Posts for DK64_MASTER


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One thing is for certain, driving with DK or bowser on any chocolate level means suicide. Good idea to change, and nice wip.
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Sorry, I meant 2 seconds longer. It was late last night :(.
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Hmm, looking back at that bc1 wip, and applying my 2 second shorter idea which I suggested beforehand... Why not do that same thing for all laps? Is lakitu way too slow to put you back on track? Or you could do it on the last 4 laps, and do the first lap like normal? Maybe I overestimate the time it takes for lakitu to put you back on track?
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Would it be faster, in Bowser Castle, to use the last feather for a shortcut, and then get an item box (shroom) past the finish line, turn around, and get another item box (feather), and super boost (the things you did in GV) you along the way with a feather in your bank, to take the last shortcut? There will be some backtracking, but with the fourth lap shortcutted, you should save some time. Ok, to reiterate: On the 4rd lap: get a feather, take the normal shortcut, go past the finish line (final lap will display), get a shroom, u-turn, and boost yourself over another item box (feather), and take the final shortcut that would have normally done with a feather on the fourth lap. It could also be faster to eliminate the mushroom, and just go for a feather on the fourth lap.
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Michael, you keep on saying that it's unoptimized. Please tell us where. Don't pull an AKA on us. Is it to do with the mini-turboing? Should he be doing them on curves constantly? Should he space them out between 2-3 second intervals? Should he rely on the speedometer? In ComicalFlop's M64 file, he tries to keep the speedometer at 80 as much as possible. Will miniturboing it more frequently raise the speed above 80? I take it that in that world record video, you are at 100cc, so you can't go above 75 while driving without mini-turboing. Please offer some input, or comicalflop is not going to fix what he may or may not have erred.
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Now that DeHacKeD has updated the AVI, it plays perfectly for me in VLC. Maybe a re-download will help your problems?
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Mukki wrote:
The AVI appeared fine to me. The run itself; good run and all that, but certainly improveable. I think that whoever runs this next should really go for perfection so that it isn't beaten by three seconds two weeks after submission.
You see, without a "perfect" benchmark, I believe that each runner believes his or her previous run was close to frame perfect. If you have a better benchmark, or a more perfect run to start off with, you have a reference to go from. Using this reference, it's often a lot easier to spot improvements, especially if the person tasing it is not the same person. A big point of improvement in this run, however, was the pole glitch, which was discovered after AKA had submitted his run to the workbench, which was delayed, and then subsequently cancelled. However, with this movie, I'm sure another movie will arise, and another, and then two more. As I said, perfection begets perfection.
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For people that like SMW... http://dehacked.2y.net/microstorage.php/info/3822/fish2.smv fishes love pswitches :)
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Still, I don't remember any transition problems in the previous AVIs, also watching it from the M64 file directly, there are no transition problems.
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I'm using VLC, and the video is playing pretty bad... It lags, speeds up, and looks choppy, overall. I haven't really had any trouble playing previous movies (except that arkanoid game, and that was only a volume issue). This is borderline SDA quality ;).
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You didn't say that, but you seem bitter that this run was published so fast, in comparison to AKA's. Then you realize that AKA's run was delayed, and then start talking about some hex-editing stuff, seemingly related to your previous post, hence your using the term "But, then." Or I could be reading too much into this.
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laughing_gas wrote:
Oh, okay. But then that means Rikku would have had to hex-edit in the improvement in Bowser 2 as well because he submitted this not long after it was discovered.
There were a lot of other minor improvements other than the warping up the pole glitch. I can't see Rikku hex editing them all in. And what does hex-editing have to do with anything? You think Rikku took AKA's run, hex editted the pole glitch, and submitted? Where did all the camera angle changes come from, then?
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comicalflop wrote:
Fabian wrote:
comicalflop, unfortunately we'd also need to find a very fast scrolling autoscroller, like the one in SCW. That might be a problem.
that it would. It still is a great TAS tactic for SCW.
My post was kind of a jib at SMW/SDW, where running underwater is impossible (or if it is, please contradict me)... The game forces you to run because the screen rolls at over 123 speed (where-as mario's max running/flying speed is around 49-51(not so sure about this)). So basically, you are pinned against the left-most wall, and all you can do is swim up and down. The game forces you into a running state for reasons unbeknownst (there's your word of the day bitches!) to me. That level was quite refreshing to play. It was so uncontrollable, that I had to slow the game down to 25% speed, and even then it was like you were at running speed. It will look very impressive in real-time, if TASed properly (or at all). I made a little demo of the high speed: http://dehacked.2y.net/microstorage.php/info/3761/runspeed.smv During this state of high speed, it is fun to shoot fireballs, because you can shoot 1 every 3 or 4 frames, and it will look like mario is frozen, and riding a trail of fire.
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djs wrote:
AVI PLESAE
<bkDJ> djs can suck my cock
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Another reason why this game is awesome: Mario is running, underwater! I never thought a scrolling level would be so entertaining!
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Although it's tough to spot the improvements from the latest run, other than the zipping up the pole glitch, I vote yes. I particularly enjoyed the consistency of the camera angles in this run.
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Perhaps some easter eggs for detected sequence breaks, or even stuff "left in" the game with no known means of access at ship time...)
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It's not very often I can say that I broke a game. http://dehacked.2y.net/microstorage.php/info/3743/brokenSCW.smv Spoilers for people who haven't beaten a lot of the levels.
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Acryte wrote:
Guano - BOMBS WORK FINE.
Great job Acryte. How many bombs are needed? Damn mupen. I wonder how much time could be saved if mupen was able to emulate OOT perfectly? No 5 second pause glitch, bombchus should work... I'd say around a minute.
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Post subject: NO DESYNCS!!!
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Ok, I've just confirmed, that there are absolutely no desyncs when using the rice plugin. I played it from start to finish. The run is desync free.
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laughing_gas wrote:
They're not showing up.
You're not showing up.
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mwl wrote:
Also, can someone who does have the necessary plugins to view Guano's WIP please do a desynch check from the beginning?
I'll check it with Rice, and cross my fingers. I am well aware he did not use rice.
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In one part of the 2nd to last lap in GV1, you hit 2 walls. Is that done on purpose, or is it unavoidable?
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Wow, that was pretty incredible, the ending was unsuspected :D.
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