movie file title. and I'll ask Maximus if the author info in the movie file itself can be changed.
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JXQ wrote:
Does it bother anyone else that mwl acts like the big ring leader of the production of this run when he's not even the author? Or is this normal in N64Land? Guano do this route, Guano post your WIP, bkDJ encode Guano's WIP so I can watch it, comicalflop your idea is worthless, guys stay on topic unless I want to go off-topic, on and on and on. Check your attitude, mwl.
This is not normal in N64 land; no other run has one non TASing member calling the shots on every detail.
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that was hilarious. I think that method should be used regardless because: stylistically, it's better. it beats PC in an extremely humiliating way, which is good for a TAS I noticed that it did hit PC on pretty much the first possible frame in all cases, when reflecting back the electric ball, and you hit PC in mid air as he was falling to the ground.
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haha that's alright. I had a 3 day weekend and somehow managed not to make a single rerecord in mario kart 64 (maybe get some today in between homework? I generally have a lot of free time after classes, I should start getting into the habit of getting a minimum of 2 hours or more on a daily basis). Progress: 2nd lap, finished redo of MT'ing around the curve.
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Deep Loner wrote:
I just wanted to add that I think the "small Mario run" (or maybe we can lowercase the 'm' for emphasis) is a very entertaining idea. By the way, can someone provide a link to the video of jimsfriend's unassisted small Mario run?
I was just going to ask the same thing, I'm intrigued by the non assisted run that pulls off the DP1 secret exit, haivng seen the trick that is used. and yes, I have seen both the castle teaser, and actually the full WIP; I daresay it is as fantastic as everyone hopes it to be.
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Don't bother replacing. .m64 + AVI is fine as it is. I could probably try to encode something real quick, but it would be nowhere as good as something that DeHackEd could produce. I'll take a look at it tonight. I saw the 1 minute WIP and can't wait to see 3/4 of it finished. the first time the dragon appears would be a good time to start hitting off his segments. once the dragons are flying around in full swing, there's always at least two on the screen, which makes keeping track of which ones to hit very difficult, so you'd make it much easier on yourself if when the first dragon appears about 5-10 seconds before your wip ends that you start shooting it. there wasn't much else you were doing at the time, and for this game anything that you shoot in the present that will not show p in the future is a great help. Edit: note to self: do not type fast when buzzed. or even post at all if slightly inebriated.
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Guybrush wrote:
Question: Why even submit runs here if you're going to upload them to googlevideos/youtube? This isn't only directed to AKA but to all who do that.
A different site took his submission and published it for their reasons. AKA posted that link because some people may be using wrong plugin, and he's making sure you can watch the movie the way it was intended. There is a lot of people who constantly browse youtube and googlevideo. a Megaman fan might put in Megaman in their search, and offhandedly discover a TAS of it. For those who use youtube/googlevideo: I have two points, of which I know you have a problem with. 1) published runs simply put, it helps the movie itself be watched by a much wider audience. Only people on TASvideos.org will see the movies if they're published only at this site. There is an incredibly huge audience on both youtube/googlevideo for tool assisted movies, on the basis that many people know about the runs but don't look at the site where they originate from. With the published runs I've seen on youtube/googlevideo, there's, for even the not popular ones, at least 10,000 views from non-tasvideos.org members. with more popular movies, I've seen as much as 50,000 to even more than 100,000 separate views from different people not associated at the site. so it's a great demonstration of publicity. 2) WIPs I know of your gripes of encoding WIPs, but the main reason why it's done, is that there are thousands of invisible members that browse the forums. Most sit around without emulators on their computers, and await for the published AVI. encoding WIPs is their way of seeing the progress being made, because they may not have the emulator/ROM. it helps everyone watching the progress of a run be able to able to see it. the other logistical reason, mentioned somewhere her eon the site, is that sometimes it's helpful to encode a WIP and use it to watch a segment over and over in high quality to spot mistakes.
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Do any of the flower cup courses suffer from switching away from Bowser? I'll have to look at the wip. I don't know if you're using the exact same reset patch that I'm using, but it might be helpful for me to check if the entire .smv works for me (the patch that I used for DKC2 enabled everyone to see it. I just want to confirm that we won't have Linux only viewers get to see the whole product.)
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I think I've found a new way to insult someone, by saying "that was a KRocketneo thing to say right there." thegreginator just said, in this topic, on this very page, that he and skamastaG were working on small 86 exit.
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has anyone thought about 100% kills gradius, like the snes version? I'd personally find kill all enemies very quickly better than move around all enemies and only kill a few.
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Not much activity in the past few days. just checking up on my fledgling testers. Any confirm on Banjo Tooie? Any other games tested or have pages that need fixing?
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It's a two lap skip right? use it twice then. First time it makes you skip the lap 3, 2nd time it makes you skip to lap 5. the 2nd time you do it, that will end the race right there. (right?)
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beautiful. I at first watched it and thought it desynched, due to grabbing green shells and unoptimal driving/skidding out of control, but then I saw the lap times at the end was like "holy shit!"
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Kitsune wrote:
In essence, this will be a 100% TAS of Mario Kart 64. I'm looking forward to it's completion. :3
I wouldn't call it 100% actually. maybe "4 gold cup completion?" or more likely "150cc Full GP". anyway, whatever it will be called, I don't think it falls under the 100% category since it's not collecting 100% items or doing everything that is possible in the game, like different cc's, the TT or Battle mode options, etc.
Spider-Waffle wrote:
For those player boosted shortcuts, why don't you just make each level seperate, and end it when player 1 finishes. And for levels like that penquin island one use more than 2 players if it's faster. Then just put all the levels into one video. If bisqwit doesn't like it who cares. You can get way more views on youtube.
That to me does not sound like a solid run, but certainly something for the concept demos section or to post on youtube etc. And may be not needed if I can pull off some CPU boosting that I'm thinking about in future courses.
Weatherton wrote:
I think that is the only way it would really be feasible since it may not be faster for one player to wait a lap so that they can do the same trick off the other player. Yeah, I think I may work on this while Comicalflop works on his 1-player GP run. I will see what happens this weekend, I've been meaning to get this started for sometime now and the good reception of Comicalflop's work (even pre-optimization) may be enough to motivate me.
You're correct, my run would have a shorter time than a 2P because of getting Bowser to finish. I would love to see you work on a 2 player demo run of some sort because I know you've always wanted to do it. Just be warned, it was incredibly difficult to just do the unoptimized version of LR; it is going to be very tough to do it 2 player. managing driving two different karts on two separate screens in frame advance is tougher than you might think. But best of luck!
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antd wrote:
I've have not had the time to work on any TAS yet. This should change soon. Good luck on GP.
I await for when you start. You're going to be very hard pressed to optimize every single frame to squeeze out every ounce of speed you can muster; those WR guys are incredibly competitive and scour the game for every time saving trick known to man. Isn't it weird that you and I always look at or run the same games? (and I know you're not fond of submitting stuff, because you get bored of them, but this is one game where you should systematically beat/match all 16 WR's and have it as one run, ending input on the very last course.)
TheFrigz wrote:
Wow, comincalflop. I just watched your first LR TAS, and was absolutely amazed. And now I hear you are making it BETTER? I am completely in awe of you, sir. Good luck with all runs you are working on. :)
Definetly what would've held me back would be all of your reactions/feelings/praise. It is SSSOOOOO heartening and motivating for me to see all of your responses over the past day or so. I'm very glad you've all appreciated the first WIP; the revised Luigi Raceway should hopefully stun you even more, and with luck the next 15 courses will do the same.
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Backwards isn't the right term. I did a powerslide to face the wall head on, released the shell, and it shot off to my left and went backwards on the course. So, proceeding as intended. Land in the tunnel and turn around, manipulate a mushroom, so a perfect mylestyle (easier said than done) and go for the blue shell. edit: hey antd, have you worked any on Time Trials?
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Green shells don't work very well. As I suspected, you bounce on the ground, not launched into the air. the second bounce gets you sort of high, but not high enough to go over the wall. The physics of launching a shell is also screwed up, in the you need to ricochet it off the wall at an angle, and hit it on the rebound. driving straight towards the wall and firing it at the wall makes it fly backwards. (?) The red shell does not come back to get me, but heads towards the 8th place CPU. so it looks like no strategic change for the 2nd lap redo of LR.
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Weatherton wrote:
comicalflop wrote:
VANDAL wrote:
Would RAM Addresses be of any help? Of course Mupen64, at the moment, does not have a RAM searching device built-in but an alternative is an outside program called ArtMoney. It's a real neat program for all kinds of RAM searching and Address watching, it's completely free and has a simple features so it is easy to use. I find it works better than some of the built-in RAM searching devices (no offense to the hard working Coders) as it doesn't lag emulation (I think only FCEUltra's RAM Watch feature's what lags when frame advancing and maybe my sound settings were also causing this, I don't know). You may consider giving it a try as it may help you greatly. Besides all that, the WIP looks really well done even if there is some debate as to whether it can be improved.
I do not know. I'll look into it. a mupen MEM watch? watch my real speed? I'd like that! if you'd be son kind (I suck at finding mem addresses on my own) can you find actual kart speed? There's no question, I'm redoing. Michael and I got inside the tunnel without landing in the water.
This can be done in real time no problem, please be sure that you try ab-spinning to land facing the correct direction. EDIT: By this I mean ab-spinning from the starting line, first go right and then cut hard left and jump backwards. In my experience this will work! If you have AIM, I can try to get on and talk to you this weekend, I am willing to help out or even drive sections if you wish. Please keep in mind that though my posts in this thread (I am the OP) are focused on GP 2player SC's, I have experience with 1-player GP tricks as well and actually have plans for many of the tracks (and have had them for years). I think it was mentioned a few posts ago but please also consider trying to use green shells to jump the wall instead of blue. You could shoot them off the opposite wall (by the stands) and drive towards the tunnel to jump in. This could allow you to get a closer item box than the hot air balloon. It would also allow you to make the jump two laps in a row since you could have three green shells.
we did A+B spin, in order to boost off DK to go over the wall at the correct angle. however, once you're in mid air you cannot change the direction you are facing; Toad was in the air heading straight towards the tunnel, and that's how he has to stay until he hits the ground. The game makes checks for what direction to face when going in the air based on how much you are turning before the jump, so that a full right turn before the jump makes you start turning right in mid-air, but after a while you stop and start going straight. Don't know about jumping backwards into the tunnel, since you're still under the effect of a mushroom boost from revving the engine and that makes you boost forward not backwards... I have you on AIM already. it'll be easy to spot me, I have the same AIM name as forum name (comicalflop) that's good that you have plenty of 1P GP tricks up your sleeve. hopefully we can improvise with other CPUs to pull off some of the 2 player shortcuts, or find other ways to accomplish them. the thing with green shells is I really do not know if they give you enough height. from my experience of playing, red shells would bounce up (not as high as blue shell) and green shells would sort of make you start tumbling forwards on the ground. 3 green shells could potentially allow for 3 shortcut laps (maybe ditch one, and hope the ones I shoot don't hit the green shell still circling me) but I really do not know how much height is possible from them. I'm willing to try though.
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Wouter Jansen wrote:
anyone else get Unknown microcode messages with 'Mario Kart 64 (U) [!].z64' ? it works when I select the one mentioned in the message (or which matches best), but it's kind of annoying.
Hm. I don't.
Weatherton wrote:
It's great to see you're working on this :) No real surprises on the strat but I have to say, lap 2's big long turn was painfully unoptimized (something that will be obvious to members of the mk64 community). Also, I think it may be faster to do the very first SC without going in the water (you can get a bit less distance or change the angle and hit the wall, and this can be done without tumbling as well). Other than that, did you learn anything about that double hop "MyleStyle" SC? The details of how to hit that SC are a bit of a mystery. BIG EDIT: Again, I'm very happy to see you working on this. I would like to offer you a suggested strat for LR that will save time compared to what you showed. Drew's Suggested Strats (150cc 1-player): LR: lap 1 ab-spin into next player to make nearly a 180 spin and land on the ground below in the tunnel, facing correct direction. MyleStyle up lap 2 Get blue shell from Air Balloon and hold Z to drag it behind you. Hit item boxes and pick up a single shroom (low probability but possible in 1st place, manipulate through direction of stick and buttons held ect.) Use shroom immediately, while sliding into the tunnel MyleStyle up Possible Alternate lap 2 Get blue shell from Air Balloon and hold Z to drag it behind you. do a 180 and take a single shroom from the item boxes Head towards the finish line Hit one of the cpu players and jump at the last possible second to hop into the tunnel Mylestyle up lap3 use blue shell to hit you over (use additional shroom here if the alternate lap 2 is used) MyleStyle up to finish As for MT and SSMT strategies, I don't know what the speed values you are looking at are measuring (is it actually course over ground in the direction you want to travel?). In any case, I think doing semi-perfect MT's will not be too difficult as long as you know to avoid sliding as much as possible. For an SSMT, based on real-time strategies, I would hypothesize that the optimum strat would be: press R + <on> on stick for minimum frames (may only need to bring back to the neutral position) <on> on stick for minimum frames (again, possibly only need to bring ot neutral position) Let go of R and press nothing but A for as long as possible, if you need to adjust your direction, do so immediately as it won't slow you down much if you do it while receiving the MT boost. The key is, slide for as little time as possible. It is worth slowing down significantly from your cruising speed to get that boost charged up ASAP, ride the glide for as long as possible and then charge up another boost as fast as possible. Absolutely do not remain sliding while charging the mt for any longer than is absolutely required. Of course, depending on the turn, this may be longer than is usually optimal. For example, in BC, there are 90 degree turns, you will likely want to hold a slide around these for a bit longer than usual. Have you planned out your strats for the next 15 courses? If so, it would probably be smart to post each before doing the course so we could offer ideas immediately. Though, I think you will find that many of the next courses will use the same strategy as the time trials WR's. You'll need to manipulate a heck of a lot of single shrooms and hope for luck with cpu charaters to hop off of for those courses where the 2-player vs SC's can be performed using cpu players.
Fried and I mapped out every improvement we could think of, which I listed above. currently we found input that boosts us into the tunnel at the start, and hits the wall as we go down. Unfortunately we cannt land facing the correct direction, so A+B spin turning is going to be used to quickly turn around, and triple A tap to quickly accelerate. I did 3 different mylestyles, all on accident. The 2nd lap's was the one most closely to the real mylestyle, and the other 2 were accidental variations that all accomplished the same goal. 2nd lap was the fastest, and will be attempted for all 3 laps. It took a lot of rerecords (1,000 each) to MT around and onto the silver lining, and bounce just right. for the second lap, a mushroom is going to be manipulated inside the tunnel (and not used on the mylestyle) in order to drive through the item boxes before the balloon, and used immediately after in the process of grabbing the blue shell, and hopefully it'll have some boost for around the curve. When you press Z determines what item you get. Head backwards towards the finish line with the finish line? maybe... don't know if it's faster to do a 180 degree turn like that and go backwards. Plus, the blue shell will kill momentum that I have by making me tumble in the air, and it leaves me with lap 3 with no shell. I did not encounter any CPUs during my 3 laps after the start at all. I lapped them, but didn't get close enough to them until the end. with the 3-5 seconds saved from getting into the tunnel, and a faster lap 2, it might be possible to come across one, but I highly doubt it. I was mostly alone (which is a good thing.) I haven't mapped out strategies for the next 15 courses. I have the WR TT vids, so I have some ideas. Mostly I wanted maps to try and plan ahead. over at mariokart64.com my route for LR was laid out for me, and as I redo LR I'm going to snoop around there to see if they can come up with good stuff. I also have some peeps here messing around with some random levels. Some courses, like DK, WS, and FS, already have the route; same as the TT shortcut glitches, but with no 'shrooms to help out.
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I'd assume no based on the 30-40 second possible improvement, let alone the large number of no votes.
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It's not accepted/published yet.
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VANDAL wrote:
Would RAM Addresses be of any help? Of course Mupen64, at the moment, does not have a RAM searching device built-in but an alternative is an outside program called ArtMoney. It's a real neat program for all kinds of RAM searching and Address watching, it's completely free and has a simple features so it is easy to use. I find it works better than some of the built-in RAM searching devices (no offense to the hard working Coders) as it doesn't lag emulation (I think only FCEUltra's RAM Watch feature's what lags when frame advancing and maybe my sound settings were also causing this, I don't know). You may consider giving it a try as it may help you greatly. Besides all that, the WIP looks really well done even if there is some debate as to whether it can be improved.
I do not know. I'll look into it. a mupen MEM watch? watch my real speed? I'd like that! if you'd be son kind (I suck at finding mem addresses on my own) can you find actual kart speed? There's no question, I'm redoing. Michael and I got inside the tunnel without landing in the water.
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Michael Fried wrote:
Spiky shell form the tunnel? Are you serious? how long have you been playing this game, and not know that the spiky shell is only available from the balloon? I know that was supposed to be a suggestive comment, but it comes out as unprofessional.
I've barely played GP at all. After I beat GP mode for the first time, the only time I ever played it was on rare occasions against my brother. I play mostly just time trials.
ok, I was under the impression that you've played all of MK64, not just exclusively TT. After an hour or so with discussing with Fried, I am restarting Luigi's Raceway. Not something I am happy about, but it is for the best. The improvements should save enough time to be significant, and get me into the groove of making it 100% optimal/not making it possible to obsolete. Here is a list of all improvements that will be made: lap 1: test if boosting into the tunnel and not the water is possible. (ok if it isn't.) Don't slide in tunnel once there Use MT to do mylestyle, don't use mushroom for boost mylestyle like in 2nd lap (should be done for all laps, it is fastest and gives best outcome) save the shroom, MT in grass if needed/as soon as possible lap 2: ssMT (MT on straightaway path) to item boxes, 2-3 times use shroom right after pass through item boxes (so I can still get the blue shell) 4-5 MT's around curve SSMT after curve towards the tunnel MT into the tunnel MT to do mylestyle, exactly the same way I did lap 3: turn closer left when hit by spiky shell (AB spin?), release shell earlier execute mylestyle same way as lap 2. This is going to be tough for me, but I have the course TAS'd once, hopefully that will make it easier for me. The toughest parts will be MT'ing around the curve, and replicating the mylestyles 3 times again. wish me luck! I know everyone is anxious for linear progress on this, and I was ready to go ahead and start Moo Moo Farm, but this is for the best.
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Michael Fried wrote:
Michael, you keep on saying that it's unoptimized. Please tell us where. Don't pull an AKA on us.
Faster mini-turbos. More spacing between mini-turbos. Avoid hopping immediately after a mini-turbo. Take the turn into the tunnel more tightly. Edit: Btw is it possible to get a spiny shell from the item boxes in the tunnel? If so, then you should get a star or super mushroom from the first set of item boxes and use it to cut through the grass on the first turn.
This advice, to me, sounds like: "How do I jump higher?" "By jumping higher." Spiky shell form the tunnel? Are you serious? how long have you been playing this game, and not know that the spiky shell is only available from the balloon? I know that was supposed to be a suggestive comment, but it comes out as unprofessional. Sorry to get snappy/defensive, but I have to convey this: 1) This course took me a very long time to do and it was a SHITLOAD of effort, especially the 3 mylestyles. you and the other mariokart64.com people are saying "you're MT's are weak, redo, it's no big deal." Redoing this course is a VERY big deal. 2) The MT'ing does not look as bad as you and the mariokart64.com people are making it out to be. 3) You keep forgetting some details about when I go around the curve: -when the letters are white, my speed is 80 -when the letters are yellow/orange, my speed decreases. you seem to suggest for me to decrease my speed a lot instead of keeping a constant 80 speed 4) after a MT, in 150cc, if I keep going straight for 4-5 seconds (which I do twice, once before the item boxes/balloon and right after the big turn, straight towards the tunnel) the speed remains at 80 for a very long time.
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