Posts for Hyperresonance


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Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
The route is 99% done and the TAS is getting close to done with Mumbo's Mountain :)
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
These lag frame induced style clips were originally seen on console while falling from heights and interacting with certain objects: https://www.twitch.tv/videos/96038529?filter=highlights&sort=time https://www.twitch.tv/funderful_/clip/SilkyPiercingAntDerp?filter=clips&range=all&sort=time https://www.youtube.com/watch?v=aVdw7S_jDfI The principle is the same, so by theory this trick should work as well. There's no real way to prove that this is possible on console with no TAS tools and no console verification for this game. The best thing for the community to do is assume the mechanism has the same valid application here. Edit: However, simply clipping out of bounds in this room at this spot would be technically proof of concept. I'm sure people will be motivated to find some RTA way to do this now that this has been found, so maybe we will see someone get at least a clip out of bounds eventually after hours of trying. This trick is definitely not RTA viable in its current state though.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
This is great and really well done rng manipulation. I like the damage boosts. The lightning bolt sound for the quick kills just makes it hilarious. Keep up the good work!
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
Yes, in my post above I mentioned that Stivitybobo found it on NTSC console
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
Yep at least it's proof it's doable on console though lol... Anyways, I figured people would appreciate to see my progress before all this stuff was found, so here it is: Link to video
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
Thanks Moth. I'll work on getting a publisher. Meanwhile, it's a good thing I'm restarting anyways, because TTC Early is now confirmed on console and will be used in the TAS! This skips 2 jiggies and a level opening cutscene. Link to video
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
I would be more than willing to make the TAS on Mupen if an exception can be made similar to Ocarina of Time. Mupen is more comparable to console for loading times, and physics as well. The only reason I did the 100% TAS on BizHawk is because of the first backflip not working for whatever reason in Mupen. I don't like using Mupen very much but it would result in a much faster overall end time and make for a more entertaining movie with shorter loading zones everywhere. 640 Note Door Skip also works more like console on Mupen. We would also have to make sure if clankers early works and a couple other small things as well. Once they are cleared up I could start.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
Welp, another new development Link to video With Clanker's Early and RBA without the cauldron being possible on NTSC, my progress on PAL Any% is officially obsoleted. NTSC Any% is the way to go for the fastest run through. However... The bee clip doesn't work on Bizhawk. Only Bizhawk. I'm not sure what to do at this point. The clip works on Mupen, and is laughably easy to do. Mupen is no longer accepted, and PAL is probably around 20 seconds slower than NTSC for various reasons. I don't want to continue on PAL and have the clip fixed in the future and lose out on 20 seconds, but there's also no guarantee that will ever be fixed. I'm thinking I will only continue this project if BizHawk developers make this clip possible. Not sure yet
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
I figured I would give a little update since it's been a while. I have finished up through about the first minute of TTC, and I have stopped progressing for a little while to confirm feather routing before I continue. Feather usage is tricky in any% and I need a lot for the lair flight sections, and determining which feathers to get and how many to use optimally is difficult. This is something I didn't spend that much time on in 100% and plan to make it much better this time around. Additionally, Stivitybobo found a method for doing RBA on console on the NTSC version without using the cauldron. This provides for a way faster 100% route which has been known for a while, but nobody wanted to run it on the PAL version of the game. With this new trick, top level 100% runners of the game are now doing a route that does FP early and completes BGS as the last level in the run. It's also been timed faster to actually split up FP into 2 trips again believe it or not. It's much more difficult but saves around 8 more seconds. Link to video
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
Thank you for weighing in Moth. Your post certainly cleared up what I was concerned about. I think most people in the banjo community will agree that FFM enhances the run by making the route more interesting, faster, yet not horribly game breaking because 810 note door forces you to visit each level. Progress shall continue :) Expect TTC to be done quicker than Mumbo's likely because Blubber is just about the only random thing in the level that can mess with me.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
I know that wasn't your intention, but if you so strongly believe that is the case, then I want a clear answer before I continue. I will try my damn hardest to make a great TAS but if it's not going to be accepted or if the final time is going to be over 2 hours because of a technicality then I'm not going to spend hours and hours grinding out the best RNG. I'd rather bust out a decent TAS to show the community. The best I've gotten so far is that the run CAN be accepted if it's finished and the audience likes it. Let's be real here: people are already enjoying what I've done so far and without a doubt they will enjoy the final product. That should only affect whether the quality and entertainment is good enough to be submitted here. In this case what matters is whether a run like this one would be accepted based on site rules/exceptions etc. A decision of whether this kind of run would be accepted and how it's timed should be able to be made before the TAS is finished.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
I would really like it if a judge were able to weigh in on this. To be honest I'd really like to know now if this would be accepted for publication and if so if the set up file would be timed. Note: The TAS has been made from SRAM, we HAVE a verification movie, and the TAS still starts from power on and actually sets up FFM in the movie and that is timed. If it either would be not accepted or have the set up timed, I just will complete it with less RNG optimization so it can get done faster and just not submit it here. Having a final time slower than 100% for any% would be a giant dumb meme, and any% without FFM sucks. Consider progress to be at a complete halt until I receive a straight answer to this.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
Mumbo's is finally done! RNG in this level was annoying to deal with. Link to video
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
A little progress has been made :) Link to video Link to video It's been slow but I spent a long time working on the FFM set up and Spiral Mountain and it is very optimized.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
Kirkq said he is about 80% done with the any% TAS of this game and has requested continuance on his mupen version, so I assume he has intentions of completing it.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
Congrats :) Lots of great work from Robyn and everyone nominated
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
Hah well I don't know how I feel about a redo...that would take a couple more years to optimize it. I'd much rather put the effort into any%. On that note, working on the FFM set up TAS led to these discoveries. It actually took me quite a while to get up to furnace fun. The first ramp in the first room took me a long time but I squeezed a frame out in that room, and climbing the leaves in the CCW lobby was tough. It's done though and I am now working on optimizing the movement to the timer question. After that, the real run begins! There's still a ton of routing to do but I have accepted the role of working on the TASing until the routing comes into play.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
For some reason there are certain corners in the game where the collision is different and you can vertically gain height. The most noticeable place is near the CCW puzzle. You can almost climb to the ceiling there. Similar properties seem to apply to the corners of these FF tiles, except they seem to also be different on the squares that have the honeycombs and extra lives. The whole thing is not quite understood and it took me hours just to land on these spots that I did. Optimizing it will be a whole different story. I don't really know how to make Banjo land on the spots consistently. It's just simply incredibly precise. When you are "stuck" on the walls, you are alternating between walking and falling every frame so if you press Z on the wrong frame you beak bust and die (basically, nobody's doing this RTA lol). When I got over to the far joker I tried to jump to the extra life but I couldn't get it to work. Even if I could though I wouldn't be able to make it all the way over to where the exit is. The invisible walls only go so high. I don't know how I did it but I accidentally found out you can land on the top of the wall in talon trot on the corner of that one honeycomb square beneath me. I'm not sure yet if this will turn into a bigger timesave but right now this looks to save roughly 1:40. EDIT: It's ovah. 0 questions Link to video
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
Welp, we broke Banjo-Kazooie. Link to video
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
I decided to redo Spiral Mountain for fun and saved 142 frames. Enjoy :) Link to video
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
Why not?
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
It only took several years to find this timesave...how silly Link to video
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
Thanks for the update Feos. I appreciate your guys' hard work on trying to figure this encode out!
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
I almost forgot, but my favorite for a thumbnail screenshot would be frame 39445.
Projects: Banjo-Kazooie Any% with FFM
Experienced Forum User, Published Author, Player (195)
Joined: 8/10/2013
Posts: 161
I watched this a while ago and am just getting around to posting now, but this was an absolutely phenomenal run and I didn't realize this was in the works for basically a decade. It really shows in the final product and it definitely deserves the star. Great work Weatherton!
Projects: Banjo-Kazooie Any% with FFM
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