Posts for Huffers

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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
D'oh, according to Grand Prix 150cc Records the non-tas record is 74.83 seconds by Florent Lecoanet, not 86.41.
mmbossman wrote:
Style be damned, spinning in circles for a 17 sec completion is ok by me!
Thanks :) Edit: Oh dear.. just looking at the tracks and the next two are going to be like that as well. However, after them the last three will be "proper" races.
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Mario Circuit 4 is done. My time was 16.99 seconds (the non-tas record is 86.41) I did it using the "little circles trick" that no-one likes. Still, I managed to finish the whole race before any of the other karts had managed a single lap :)
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Post subject: Re: The Ren & Stimpy show - Veediots (U)
Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
jaysmad wrote:
Edit: Fixed! Thanks to my man jaysmad. Your the man jay!
I'm confused :-/
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
As a percentage, how far through the game are you now?
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Post subject: WIP 14: Bowser Castle 3 in 44.96
Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Bowser Castle 3 is done. 70% of the way there...
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
and the SDA speedrun was pretty good too (Marshmallow rocks)
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Spider-Waffle wrote:
Nice, 2 seconds faster. Why don't you always jump across the snow when you do those corner cuts?
When I'm boosting the snow doesn't seem to slow me down, and sometimes I don't appear to be going particularly fast, but I'm actually still in a mini-boost.
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
I managed to shave almost 2 seconds off of Vanilla Lake 1. Here is WIP 13b: Vanilla Lake 1 in 30.64 I'm going to try improving it a bit more now... Edit: Nope, I don't think I can easily improve that. I'm going to move on to the next Bowser Castle level now
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Me
jimsfriend wrote:
AngerFist, it's ShowTime!
lmao :D
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
laughing_gas wrote:
Why? The people who don't want to be spoiled can just choose not to view the wips. There are people in this world who like spoilers, you know.
Either way you won't be getting any more for a while :P Today was the last free time I've got for at least a week
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Bisqwit wrote:
olremix requires 5 posts before one can make submissions. I'm not feeling particularly posterous, so I'll skip. ________________ Yes, my choice of newly invented word of day probably has a connotation that I did not intend. They often do.
Ah, fair enough
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Post subject: WIP 13: Vanilla Lake 1 in 32.32
Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
AngerFist wrote:
Damn Huffers you really are toying with this game, keep up the superduper excellent work.
thanks :) ------ WIP 13 out of 20: Vanilla Lake 1 is done. Time: 32.32 (non-tas record: 45.13) The ice and snow on this track made it hard to make the driving look 'tight', so I'm not as happy with this as I was the previous two tracks.
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
You should submit it to OverLooked Remix!
OverLooked ReMiX is dedicated to ridiculous interpretations of video game music and video game culture. Its primary focus is song rearrangements (ReMiXeS) in .mp3 format.
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Spider-Waffle wrote:
I was thinking you could long boost off a zipper and another kart, and infi boost too.
I think you mean: * start charging mini-boost * Hit a zipper * hop * release gas (and reset the mini-boost counter) in mid air * hit a kart or wall while still on the way up in the hop * let go of L/R * straighten out * land * get some kind of infini-long hybrid-boost thing That might work... If so, Mario Circuit 3 might be improvable by a second or two (if hitting walls doesn't kill the hybrid-boost like it kills an infini-boost). Apart from that I don't see it affecting any of the tracks I've done so far, and only possibly Bowser Castle 3 of the ones I haven't done yet.
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Tafatt wrote:
GTA maybe.
I came here to post that :) The original was for DOS, and a TAS of it would be insane - the speed you could achieve on a superbike was rediculous, as were the stunts you could pull. Infact, if dosbox rerecording is ever good enough to handle it, and I ever finish my Mario Kart TAS, I'd like to do GTA.
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Gunty wrote:
I'm afraid I'm using it in Windows.
Well, I'd need to find some of Nitsuja's instructions :-/
Gunty wrote:
However, I just realised if the counter was built in the emulator itself, it wouldn't save the counter when making a savestate, would it?
Nope, but snes9x could be made to store it in a text file accompanying the savestate by altering the "save" and "load" functions.
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Post subject: WIP 12 - Choco Island 2 in 30.61
Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Kles wrote:
I've watched your WIPs before, but I can't get this one to work. It desyncs at the part where you select your cup; the selector scrolls down past Special Cup and to Mushroom Cup. What are the ROM settings/ROM file name?
The ROM's crc32 is CD80DB86 I tick "Use WIP1 timing", "Fake Mute Desync Workaround" and "Sync samples with sound CPU" I don't tick "allow left+right / up+down" or "volume envelope height reading". Anyway, I've done Choco Island 2 now (in 30.61 secs), and here is the complete TAS so far. Remember, you'll need the "record/play resets" version of snes9x or this will desync at the end of the Mushroom Cup. Maybe it won't desync if you try playing the whole thing?
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Spider-Waffle wrote:
I thought you might be able to long boost off a kart too. With this trick, it seems you should be able to long boost to infi-boost.
I don't think it's possible to get an infini boost using a mushroom. I tried releasing the mini-boost before using a mushroom, after using a mushroom, in mid-air on the way up to hit a wall, and after hitting a wall.
Spider-Waffle wrote:
Also, do you experienced karters think of that trick done by toad in the youtube video I posted. It's some kind of long boost but he hits the wall well before the zipper. Don't you think this could be useful?
Interesting trick. He goes into a long-boost state by hitting a wall in mid-air, but without getting the speed increase associated with a long boost. Then when he hits the zipper, as he's already kinda in a long boost it starts a new one (this time with the extra speed). I didn't know about this trick, but having just looked through my routes (planned and done) I can't think of any use for it.
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
VirtualAlex wrote:
laughing_gas wrote:
You know, this subject would be much more suitable for a sig than an outright topic.
Don't worry, it's in my sig as well. I <3 JXQ
*sniggers* Poor JXQ
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
I could probably hack this into snes9x for you if you can find the source code for whichever version of snes9x you use. It would help if you're using it on linux - I don't know how to compile Windows snes9x.
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Post subject: New time: 34.31
Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
comicalflop wrote:
AWESOME. Why? you did a long boost off of Toad. I knew it had to be possible to do it off other karts.
Thanks :) I think I can beat this time though... I'm going to have a go at redoing it now EDIT: I've redone it. New time = 34.31 seconds
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Post subject: WIP 11 - Koopa Beach 1
Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Spider-Waffle wrote:
So how's star cup going?
Koopa Beach 1 is done. Time: 37.25 non-tas record: 40.45 The reason I only just beat the WR is because Koopa is very slow on this track (the non-tas record as Koopa/Toad is 57.96). I'm using Koopa because I expect him to be faster on Vanilla Lake 1, Mario Circuit 4 and Choco Island 2.
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Spider-Waffle wrote:
I've seen, from what it looks like, that you can do a long boost by jumping into a wall, then coasting into a zipper.
Nope, that doesn't work. You can start a new long boost by already being in a long boost and hitting a zipper. Note, being "in a long boost" has little to do with speed - it also affects your manouverability, and so long as you don't press accelerate you can stay in the long boost state even as your speed goes down below normal speed. edit: just watched the "half hour of half-life".. wow, that was a work of art - and some of the gauss gun boosts were incomprehensible :) I never thought RandomEngy's run was beatable.
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Post subject: Re: #1475: adelikat's NES Marble Madness in 02:49.48
Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Ersatz wrote:
Maximus wrote:
Voting yes because it improves the existing run. Great work on that :)
adelikat wrote:
PERFECT ;)
If that's there for the reason I think it is, that's not cool :(
Agreed. Claiming "perfection" in the TAS world means you have given up on achieving perfection... I vote meh.
Or that you've achieved perfection. Care to point out any mistakes?
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
comicalflop wrote:
To answer waffle's question, an infi-boost cannot be done right after an extended boost, unfortunately. you need to release a normal mini boost into a speed strip of some sort, and then not jump or bump into anything. as long as you do this, you'll have the mini boost's top speed, and not drop down to normal top speed.
I'm not so sure, I think Spiderwaffle might be onto something - I'll have a try at it this coming weekend.
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