Posts for GWing_02

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Incidentally, if you WOULD vote no on your own movie, PLEASE don't post it, okay? =P
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Actually, I was thinking just that earlier when he mentioned the glitch.
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Not necessarily, there are just some special things you can do to get higher points, like using the arwing to clear and stuff.
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I think they *may* be typed by hand. Which would be a problem.
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I voted no, it was played on easy.
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Nahhh that's too easy. =P
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Bisqwit doesn't have infinite bandwidth, and every little KB helps.
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Watching now. Will edit with comments.
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He only gets out there to do two stars from the ghosthouse - this is frequently regarded as a mistake on his behalf, and eye to eye in the secret room (star 6) is not one of them.
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I know that in Project64 there's actually an option listed in the Cheats menu that fixes the Subscreen delay to a *certain* extent; I'm assuming it's just a gameshark-ish-type code, so maybe you could find out what the code is and hardcode into Mupen? The only side effect I've seen with it is that the background switches to the last house-type environment you were in rather than the current screen.
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TSA has already expressed interest in doing this run several times both here and at SDA, and I think it's just a matter of us working together and helping him do it; he sounds really excited about it. As for the segmenting idea, it's not going work the way you suggested, DK64M. We've done it before for Mario games, but even then it's pretty fishy and you have to fiddle around with it... entering the level several frames later, for example. The problem is that the randomizers for games function on too many variables we don't understand.
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DK64M: I think both ways were approximately the same time when LeCoureur tried it so he went with the cannon since it looked cooler and he'd already used the triple-jump wallkick turnaround longjump twice for the main upper platform stars.
Post subject: Re: Martin....
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Weatherton wrote:
All, I can't believe this but I just learned that Martin committed suicide... he was a key partner in this project and also a friend. I am absolutely shocked and am also mad, at him and at myself for not trying to be more helpful to him. if you would like to voice your reactions and see those of others, the topic is here: http://www.mariokart64.com/cgi-bin/yabb2/YaBB.pl?num=1131901120 Maybe someday I will begin a TAS of mk64 in his honor -- it's something that I know was important to him.
I am extremely sorry to hear about your loss......
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DK64_MASTER wrote:
Hehe, in the 40+ page OOT discussion topic in SDA. Arcyte, especially has been doing a lot of research, and has a lot of nifty text files that will help single segement, segmented speed running, and tool assisted running. He's optimized the Deku tree at this moment, and has decided go to on to Dongodongo's Belly, after he's figured out how the game sets flags for certain items, something way over my head called flame storage...
........Jabu Jabu's Belly, you mean? Or Dodongo's Cavern? I lost track of that SDA thread a long time ago, it got way over my head once he started going into backflipping off signs and such to skip text.
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I don't see why crooked cart would be allowed here even if it did become emulated, because everything we've done here so far is completely doable within the bounds of the game, if you had amazing reflexes, whereas crooked cart not only destroys the spirit of the game, it starts treading on the shady territory of physical manipulation. It would be like allowing gameshark codes on tool-assisted runs, it's outside the bounds of the programmed playing experience, it's not a glitch, nor is it a programming bug. That's my opinion.
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I'm still bummed I didn't get to be a part of this, but you guys worked together just fine. I guess I'll just stick to being an almost-have-been. =P
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Just found and watched the final movie, and all I can say is wow. It actually wore on me after a while; it's not something to watch in one segment. Good job, guys, good job.
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Watch as he then puts blocks scattered along the path that you took through the 15-exit run to foil your exploits and glitch locations. :P
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daniayaw wrote:
for me is PRVUWVROWVRUWVRAW o.o
I second this notion.
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Well, I kind of staked out my opinion a little too far with the whole entertainment vs speed argument with Fabian earlier, and I feel kind of bad for it, because he really is working really hard (as of course are you).
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I see... well I understand that you guys are mad at me about my past comments about entertainment vs. speed, but I really would like to help still. Quality Assurance, think tank, whatever, I really want to help.
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Hey guys, I'm back, I've been insanely busy the past couple of months. I'm still really willing and eager to help out, so please add me to your "quality control" or even your core group if you ever need more help.
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Yellow text means your checksum is bad; in other words your ROM wasn't patched right. Try starting over and doing exactly this: 1. Lunar Expand on an original SMW (U) ROM. 2. IPS patch the newly expanded ROM Play again. See if you get white text this time.
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Another note is that there's another castle with the P-switch which you activate to make a door appear for the star world key exit, but you don't REALLY need the P-switch to do it, just walk under where the white arrow pointing up is and hit up. Whenever you get there, I don't remember which castle it was.
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I'll give it a shot, I think I can make it work.