Posts for Huffers

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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
karterfreak wrote:
I have money on the fact that mc1 can be improved by making the turns tighter and keeping good luck manipulation to get shrooms while doing so. If I am proved wrong i will record myself eating a hat. Thats how sure i am.
You won't find anyone willing to bet against you :p
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Cardboard wrote:
I really don't know what to think. While most of the stages where you actually drove were awesome, the circling ones were just... not at all entertaining. Bowser's Castle in the Flower Cup was probably among the more boring scenes I have seen in a long time. Well, overall, I suppose I will grant this with a rather weak yes.
Good points. Ideas on how to make those levels more entertaining are very welcome.
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Randil wrote:
This desyncs for me right after the mushroom cup... My ROM has the right checksum, and I have the correct sync settings. Does anyone else have this problem?
Use the "Record Resets" version of snes9x. http://filexoom.com/files/1094/record_reset_snes9x.zip
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
do not forget to *ENJOY THE SAUCE*
Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
ateam2 wrote:
Does this now create a possibility to hexedit a single course in a video ?
I doubt it :(
Spider-Waffle wrote:
90% through? Can we see the WIPs?
sure, here is everything I've done so far.
Spider-Waffle wrote:
For the rerun, I was thinking it might be a good idea to try picking up those items on GV after the main set of items to get another long boost in. You could do the second long boost right before the shortcut or do it against the blocks on the finish line.
Once again, you've lost me ;-) Which Ghost Valley are you talking about? If you draw it on the map, you might want to scale it 50% before posting it here (the last ones were huge).
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
comicalflop wrote:
I agree. you have so few courses left that it'd be so worth it to submit, you've worked very hard and are so close.
Yep, and I reckon I can probably hex edit the Special Cup onto the end of the second TAS if I haven't thought of any improvements by then. I'm 90% through the first run, and this is a bank holiday weekend, I wonder if I can finished it by Tuesday...
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Oh. My God. You're not going to believe this. No fricking way. I'm definitely going to have to redo this whole TAS now, without a doubt. I just discovered pausing the game (start) changes when the items appear. No need to wait around for ages or slow myself down. EDIT: start was the only button I never tried.
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
FODA wrote:
If you actively make it a 2 players TAS, using player 2 to screw up the competition while player 1 races, that'd be fun and would hide the fact that L+R was even used.
I suggested that a year ago... but decided there'd be too much happening onscreen and it'd just be distracting as you wouldn't be able to concentrate on watching either kart. You'd also have to wait around ages on some tracks for player 2 to finish. --- Note that the trick under discussion in this thread doesn't involve playing SMK two playered, just using the 2nd controller during the start up screen to make Player 1 begin one place higher in the first race of each cup. I'm not sure if it's a cheat or a glitch, or a glitched-cheat (the cheat is actually meant to swap player 1 and 2, but player 2 hasn't pressed start so it actually just starts player 1 one place ahead in the first track of the cup).
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Duffjr suggested this idea to me and I asked him to make this topic here as I was unsure wether I should use it or not in my SMK run. (I would have asked myself, but it was 1 am and I was knackered) reading the replies, I'm still unsure :-/
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Post subject: Re: My guidelines
Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Bisqwit wrote:
From site maintenance perspective, I wish to follow these guidelines at April Fools pranks: ― Once you realize that it is an April Fools joke, it has to be funny. ― It must not cause feelings of desperation or insult. For example, joking that the site is shut down permanently, is something I would never do. ― It has to tempt believing that it is true, however minorly. ― It has to contain a seedling for future. Something that makes it worth reviewing in future. Something that may be later utilized in non-April Fools productions. ― If you want to try something radically different and novel, April Fools day is the day. These guidelines are mainly inspired by my observations of Google's April Fools pranks.
I think those are good guidelines apart from number 4... I don't know what you mean about "Something that may be later utilized in non-April Fools productions.".
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Yes, I see what you mean. On lap 5 I went around that bit of deep water as I had insufficient speed. If I'd waited a bit longer before using my long-boost (or made the long boost last longer somehow), I could have skipped it like I did in laps 3 and 4. I should keep a note of these possible improvements somewhere...
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Spider-Waffle wrote:
So what do you think about my KB ideas? Wow, 45 frames, that's a big delay, what crappy luck. So is the item just dependent on the frame count/race time? I wonder if through some small optimizations you could get to the feather sooner and save over 1.5 seconds. There could be big time to save with this sort of scenario.
well over 90 frames, actually (it's 60 fps), and I'd have to get to the feather over a second faster to get to the one before, and I just couldn't see how that was possible. I think improvements may be possible by better figuring out the pseudo-random number generator. Hmm.. if you draw me a picture of what you mean on koopa beach, I think I'd be able to figure it out better. (track maps are here: http://membres.lycos.fr/bunga/track-maps.html)
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
TUMIKI Fighters I played this game until my eyes came close to bleeding. It's way too addictive. (linux version) Same with Little Fighter 2.
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Spider-Waffle wrote:
If your going to do a rerun, here's some things I was thinking about. For KB, you use a shroom by itself, no long boost to do a huge corner cut over a large section of water. Then the next lap you do a long boost and it ends a bit after that huge corner cut. I was wondering if you could use the long boost a bit later to include that corner cut a second time? That would be really neat if you could. Then at the very end of KB you don't do the final corner cut over the little part of deep water, I know this corner cut saves lots of time, I'm suprised it wasn't used here. I was thinking the angles might have been too weird, but then if you redid the section before, perhaps with the long boosts idea above, to plan for that corner cut you could have a better angle. In BC3 I’m sure everyone noticed you jump into the stone wall after making the big shortcut, twice. It seems very avoidable, so I think it must have been done for the feather. But then I wonder if you could do a smaller delay than that as there’s so many ways you could delay the progress up to that point. Such as, taking a slightly wider turn, or letting go of gas for a frame or two at some point before, perhaps well before so you’ll still be at top speed when you hit the question mark.
It was to get the feather. I had to delay myself over 1.5 seconds on one lap. I doubt moving at top speed at that point would have been preferable anyway, as it's immediately followed by a tough corner.
Kles wrote:
Can you link to the index page for this? I'd like to see more.
I don't know if there even is an index page. You could try asking about it on the Super Mario Kart forum
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
hexediting in over Bowser Castle 1 (using Zefiris's tashex) makes it desync :( It does the first lap of Mario Circuit 2 perfectly (even getting a mushroom), but it gets a bananaskin on the second lap and it all goes downhill from there. Still, an advantage of using resets in this TAS is that I'm almost certain I could hex edit freely to/from them and the start/end of the TAS - in other words I'm pretty sure it would sync up fine if I redid Bowser Castle 1 AND Mario Circuit 2. I think I'll complete everything first though, then maybe redo the first cup (maybe as mario). Edit: Wow, I've just been shown some unbelievable new tricks. I believe this is from a Japanese TAS of match race mode
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
zefiris wrote:
Try TASHex? There is linux version...
Found it, this looks perfect :)
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Maximus wrote:
Huffers, I think mono is still a little touchy with System.Windows.Forms, so if the treeview is giving you problems, just comment out the view population call in frmMain.cs.
Hey, thanks for the help... but now I get: System.InvalidOperationException: Operation is not valid due to the current state of the object at System.Windows.Forms.ListView+ListViewItemCollection.GetEnumerator () (...etc) Ugh. I think I'll just write a Python script to automate my SMV splicing.
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
zoddtheimmortal wrote:
Sorry the other courses where it is possible are only MC4, DP3 and KB2 but you havent made them yet.
Actually, I have done MC4 and DP3, I just haven't put WIPs up as they're a bit dull... You scared me there for a second ;-)
zoddtheimmortal wrote:
And about redoing bc1 , no problem if it stays as it is, cos there are still lots of thing to improve everywhere, so would be good to keep consequent improvements for the next try. I will say it again , for a first TAS, there are already some excellent stuff, did you already play SMK before huffers? or maybe you got some advices help and info from somehere or someone. Keep up the excellent work for the end of this TAS. You definitely have my support. Perfecting a first TAS is not a fatality , an imperfect run can motivate even more to make a second one, not necessary from the same TASer.
I did play SMK when I was younger - but I was never very good, I just did lots of research for this TAS (and had lots of help). Anyway, thanks for the encouragement
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Incase anyone else tries doing this... I just spent five hours trying to get this to run on linux with mono. I managed to compile it from source (with a few modifications, eg removing references to the icons as I couldn't figure out how to embed them in the .exe with the right IDs), but now it fails with: System.ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Windows.Forms.TreeNodeCollection.get_Item (Int32 index) (then the whole stack trace comes here) by putting Console.WriteLines in I've found that this happens on the line Application.Run(new frmMain()); in Program.cs (in the Application.Run bit to be specific) I'm giving up for the moment.
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
okay, well I'll have a go at redoing BC1 and see if I can hex-edit the redone version in without desyncing the rest of the TAS
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
zoddtheimmortal wrote:
its weird how you made the whole strats though, because dp1 you use the glitch on the wall , but this glitch is also possible in other course where you dont use it
Are you sure? Which other courses is it possible on?
zoddtheimmortal wrote:
maybe bc1 could be improved with another strat , of course making the feather shortcut after the first corner make you lose the first lap to have an item, but then i think its possible to make the 4 other laps with it , because you can get an other item just when you trigger the first feather by driving on the items before jumping
Wow, if it's possible to make that jump, then that would almost certainly be quite a bit faster - I wish I'd thought of that.
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Saturn wrote:
Anybody saying this movie isn't frame-perfect just because of this would be the lamest thing ever.
I agree TAS's should aim for best time, but if you want to enter your name at the start or end (like in Streets of Rage 2) that definitely doesn't count.
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Each lap takes me almost half an hour of going backwards and forwards until I find an (angle,speed,position) to hit the wall at that skips the lap. Thats why when it works I normally just continue on, rather than looking for a way of hitting it at a better angle. This TAS is a bit sloppy, but at over 26,000 rerecords (so far) for a first run of a game (and my first TAS), especially a game where several people have tried to run it and have given up, I'd rather do it a bit sloppy but finish it, than try doing it perfectly and not finish at all.
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
the fast credits made me LOL :)
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
This is probably a stupid suggestion, as I've never used an N64 emulator, but would it help people if you made the background area behind the anolog stick display a white bitmap, then every time Mupen asks for input: for every pixel in the bitmap{ increase its blue and red value by (255 / X) (if they aren't already maxed out) } then draw a pure green (0,255,0) circle on the bitmap behind where the red dot is displayed. X could be set as an option (number of frames of ghost input to leave behind). This would make the red dot leave a green trail like this:
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