Posts for Comicalflop


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kirbymuncher wrote:
Not that I do frame perfect testing, but it seems as though using a ghost makes you go slower. It might not be the best ides, in that case.
I don't remember this ever. I'd be using a ghost to steal a star.
thegreginator wrote:
I agree that WIP was crazy. Definately looking forward to that run. Are you sure the sliding was frame perfect though? It looks kinda unoptimized in the tunnel. Also, is it not worth it to slide back and forth even when going straight? I know this was faster for MK:DD, but maybe not 64.
the sliding was pretty optimal, for my purposes. the sliding inside the tunnel was tricky, and actually INCREDIBLY necessary in order to pull of bouncing over the wall. trust me, 1,000 tries for each mylestyle was difficult; I tested all sorts of powerslides into the jump. as people on the IRC know, I screamed likea drunken frat boy all 3 times I nailed it. There's not as much room for mini-turboing in this stage. future courses will have the sliding on straights like you described.
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Wouter Jansen wrote:
well I have a vid of using a mushroom to counter hitting a mole, but I don't know if it would be faster.
Using a mushroom and powersliding around the hill is the fastest way to go through that segment. sounds helpful, upload it, it could help.
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Fixed. A certain run is replaced to include this one in the famous 'flop sig. Starting on Moo Moo farm. Any ideas? Here's a few I have: Drop in 2nd place in order to manipulate a star. manipulate a ghost to go through the moles. what items can I steal with ghost, and can I manipulate that as well for when I activate the ghost? use a mushroom and boost into a mole at high velocity. Thoughts?
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AKA wrote:
How come it wasn't possible to land in the tunnel at the start of race? Seemed fairly interesting. I'm not sure what you could do in Moo Moo Farm, but I think the moles might offer some kind of interesting damage boost.
Because of how limiting boosting off the opponent ahead of me is. when bouncing off a CPU, I go too far. with the blue shell, I land where the tunnel actually is. For Moo Moo farm, damage boost may not work because guess what happens when you hit a mole? you spin out of control in the air. maybe mushroom into one... I do have a shortcut idea for going through the moles. Tool Assistance should be able to navigate the mole holes successfully anyways.
hero of the day wrote:
Simply amazing! At first I thought a run of time trial would be great, but I now believe this all cup run will provide much more variety.
This was my reasoning in doing GP. TT TAS looks too familiar to the TT WR's, and only 3 mushrooms limits how many shortcuts you can do. GP follows more closely to what an actual run for this site should be, and has way more variance.
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Just posting to mention that Huffers is going to finish this run on his own. reasons: 1) I switched to MK64 2) Huffers always had better luck than me in getting the items. (he has his own luck bot too, which isn't ported to windows yet which means I don't have it.) 3) up to this point, it has been Huffers behind the wheel most of the time. I will still contribute when/where I can.
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Mario Kart 64 150cc Mushroom Cup GP Luigi Raceway AVI surprise! One moment I'm testing, the next I'm actually making the run. Here is the first course, Luigi Raceway, for the MK64 4 cup GP run. This is going to play all 4 cups (watching through 3 cinematics) playing all 16 courses in GP mode 150cc. It took a lot of effort and a lot rerecords in order to pull off the crazy shortcuts, and to optimize all movements. Here are the times. yes, you are reading this right: Lap 1: 12"66 Lap 2: 23"43 Lap 3: 9"93. I chose to do GP instead of TT because of the additional shortcuts that you can do, the added variety/challenge from 150cc speed, items, and CPUs, and because a 4 cup completion follows the closest to a solid run for the site. There will be some future courses that will not have as fast lap times as TT, but that is only because of not having 3 mushrooms to start off with. For the majority, the GP will have drastically shorter times, as is the case for this course. The lap times were different for this course because different techniques were done in each lap. Toad was used because he is as fast as Yoshi and Peach, but he's a lightweight which enable him to accomplish the shortcuts. Future Cups will use Yoshi or Toad, depending on the type of weight needed for the shortcuts of the courses within that cup. Lap 1: Right off the bat, I use an everett start (revving up the engine beforehand, then letting go and pressing gas again for a slightly pixel faster boost) and boost into Luigi, pushing him aside, and boosting to the left off of DK. (I cannot manipulate the order of the CPUs. so I couldn't get DK/Wario/Bowser in front of me.) I launch Toad through the hill and into the water, and guess where Lakitu decides to place me? inside the tunnel! I manipulate a mushroom and procede to do a mylestyle skip. A mylestyle skip is bouncing over the wall right after the tunnel. Can I just say this trick is exceedingly hard to do. it took an average of 1,000 rerecords for each of the three times I did it. What you have to do is powerslide around the exit of the tunnel, and ram into the silver lining of the track, bounce up onto the hill, and bounce again over the wall. It is notoriusly difficult, and because of different circumstances, all 3 were done in different ways due to forces I could not control. Each mylestyle saves 2-3 seconds compared to using a different, but easier over the wall strategy. Lap 2: I have to go around the course this time, but there's a reason. I have to get the blue shell. ever wondered what's inside that item box hanging from the balloon? I go and grab it, and did a variation of Mini Turboing around the curve which preserved a lot of speed and was easier for me to do. I go into the cavern, manipulate a mushroom, and do another mylestyle (due to circumstances, this one was the one executed the best.) I then fire the shell, and use it to boost me into the hill, and I fall directly into the tunnel. I brake and turn at the same time, and mushroom to gain speed, then do one final mylestyle and end up with a fastest lap that is over 3"12 faster than any other WRfastest lap to date. My first lap was similarly 1"39 faster than the WR fastest lap. Phew! I really hope the future courses do not have shortcuts as difficult as the mylestyle. Mairo Kart 64 has been in bad need of being TAS'd, and I'm proud to finally show the end result for the first course at least.
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Drunk Link probably looks like when the .m64 desynchs, and he does all sorts of random stuff.
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no it does not.
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From what I've seen from the author's .m64, at the moment, the Corneria redone wip is at the first robot. so far, there's no score improvement, only about 5 seconds improvement from small things and a major startegical change for a future level. Therefore, there is not too much difference between that WIP and the posted 337 Corneria.
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I've said this before: this run is not dead yet. It is being meticulously worked on to improve on meepers' score.
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Yes. I have not tested the plugins yet. I put the pages up because I knew all the other info about them *sans the plugins*. I will make that priority and should have it fixed by today. L4yer: I'm not sure. like I said earlier, never played either Banjo game ever. a walktrhough/FAQ should have the info though.
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it's being recorded on the Snes9x, so it won't work in zsnes I don't think. Huffers and I have begun MC2, and when we're done we'll post a wip, at which point I'll give DeHackEd the pleading puppy eyes and hopefully he'll encode a movie, which will be the entire movie 25% done. One of the funny little things that Huffers and I noticed that makes the end result seem like it'll come soon is that each lap is 1% closer to our final product. :)
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except for the aims for High Score part, which is entertaining, and is being worked on. playing in expert mode is once you get all medals. for the TAS, you need to play normal mode because there's no as of yet function for playing from SRAM for mupen.
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Post subject: Re: Playback All Level without Desync
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KRocketneo wrote:
I watch the Starfox64 all Level run and the plackback is good. To make the movie good without desync, match the status following by the movie. And make sure you match the Emulator, otherwise it will desync. Use the Rom Star Fox 64 (U) (V1.0) [!].z64, because the movie playback for the run is good. Try to submit the Starfox 64 run. When you start the Star Fox 64 Run, you can't skip intro when never seen. If you find the save game for Star Fox 64 that can get expert option, skip intro and try recording from now, that count as Start from Predefined Save. Read the Rules http://tasvideos.org/Rules.html above. You can start the time when the Mission Start, you can stop the time when the Mission End by defeating the Bosses or when the warp ends. Make sure you start the time per missions. Brett Ables Speed Run http://speeddemosarchive.com/StarFox64.html Best Time: 25:45 Best Redline Route Expert Time: 35:35 Best 100% Expert Time: 1:24:52
I honestly do not know what this post is trying to accomplish. I'm as confused as a newborn calf. The first third is telling us how to watch Star Fox 64 .m64's, which we know how to do. The next part seems like instructions on how to submit and what rules to follow, which are different for this site and are already known: start from power on, play through whole game, end input at end of run. and the last third of the post is a link to the SDA runs that do not help the TAS of this game since there are different modes available and different goals. I don't know whether to be amused or irritated.
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L4yer said Jabo's made it run. (I assume 1.6.) I haven't played the game ever, nor tested how far you can go. do you mind taking a stab and verifying that? edit: added Tetrisphere, StarCraft 64, and Command & Conquer. Not sure about recommended plugins for each, as I haven't tested them yet. I'm assuming Jabo's for Testrisphere (Acmlm forgot to mention his plugin in his submission text) and gln64 is what OgreSlayeR and I used for C&C and SC64 respectively.
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Nuclear Strike 64 test run complete. will add to the page, although not sure what genre it is. shooter maybe? edit: this game desynchs easily. pity, it'd be a good candidate.
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lock on means that when you target an enemy, the crosshair follows that enemy. it also deals less damage. I do not believe that it can be used to highlight monsters faster, because it works more like once the crosshair is over the monster, lock-on makes the cursor follow that enemy, not move quickly towards a different enemy. Mid-way bosses do fly off if you don't kill them fast enough, which is aggravating because there are minions that give points flying around to distract you. The final boss does stay around until you kill it though. reflecting the projectiles deals more damage than normal shots, but is very difficult to aim, since it reflects it directly back the same direction and the bosses like to move out of the way. it does make taking damage happen not at all in the 1st level; my life was 100% because all projectiles were reflected, even on hard mode. the 2nd level was a nightmare at one mid-way boss however. I actually would say it is hard in making sure you hit as many enemies as possible, and yes making it look good is tough too. but damn it does look beautiful. for reasons I cannot explain, this game reminds me so much of arcade railed shooter games that you find at the cinemas.
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Mario Kart 64 will be finished before this regardless, so no worries there mate.
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for the menu way at the beginning? I selected Bowser and hit the yellow ok button both on the same frame by hitting B and Start at the same time. you then have to wait for the screen to fade on its own. if you make a .smv showing faster menu, I can try to splice it in.
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Saturn wrote:
Looks great! Though you should probably analyze the reasons why the arrow long boost works sometimes, and why not. I think there is for sure a reason that could be manipulated to make it work everytime. Maybe I'm wrong though. GV1 is still the best one so far, but it also offered many more possibilities for crazy and unexpected shortcuts. Great work, hopefully the next tracks will also offer this nice shortcut-possibilities!
we both tried doing an extended boost in lap two from different angles and stuff. we even went back and tried not getting 10 coins. none of it worked. we're still not sure why. In order to make the gap Huffers simply did an infi-boost instead. Next course should also offer lots of nice shortcuts.
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if people have been wondering, Eschebone is going very, very slowly. I'm inside the slug thing and I have to use zdk1's maps to plan out what ammo to use in each room, which is painstaking. I also have to watch marshmallow's run of it to memorize each room and the order he does it in. that, coupled with the massive boss fight at the end (and a few other projects *looks at signature) means it will take some time before another wip comes out. but hey, at least I found a major sequence break, which for those who know how solidly JFG was designed should enjoy.
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Update: (J) ROM plus Rice plugin, with enabling rendering-to-texture makes the game run perfectly with no lag. Testing 2-2 to see if the graphical problems in that stage are present. edit: I personally am still receiving the same problems, so it doesn't look too promising. Raiscan and myself should have a final verdict soon.
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It's not too much math, but the hardest part I'd say is MTing and then getting the perfect realignment angle. It is kind of a steep learning curve, not in learning it (if you played it as a kid, you quickly grasp the speedrunning mechanics) but in the sheer optimizations for beaitng WR's (F-Zero anyone?) Michael Fried showed me a 15 second demo of what Luigi Race way should look like. Michael Fried's 15 second LR TAS demo If you haven't already found out, getting a MT takes 23 frames. when you jump and power slide, you hold the opposite direction, and at the right frame (which you can check) you turn the analog the opposite direction for exactly one frame, put it back in the same way the next frame, then hold R and no analog direction until the "E"s turn orange, then let go of R. use the analog to realign yourself, but turn one frame too much to the left/right, then one frame the analog left/right to realign yourself again for maximum boost. The Guys at mariokart64.com suggested that a good run for this site would also be 1P 150cc GP of all 4 cups, hopefully they'll be providing me vids of GP shortcuts (not the 2P ones.) edit: looks Like I'm doing this run. will post a .m64 and an AVI as soon as Luigi Raceway is done. currently on the 2nd lap, and about to perform the second "mylestyle" shortcut.
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excellent idea. Of course, it's more devious to have people search through the entire list and do as much looking as we do, but I'm feeling a bout of niceness coming on. will try to get that happening.
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Confirm, does not work with any plugins. Gln64 came close, but it couldn't get past the menu.
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