Posts for DemonStrate


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DaTeL237 wrote:
DemonStrate wrote:
DaTeL237 wrote:
DemonStrate wrote:
I hope this is proof enough that it was done via Gameshark: Super Mario 64 - Gameshark Water Walk Proof: http://www.youtube.com/watch?v=Qo0k1ze7jKE
Indeed it's convincing that the video was done using that cheat, but the videos also suggest to me that the door is fully functional :) I still think it may be possible to use the door if mario moves from standing-on-ground to be-in-front-of-door in 1 frame (which could be tested using GS)
If you need me to test anything else, just tell me. It doesn't take long to record a video and upload it.
If you can also run an emulator then the following would be a good test i think: 1) find RAM locations and cheats for mario X, Y and Z locations 2) find values for X, Y, Z that are in front of the castle moat door (find these while water is lowered so height for standing-on-ground is ok) 3) stand on solid ground with the water raised on a new file 4) rotate mario so that he would be facing the door 5) pause emu 6) activate X Y Z cheats with the found values 7) continue emu
Well, when I said about testing something, I sort of meant on the N64 with GS, since anyone has access to an emulator. For one, I don't know to how to do that, and two, it sounds like someone who has experience with RAM locations in Mario 64 should take a look at. A few pages ago, there was one post about a RAM location of something, so I'd ask that guy. If you want me to record something using my N64, I'd be willing to do that.
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DaTeL237 wrote:
DemonStrate wrote:
I hope this is proof enough that it was done via Gameshark: Super Mario 64 - Gameshark Water Walk Proof: http://www.youtube.com/watch?v=Qo0k1ze7jKE
Indeed it's convincing that the video was done using that cheat, but the videos also suggest to me that the door is fully functional :) I still think it may be possible to use the door if mario moves from standing-on-ground to be-in-front-of-door in 1 frame (which could be tested using GS)
If you need me to test anything else, just tell me. It doesn't take long to record a video and upload it.
"I think we can put our differences behind us... for science, you monster."
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I hope this is proof enough that it was done via Gameshark: Super Mario 64 - Gameshark Water Walk Proof: http://www.youtube.com/watch?v=Qo0k1ze7jKE
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I didn't mean gameshark version, I meant Mario 64 version.
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He said he did this on an N64, so does that mean that the game version would be different than the one you guys are using for your runs? Would the game version make a difference?
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Kuwaga wrote:
Oh, so it could still be a hoax? Guess so..
I'm pretty sure it isn't a hoax. I seem to remember seeing a video of getting on the other side of the guy, aka the 'invisible circle' he speaks of, but the problem was getting past him after that. Sadly, I don't remember how to do it, though.
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DaShiznawz wrote:
How far along are you guys? I wish I had taken damage somewhere as kid because when I become an adult I still have 3 hearts and it takes 1min to death warp three times of glitching through the wall. Not that anybody cares it isn't the "REAL" run but I am just saying.
petrie911 wrote:
-Would going over to the peahat be to far out of the way to save time with a superslide to Lake Hylia?
Use the Peahat to take damage. Then superslide off of it.
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bkDJ wrote:
DemonStrate wrote:
I just realized something. Did anyone ever try to modify the rupee route so that you can equip the sword and the shield on the same pause screen?
Wouldn't that be pointless at this stage though, since anyone wanting to start a run NOW would want to use okaygo's softhack to have normal pauses.
You could still find a faster route, despite the pause time being reduced. I don't know exactly how much you would have to deviate from the normal route to get the extra rupee's though. Also, you would probably need the sword if you needed to buy deku sticks, since it takes alot more rupees to buy them for Owl skipping.
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I just realized something. Did anyone ever try to modify the rupee route so that you can equip the sword and the shield on the same pause screen? Basically, you'd have to gain the extra rupees without chopping the hedges. Also, when someone figured out how fast Link moves with various methods, did they find the speed he moves while gliding with a cucco? I'd just want to know how that compares with backwalking.
"I think we can put our differences behind us... for science, you monster."
Post subject: Re: Is there a way to convert .m64 to .avi?
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Backthing wrote:
Convert .m64 to avi is there a way?
You want to capture the .m64 into an .avi. Don't say 'convert', because .m64 isn't a video, so you cannot convert keypresses to a video.
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Dwedit wrote:
Why did you get the red rupee?
Because there is no such thing as cancer in a tunic.
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Warp wrote:
Wouldn't that be kind of "cheating"? You would be getting a much shorter video than the speedrun really was. (The TAS community has always been trying to make clear that we never cheat eg. by video editing tricks, so this could be seen as controversial.)
Yeah, obviously there would be 2 different videos. The no-elevators one would be for people who just want to see the action.
"I think we can put our differences behind us... for science, you monster."
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Twelvepack wrote:
that was really, really awesome. I hope you see that project through to the end.
I'd only start the TAS after I normally ran it, so it may be a while. I haven't even finished perfecting the routes for every level yet. It takes hours and hours of gameplay to find and possible timesavers, especially with OoB glitches being used. There are multiple ways of making yourself end up at the end of the level.
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RT-55J wrote:
moozooh wrote:
Well, it's just been proven that a Portal TAS would consist of roughly a minute of gameplay and about 6-8 minutes of waiting for the cutscenes to end. :\
In that case, I bet most people would prefer it if there was a cutsceneless avi.
Yeah, I could easily just edit out the video every time the elevator door closes, and then start it up when it opens. That would work.
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Bisqwit wrote:
You must then provide a video of the playthrough as an AVI so people can frame-advance through it. Youtube does not support frame-advancing :(
I uploaded them to Vimeo. You can download the AVI's in the lower right hand corner of the page when they are finished converting. BTW, the AVI's that they provide for download are not compressed, but are the quality I uploaded. Portal - Chamber 13 - TAS Test Run: http://vimeo.com/912584 Portal - Chamber 19 - TAS Test Run: http://vimeo.com/912596
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Bloobiebla wrote:
Yes! I found out a much faster strategy for lighting the eyes, about 3 seconds faster. I'm really happy with the method I used but I would prefer to hear some opinions on it so that I don't find myself having to come back later due to someone finding a faster way. So please if you have any ideas at all for improvement or if you think it's the fastest way then post your thoughts. Thanks http://rapidshare.com/files/108390353/Lighting_the_Eyes_-_Again.avi.html
I hope you realize the point of the video link I posted was to show you that you should jump off before the cutscene where it opens his mouth... you lit the eyes faster, but you didn't jump off. His video is still faster because he is falling during the cutscene, and is already in his mouth when its done, plus, doesn't use a jumpslash, so he doesn't get stunned and injured.
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Ferret Warlord wrote:
DemonStrate wrote:
I wouldn't have a website or anything to submit it to :'(.
Sure you do!
I don't know why I never checked out this site before. They have a Tool-Assisted PC section... :-D
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I posted this in my Portal Speedrun thread in the Speedrun Competitions section of the forum, but i'll put it here since it is relevant:
I did a testrun a couple weeks ago after figuring out about frame advancing. Its not that good, but at least you can see how quickly you can aim and move if you were to make it a TAS-like run. Check it out: Portal - Chamber 13 - TAS Test Run: http://www.youtube.com/watch?v=nBZVn9TNaTU I also just made a Chamber 19 test run, using the old way of portaling down the hall ways. These are just testruns, so I end up wasting a few frames while turning and shooting the portals. Portal - Chamber 19 - TAS Test Run: http://www.youtube.com/watch?v=DoLiKKfh3tU Well, i'm going to be doing a normal speedrun using OoB glitches soon. But, if I ever did a TAS, it would mostly consist of standing in the elevator the whole time. I'm highly considering it, since its not difficult to do. I wouldn't have a website or anything to submit it to :'(.
I'd probably only work on that project if people had an interest in it.
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moozooh wrote:
Well, it's just been proven that a Portal TAS would consist of roughly a minute of gameplay and about 6-8 minutes of waiting for the cutscenes to end. :\ Thanks for the testruns, though, they're awesome and confusing while they last.
Well, i'm going to be doing a normal speedrun using OoB glitches soon. But, if I ever did a TAS, it would mostly consist of standing in the elevator the whole time. I'm highly considering it, since its not difficult to do. I wouldn't have a website or anything to submit it to :'(.
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I did a testrun a couple weeks ago after figuring out about frame advancing. Its not that good, but at least you can see how quickly you can aim and move if you were to make it a TAS-like run. Check it out: Portal - Chamber 13 - TAS Test Run: http://www.youtube.com/watch?v=nBZVn9TNaTU I also just made a Chamber 19 test run, using the old way of portaling down the hall ways. These are just testruns, so I end up wasting a few frames while turning and shooting the portals. Portal - Chamber 19 - TAS Test Run: http://www.youtube.com/watch?v=DoLiKKfh3tU
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Bloobiebla wrote:
AKA wrote:
It would be best to light the eyes with bombchu's after climbing the ladder at the start. After that you can continue through the dungeon until you get the bomb bag.
I don't have the bombchus to spare :(
bkDJ wrote:
it looks optimal but I have no idea if it's faster to light the far eye before the closer eye (probably not) or to do a different jump off the platform (is a backflip/sidehop that transitions into a jumpslash even possible instead of the tiny backwalk you do after the cutscene?)... But assuming it's near optimal, could you have manipulated the direction you face after dropping the second bomb so you don't waste 3 frames (or 1 depending on whether you consider this game 60 or 20 fps) readjusting before hitting Z? Also, doesn't the published run use bombchus at the start?
Other jumps don't work unfortunately, they don't give you enough distance under the top of his mouth =\. Guano uses bombchus at the start because he has the bombchus to spare, and he gets the silver gauntlets so that he has bombs to kill Dodongo and does bombchu bowling. With new ways of getting to the bombs i'm almost 100% sure it's faster to just get the bombs now. When I get home later I will test other strategies but I'm still open for any suggestions
Here is a faster method using bombs: http://www.youtube.com/watch?v=_1DptPkM1SI But, I'm really positive there is a way to jumpslash into his mouth. I could have sworn I've seen a video of it before.
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Bloobiebla wrote:
I just finished lighting the eyes in Dodongo's Cavern in my run but i'm really skeptical on whether or not this part is optimal.. It's the fastest strategy that i could come up with. Normally when you throw the bomb in an eye, the time for it to explode resets to 4 seconds once it hits the eye. So I was able to get around that but something tells me this can be improved, but i don't know what it is. If anyone has any suggestions please tell http://rapidshare.com/files/108143019/Lighting_the_Eyes.avi.html
I could have sworn there was a way to get to that boss's door without lighting the eyes... I'm pretty sure i've seen that before, but I don't remember how to do it.
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Swordless Link wrote:
Just in case there's any confusion, this is what will be done: http://download.yousendit.com/5418F4182DB3243E
Thank you. This stupid discussion was wasting time.
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A recent discovery I found is that Source engine games have the ability to play through PER FRAME. At that point, you are pretty much TASing the game. You need to limit the frames per second by changing it to something like 60 fps, using the command fps_max 60. Then you use the command called singlestep, and set it to 1. Then use next, and set it to one to advance to the next frame. So, an example on how to TAS as a speedrun; my console commands would look something like: fps_max 60 bind f "next 1" singlestep 1 record TAS_testrun Now, all I have to do is press f to advance to the next frame. Its sort of strange to play a modern game per frame, because everything looks jittery while frame advancing, but when you play it back, it looks fine. To stop recording and frame advancing: stop singlestep 0 Its as simple as that. I can't believe I never found that before now.
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Bisqwit wrote:
DemonStrate wrote:
My full speedrun is online now!<...> Enjoy!
You have clearly been thinking with portals. Cue applause. It was enjoyable. And I seem to make this sound entirely sarcastic, when I really did enjoy it a lot :P I need to watch this movie in frame advance. I can't follow you sometimes. GLaDOS didn't even know what hit her! No deadly neurotoxin, either.
I'll be making a commentary version that will slowdown or show off different clips explaining the tricks used. It'll also have a 'special' credits song. :-P
"I think we can put our differences behind us... for science, you monster."
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