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Not really. The first lap is obviously going to be the slowest, but the fact that the mushrooms/feathers are a bitch to manipulate because they appear at certain in-game times, the laps can't be the same. plus little differences in when/where we long boost, other karts, and other such things like being unable to replicate exactly each lap the same way give slightly different times. but not by a large margin.
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ok, the site is working now, huh.
microstorage should be working for you.... JFG is a much higher file size due to 2 controllers, and it works just fine for me, although does take a little while longer to upload.
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The third race still looks the best because of the huge jumps around, the possibility of falling off the edge, and because Bowser wins the rivalry by nearly pushing Mario off the edge. (if only he did.) fear not about the driving in circles; few courses will be done this way, and they are not very exciting ones.
I hope we can keep up this pace. MC1 took a few days, but this and DP1 took 1 respectively.
It's time for Bowser to take flight in his own castle course!
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the last lap is special. the same lap skip in DP1 sort of works here by turning around and jumping into the void. However, the fastest way to do it is by turning around at full speed. Doing it 5 times only beats the WR by 2 seconds, since you have to go forward, gain momentum, turn around, and jump in. Once you're back on the track, you have no speed, which makes it slower. However, doing the maneuver on the last lap is fastest.
edit: aw c'mon!!!!!!!! 3 for 3 you've beaten me to it. this is no fair
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After a lot of testing today, I could not get Toad to match Bowser's times. in essence, Toad's extended boosting is faster, but i couldn't get it to outpace Bowser's lap times. plus, Toad's better turning actually was more difficult for me to control, and the driving over dirt speed wasn't enough to let Toad outpace Bowser.
So statistically Toad is better, but in reality Bowser is better for out needs. It did confirm that items are predetermined even more, since with Toad I landed on a square at 5"62 and got a mushroom, at the exact same time that Bowser did, but on a different square.
Huffers is almost done with GV1, and then I'll take on BC with Feathers.
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They're the names of the courses.
But yes, it's still confusing. It's in essence the entire route of the whole run laid out, as to what type of race each course is going to be. 3 types: 5 extended boosts like in MC1, circle turning like in DP1, and using the feather.
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Fortunately not every course is going to be done by driving around in circles; most of them will be done "normally". It also does beat the WR's by a significant amount, adds a little bit of variety, and is totally unexpected for some viewers.
edit: haha, once again you beat me to it. I need to start speedrunning making posts faster.
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aha! I thought as such. I wonder even if the speed that the first half of your extended boost is dependent on the speed that your mushroom boost is when you hit the pipe. I'll look into that.
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not quite; the only other option funguy10 is to TAS it yourself. I know you hate hearing that again, but you have now had *2* threads [1] where it's been proven that no one wants to do it nor thinks it's TAS worthy. The only way this will be done to your liking requires you making it.
Does that sound scary? it does. TASing for the first time is a little daungting; everyone was a newb once. might it get rejected? possibly, but only YOU can prove otherwise.
So I will fully support any attempt that you make towards this yourself, but I will continue to frown upon any "trust me it's good someone TAS it" attitude.
[1]: Except that I merged those threads now. --Bisqwit
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Edit: gah, beat me by 18 seconds.
I always suspected that hopping to turn tight corners works in SMK just like in MK64, and it did hold true. I'm curious if Toad can do this faster, but first I have to see if he even should be used.... hm, I should get on that. =D
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yes. all 4 cups, 20 races. we might record resets to skip the cinematics of receiving the trophy at the end of each cup, although if worse comes to worse that cutscene is not as painful as the MK64 one.
and I've decided to throw in input animations going to the music in between the races.
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Huffers and I have been discussing, and we're going to split up to test something out. He's going to continue on Donut PLains 1 with Bowser, and I'm redoing MC1 with Toad to see if he is a superior choice, due to better handling and potential better boosting. I've discovered a source that says Toad has a faster extended boost, and that Bowser has the slowest, so maybe my eyes weren't deceiving me. I also have a sneaky suspicion that the long boost that I did in the final lap, where I activated the mushroom earlier instead of right in front of the pipe, could be the fastest way of doing it, so I'm heading back to verify that.
don't know if this means that MC1 will be completely redone with Toad or not. but this is a good case where having two authors lets us divert to find this stuff out. I'll post the results on Toad usage and if we'll switch to using him or sticking with Bowser; and expect Huffers to keep going with Bowser in DP1 to work out the kinks of the lap skips.
edit: Huffers got 24:94 on DP1, the WR is 57"98. He's going to try and improve it, and I'm going to give Toad a go tonight.
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yeah. as with any TAS, bummer about discovering tricks late in the run, and N64 is the worst since it's the least hex friendly.
edit: your latest WIP was good.
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Nah, that's two serious hickeys right there. the guy really gets along with the ladies real nicely.
by the looks of this, it seems that you're filling in the 1 minute well. random killing of guards in GE/PD never looks bad.
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that run is not dead, trust me. =D
yeah this has good nostalgia. but for me, I played way more SF64 than SF. thus, the weirdness feeling I get when watching it.
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yes, luck manipulation of mushrooms dictated all our movement. We're kind of slaves to the game this way, and not the other way around, which is unfortunate. the odds for getting feathers are better than mushrooms, so that'll help for the feather routes. and the courses with speed strips makes things so much easier.
Maximus will probably be done before us; there's 19 more courses to go, some easy lap skipping, however most very difficult. and if that doesn't work, I can probably copy and paste the input into a new movie file, and spend a few hours pressing rerecords keys like a madman until I reach what the actual rerecord # is. or it can be hexed into the file. there's ways I'm sure.
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2 player vs. mode DOES run normally in real time in mupen, unlike GP mode. It also solves the problem of having Bowser to finish his lap. so a 2 player run of some sort is not lost. and you can save some frames in all menu navigations by having two controllers making input.
Also, I've been thinking about the boosting into shells thing... you can hold two items. What if you have a green shell held behind you, and have a mushroom in reserve, fire a shell into a wall, have it bounce back towards you, and boost into it and gain crazy height?
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Ditto. 1st person view is generally not good at all, for this game nor the N64 remake.
synching with the music sounds good. from what I glimpsed in Venom it seemed there were a lot of enemies, but if you can do musical stuff, kudos.
side note, it feels weird every now and then with looking at this game of lines and polygons. it's hard to play StarFox 64 and then watch this run, and not the opposite by playing this and then seeing the way better graphics of SF64. and plus the planets look very different.
thumbs up! looks good, and you're almost done!
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OgreSlayeR wrote:
Thats pretty cool... I'm looking forward to seeing this game stomped (hopefully?).
As you wish.
Super Mario Kart, 150cc, Bowser, Mario Circuit 1 complete!150cc SRAM for those that don't have it.
Hey all! This is a joint effort by me and Huffers. No bots were harmed (used) in the making of this course. Human TASing FTW!!!!
I know that everyone has been desperately waiting; the wait is over!
Lap times:
L1: 9"46
L2: 8"36
L3: 8"35
L4: 8"25
L5" 7"64
Total time: 42"06
Ok. time for a great deal of explaining.
After a few days of noodling around with the memory addresses and physics of this game, I started working on it. I got stuck on the second mushroom, I asked Huffers for help, and before you know it we're co-authoring this. we'd be sending back .smvs back and forth like every 30 frames or so. the switching off between playing happens so much in this course that not even I can tell who's behind the wheel. We went through hell and beyond to figure out all the tiny physics of this (most notably the probability of the mushrooms; see below), and we're looking forward to completing this run. This game has sat alone for too long, and the both of us are really motivated with it, especially since we completely raped the first course.
Here's the logistics of everything you'll see.
Mini-boosts were used a lot. Charging them up both on turns and on straights, by alternating left/right. they proved really helpful in gaining that extra bit of speed, and the invaluable driving over dirt.
Long boosts: the meat and potatoes of the speed. the first part is the mushrooms.
In our searching around,w e found a memory address that shows the value of the item in the box; the instant that the box turns red. we suspected that items in boxes are predetermined, and indeed they are. the items are 100% dependent on what position in the race you are (of course we were always first) and the in-game timer on the clock. landing one frame later did not matter, it was purely the timer. we extensively tested this, and it vastly affected the run. much of the difficulty came in manipulating the mushrooms. the odds, based on real time 2/32 (which Huffers thinks is crap) to get 5 mushrooms in 5 laps like we did is 1/1,048,576. It was even tougher when TASing, because you have to either slow down or do something faster in order to get the perfect timer number when a mushroom would appear. "Mushroom Famine" as we dubbed it. that's why the 5 courses all have vastly different times.
We considered using Toad, because it aesthetically looked like he goes faster and he can make tighter turns, but our eyes were playing tricks on us. He is slower, his boost is no faster, and we can deal with Bowser's inferior turning.
The luck manipulation to get mushrooms is so tough, it explains some of the "sloppy" movement, i.e. not driving perfectly around corners and slowing down sometimes. and not landing on the first possible box. EVERYTHING was done for a purpose.
My test runs had me long boosting off of the wall in the youtube video. This was a bad idea, because while I could mini boost across the dirt, I was actually going too fast as I got towards the item boxes, meaning that manipulation would become near impossible. I couldn't test every box/in-game time. so we boost off of the pair of pipes :-). great care was taken to just barely bump the pipes to not slow down at all.
holy hell did we go past the other karts. poor Koopa was lapped three times. most of the others were lapped twice or more.
we've also found a movie with infinite boosts in certain tracks, which we will utilize in the future. it requires the yellow speed strips, so expect that in future courses.
This was very difficult to optimize, and very painstaking in getting those mushrooms. We hope that our WIP is exactly what everyone was hoping it to be.
Enjoy! you all were very patient in waiting on progress; you deserve this lovely minute of kart madness.
If anyone has questions about anything, please feel free to ask.
PS:
how do you change the author title in the movie file? the name of the file is correct, but in the Snes9x select movie thingy it only lists me as the author. is there a way to change that?
We've also been discussing using soft resets in order to shorten the time. We're planning to reset at the first possible frame to skip the receiving trophy cinematic. does this work/feasible/good idea? I still have my record reset patch from my DKC2 102% run.
edit: oh, and Huffers: beat your 42:18! got ending time of 42:06.