Posts for DK64_MASTER


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I'm extremely impressed at your ability to generate great quality runs at amazing speed! And you've been cycling through each game like it was no effort. A big thumbs up to you Sami! As for the current run for DKC, I think it's excellent!
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Sir VG wrote:
People have. There was discussion over at SDA about it.
Which is exactly what I was refering to.
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Sir VG wrote:
DK64_MASTER wrote:
Great run, cool new scrolling level :). A++++
Come on man, this isn't eBay. ^^;;
Yeah, you're right. Though, I wouldn't be surprised if I find someone trying to make a profit off these runs using Ebay....
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Great run, cool new scrolling level :). A++++
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Bag of Magic Food wrote:
Um, you mean you're going to wait until you can see the movie in .avi form? What purpose does that serve? Is it a good idea to vote yes if you haven't even checked that the movie finishes the game?
It means, I fast forwarded many parts of the game. I watched snippets of the whole run, plus I followed the WIP. Of course I checked the ending. It was enough for me to make my decision, so yes, It was a good idea.
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Very impressive (as always). I watched some of it, which was enough for me to make my vote, as I don't want to spoil some of the other things.
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UHH, WTF happened to the mountain. You... Destroyed the mountain. That was probably the biggest WTF moment I've ever had. I knew you were gonna warp, but I didn't know the camera would follow you so much! That was, uh, words cannot describe it. My screen is currently paused at the bob-omb fight, just because I wanted to comment on what happened a few seconds before. Amazing!! Keep it up :D.
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Weatherton wrote:
Myles sent me this vid a while ago (uses the shell): http://www.people.virginia.edu/~avw6s/MarioKart/MylesMarioIsland001.wmv you can also long-jump, but it's harder apparently
I'm just going by an assumption that it's possible due to this and previous posts.
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The question is, when you finish the race (without speaking to KTQ at the top of the mountain), and leave the top of the mountain, can you still go back up there later and claim victory? Meaning, does your time save? And does he slow down even after you finish the race? (Lazy bum). If so, FILIM0NAS's route seems pretty good, although, aren't there some coins near the flower bed, below near the purple switch? And the transition between the island and the flower-bed seems pretty long. Maybe you can BLJ to the island (like you mentioned) after you get the red coin on top of the chomp, and then make your way up the second half of the mountain? -KTQ -under bridge/box -chomp/chomp post -BLJ to island -long jump to top half of the mountain -scale top half of the mountain to finish the race (collecting coins obviously) -slide down green slope (free red coin :))/collect coins on the bottom half of the mountain -coins near pswitch(1) -coins near flower bed(2) -coins near red coin posts(3) -cannon to the mountain -$$$$ Note: 1,2,3 may be switched around, since I'm going by memory. I dunno, what do you think? If you can miss 6 coins, ignore the chomp coins, and start BLJ immediately after the coins under the bridge/box.
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Is KTQ the slowest star in Bobomb Battlefield? If so, then you have no choice but get the 100 coins during that star. I mean, even if KTQ goes slower when you are behind him, the amount of downtime, nonetheless means it's almost imperative that you do the 100 coin star in the same star. But I'm sure you knew that. Now the question is, what's the best coin route such that KTQ doesn't slow down Maybe: talk to KTQ, box coins, 2 goombas coins, bridge coins, red coins in the field, circle the pole coins in the field, circle the mountain coins, top of the island coins (can you even open the cannon?), get KTQ star, finish 100 coin star. I have no clue if that works. You have to keep ahead of KTQ as much as possible, right?
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I re-did it for everyone: https://webfiles.berkeley.edu/DK64_MASTER/shared/final.avi Does it work? :)
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Nightcom wrote:
God damnit, if you guys can't figure out the Gerudo thing -- I'm going to ask for a save state and I'll show how.
You'd better ;). Weve been trying for quite a while, so we'll gladly accept any other input :).
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FODA wrote:
I don't turn in mid-air, i turn while on the ground and then jump on the first frame of the breaking animation so it looks like instant 180 turning+jump. I don't know exactly what you meant : / I'm running in one direction, then +1 frame i hold opposite direction then +1 frame i hold A+B+that opposite direction.
Yeah, I'm sorta bad at explaining things, but that was the answer I wanted. I tried it out on a console, and you were actually making a sideway's jump, but just pressed the dive button really quickly, I get it. :).
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Looking great FODA. Just one comment on potential strategy... In the first world (I forget if it's JRB or DDD) in the 8 red coins star, you make a very quick 180 in mid-air right after gathering the 8th to get the star. Could this be done at will, or does the screen have to pause (like it did to show the star animation) for it to work? I make this comment, because in general, turning around in Mario 64 is quite slow at times (on console), and this makes taking a 180 look almost seamless. :)
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There is ongoing discussion about OOT and Majora's Mask (they use basically the same game engine, except for a few tweaks, like Link's flips when he jumps :)) at Speed Demos Archive... The main topic for discussion is quite overwhelming to say the least: http://speeddemosarchive.com/yabb/YaBB.pl?board=consoles_newer;action=display;num=1118551274 And then the Majora's Mask topic (which had died down for a bit): http://speeddemosarchive.com/yabb/YaBB.pl?board=consoles_newer;action=display;num=1131054981;start=212#212 And the 100% OOT quest thread(s): http://speeddemosarchive.com/yabb/YaBB.pl?board=consoles_newer;action=display;num=1118551336;start=60#60 Both topics cover a lot of strategies for console runners (we currently have sub 4:30 as a goal for a new run of OOT), and TAS runners (Arcyte's the leader in research for both)). And sorry for the page stretch, I'm not quite sure how to work the URL option (where exactly do you put the name of the link).
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m.r.bob wrote:
jimsfriend wrote:
The biggest difference between your run and mine will probably be bowsers castle. I use door 8 because it is 100% random-free while door 7 is almost certain death for me.
What are you talking about? I never declared any paths or anything. I think our runs will be pretty much idenical though. Maybe what we should do is collaberate. Confused: Oh wait, so Jimfriend's run isn't a TAS, it's a regular run or something? How would that work? I'm confused? I thought this site was just for TASs...
Jim, as well as me, are regulars of http://www.speedemosarchive.com, a place for console made speedruns (without save-states, or re-recording). Often we test tricks on the emulator, in collaboration with you guys :). We also often set unrealistic goals of trying to come close to the timed run of TAS, but that's another story.
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Charging Chuck = bad. Jumping on them loses 2-4 frames (not sure the exact number). Collect more coins. :) You missed a dragon coin. Other than that, it's all good. You'll learn the nuances of SMW soon enough (I don't know them at all, though, except for the Charging Chuck thing, since it was mentioned back when gwing, JXQ, and Fabian were working on their first SDW:TLC run). And maybe you can use the jumping glitch, although I'm not sure how that works (you have to gain maximum velocity, and never stop jumping, whenever you hit the ground, you jump as early as possible (1 frame after hitting the ground) or something). If you are serious about challenging the run, it might be nice to learn how to hex edit, which I'm sure members can explain to you (I dunno how :().
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RemieGino14 wrote:
Does anyone think theres a way to get on top of the castle without having to get 120 stars? I mean...would there be a possible way to get up there and talk to yoshi? I'd give props to anyone who shows evidents... - RemieGino14 -
Getting to the top of the castle is easy. I've done it on console, but only on the right side. I've seen a video by holymoly (banned from SDA) getting up on the left side, as well as the right side. I think it was mentioned in this thread. I can' find a link right now, but I'm sure someone else will :)
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Are you sure you did the princess's secret slide the fastest possible? I don't know myself, and maybe it's just me, but that detour you take in the beginnin, so you can face backwards looka a bit awkward and slower than hitting the wall twice (as in the older runs). Other than that (and the 100 coin route, which is too complex for me to figure out a better one, which there might not be), the run looks amazing :). Keep it up FODA :)
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What about fixing the emulation playback glitches when opening a menu? Are we just going to ignore that now, despite the fact that it could potentially cause a major desynch? If it doesn't desynch and just takes a long time to open, I can live with it (esp if it's a test run) :).
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This run is the best thing since sliced bread. (sliced bread being SDW:TLC). A++ run :). I didn't watch the progress of this run, just because I didn't want to spoil it for when I see the finished run. Now I'm glad I refrained, because this run is SO GOOD! Makes me want to steal my friend's NES and attempt it on a console :).
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Very well played! A definite yes!
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Bag of Magic Food wrote:
Hyphens are overrated I mean it's all, "Oh, it's between 2 words? That's all?!"
Fixed.
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Bag of Magic Food wrote:
I wish more people cared about proper hyphenation
I wish that more people would care about the proper use of a period.
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jrr7 wrote:
Just noticing that the mip-mapper appears to not be functioning in the movie -- all the textures are the mid-range textures. This is most noticeable in the hallway to the first boss world: on a real N64, you see the Princess's portrait at long distance, which gradually turns into Bowser's portrait as you reach mid distance. It's also noticeable in the opening cinema with the letter from the princess: the background of the letter is extremely blocky (it's using the midrange texture instead of the closerange one) Is this by design?
This has been discussed in the progress thread in the N64 section. It's the plugin's fault, but it's not too big of a deal, so we decided to leave it be. Just for closure, some of the lighting is also messed up.
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