Posts for GWing_02

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Yea we were discussing TTC a while back and decided that though we/he should definitely try it it's probably too horizontally gaping and vertically oriented for the BLJ glitch to be of particular use.
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hopper: The problem with that is that I don't seem to recall any platform that moves or is shaped in such a way that you could use it, unless you could somehow clip through the floor from below from somewhere else, and as far as we know the glitch can only build horizontal momentum because you're long jumping.
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Well it sure was one hell of a burst of productivity... =) That's cool though because March-ish is when I start freeing up too so I can watch the progress and keep offering the useless feedback I've been offering the whole time... =P
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It's been too long since I followed this run, because it looks amazing. I should get back on the channel. If only I had the time for it.
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I doubt that a one frame gain in a message could be made up with a suboptimal route.
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8X is plenty enough for the Toad stars.
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Wow, this thread absolutely erupted since the last time I checked. I'm pretty sure the debate has settled down, but there is one point that I can't stress enough, as a fan of both TAS and speedrunning (and a semi-serious player of both). It's about entertainment. So why don't we all just settle down a little bit, relax, and enjoy the show? Foda has been working very hard on the run, and since I've been following his progress closely on the IRC channel I can most definitely say that he is not making a half-assed attempt. Nearly all of the runs on this site are the result of hours upon hours of trials, retrials, and experiments. There is no equivalent to playing a game with the goal of perfection in reflexes and route. Which brings me to another point I can't stress enough. With random exceptions, NO ONE has ever played Mario 64 with frame advance or super-slowdown and re-recording before. No, Dom Dunc hasn't. Not Curtis Bright. Until a week ago, nor had FODA. Until a few weeks ago, nor had Spezzafer. We are all on an even playing field when it comes to the level of reflexes we are able to exploit now with a re-recording N64 emulator. Not one person, until just recently. Which brings me to the last point... We need to work together to bring about the best results, not argue about the qualifications of a tool-assisted speedrunner. The fastest way that we can get about this is to cooperate, put heads together, bounce ideas, and find those exploits and routes. I personally have been doing my best to give FODA suggestions, advice, feedback, and support (though I don't think I've actually been much help, maybe even annoying), and I think that if we all did just that the result of us, as a community (a word FILIM0NAS himself has used) will be a spectacular product.
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Yeah but it's minor enough that it's still fastest to beat Lavos first opportunity - usually just talk to some people in town square.
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I don't especially *like* it. I guess if it's usable for some MAJOR glitch it can be used in moderation but I just don't like it. Then agian, I didn't really like left+right either....
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Like I said, I'm not sure about the eel. Otherwise it looks awesome. The 6 frames will be worth it... and most people will likely never notice anything was done there. Also, running on the 4 chests you do after 100 coin star looks shaky - is it straight?
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Um, doing that JUST for WDW alone would take a good 2 hours even on TAS. If not more.
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And what if I just want to BAM skip 20 minutes of playback, and no savestate was provided?
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At this rate we'll have the game TAS'd in about 30 years. =P
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No, savestates are large because they literally store the entire state of the system - what's in the RAM, what bits are running through each component, as well as the SRAM. The SRAM itself is a tiny little thing.
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Oh yeah, that too. Menus are glitchy.
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I think Foda will only do it if it's as an epilogue type deal, not part of the actual game; one idea we tossed around on the IRC chat is just releasing a seperate movie just on the forums or in the run blurb that just shows the yoshi deal and a few cool tricks for entertainment... that's probably what will end up happening.
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I don't think it's going to be done...
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Does the .m64 file format record SRAM? If it does you can still record from reset, just with characters unlocked as they would if you reset your actual console... that would probably be more acceptable than recording from a savestate. (Besides, savestates are HUGE.) If not, an exception may still be able to be made. Ultimately the decision doesn't fall to us lowly folks. =P
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This would be so incredibly epic... I don't think it will be done just yet. There isn't much that even CAN be done in terms of luck manipulation, since each enemy and attack are assign the EXACT same value each time, and the only thing to be gained out of a TAS specifically is perfect reflexes for action commands... at least that's all I can think of. The nature of the game means there isn't much that can be done to sequence break, i.e. the physics and moves aren't all that exploitable... Paper Mario is kind of overzealous with its collision boundaries anyways.
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I'd already suggested looking at the pendulum platforms on RR but we determined that it probably moves upwards too slow to actually work. I will actually try it later this week, though. I also told FODA about the faster cruiser crossing the rainbow route in full detail yesterday so don't worry about looking for it.
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nitsuja: yeah it's here, but with other stuff in it and not the final version that he posted: http://www.angelfire.com/ex/uobt/teleporting.zip
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nico wrote:
haha, yeah i'd think the human player to frame perfect time improvement ratio is something like for every five minutes of human play, at least a second can be knocked off with perfect control and timing. that ratio probably grows exponentially when approaching hours and such.
I should imagine it's closer to 2 seconds gain per minute of human play, maybe 3 seconds, just from optimization.
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Oh, you cut a frame out? No more rebounding off the green rock? Nice.
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Yeah, I think just play on hardest level and forget about score, leave it for another day, and the run'll get accepted pretty fast.
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Rusty wrote:
There is another problem to doing this. Many games have an eeprom, which cannot be erased. If the game uses this data, then the run may start out different. With emulators, this is fixable, but on the console it would have to be manually wiped for some games before each run.
Ummmmmmmmm doesn't EEPROM stand from Electronically Eraseable Programmable ROM? In which case wouldn't, uh, wouldn't they be eraseable?