Posts for Kaylee

Kaylee
She/Her
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Joined: 9/29/2008
Posts: 706
Location: Canada
TAS of the decade :) truly amazing art
Kaylee
She/Her
Editor, Experienced Forum User, Published Author, Active player (434)
Joined: 9/29/2008
Posts: 706
Location: Canada
hot optimized TAS action
Kaylee
She/Her
Editor, Experienced Forum User, Published Author, Active player (434)
Joined: 9/29/2008
Posts: 706
Location: Canada
What is the movement trick?
Kaylee
She/Her
Editor, Experienced Forum User, Published Author, Active player (434)
Joined: 9/29/2008
Posts: 706
Location: Canada
nice improvement :)
Kaylee
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Joined: 9/29/2008
Posts: 706
Location: Canada
Good luck with the olive collection, and the rest of the TAS. =]
Kaylee
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Editor, Experienced Forum User, Published Author, Active player (434)
Joined: 9/29/2008
Posts: 706
Location: Canada
Kaylee
She/Her
Editor, Experienced Forum User, Published Author, Active player (434)
Joined: 9/29/2008
Posts: 706
Location: Canada
voted !!
Kaylee
She/Her
Editor, Experienced Forum User, Published Author, Active player (434)
Joined: 9/29/2008
Posts: 706
Location: Canada
Reminder that them not submitting to TASVideos is nothing new, and they aren't obligated to share anything. Be glad there is at least a YouTube video. Very well done TAS I must say. :) EDIT: Also I think this is console sub 5?
Kaylee
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GoombaHeart wrote:
Not TAS, but this strat is really cool, I've not seen it before. Link to video Probably not faster, unless it could be combined with other tricks.
Is this a real post? What are you talking about? This video is just the normal RTA strat of using the box to get to the mushroom, but he fails it and dies lol
Kaylee
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He was referring to the difference in number of text boxes at each Bowser fight between the U and J version, as shown in this video. US version is faster in 70 for basically the same reason. I don't have the information on hand, but it has been timed in the past to be at least a couple seconds faster in 70 star. The Japanese version is only fastest for 120 star (or 0 star if moat skip is implemented).
Kaylee
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Joined: 9/29/2008
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Location: Canada
Both Japanese versions are slower in 70 star. Shindou especially because of the loading times.
Post subject: 70 Star TAS WIP (8 Stars)
Kaylee
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Link to video Authors: bzb95, Kyman, MidoriSM64, MKDasher, sonipacker, snark, USTA2877 & VIS Rerecords: 81127 Input file (.m64 for use with mupen64-rerecording v8) Edit: Not a bad post for page 300 =]
Post subject: BitFS new PU strat
Kaylee
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Link to video This is likely to be faster when fully optimized. Read the description for more information.
Kaylee
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GoombaHeart wrote:
Thanks, I am a bit concerned about collabs if everyone else uses Mupen. Do you any thoughts on that?
I highly recommend BizHawk.
Kaylee
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Mitjitsu wrote:
jlun2 wrote:
Why does it crash when the camera goes far? I wonder if this crash might one day lead to something bigger.
If you're talking about some kind of memory hack to skip to the end of the game, then it's most likely going to involve doing something with those Bomb Ombs in BoB. However, even if something were possible using that method. It's probably going to take a lot longer than 5 minutes.
The game crashes if the camera leaves the normal map. I completely disagree. Bomb cloning has no chance of leading to any sort of ACE situation IMO. All you can do is load objects already in the level. I believe that something like the moneybag duplication crash would be more likely, since that can really mess the game up. Also not sure about why everyone was freaking out about Bizhawk on the last page, when with this game you can simply convert input between the 2 emulators. Anyways, provided we get the moat skip working and if it was faster, the J version of the game will be used for a faster time due to less text boxes.
Kaylee
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Plush wrote:
But yeah since Biz is (WAY) more accurate than mupen, I guess we're using Biz time. I'm just hoping someone knows how to transfer inputs from m64 to biz file (bk2 iirc)
and you're in there.
Kaylee
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Synx wrote:
So does this work on an actual n64 console or just on emulator?
It works on N64 if you hold the X camera. More specifically, as long as the camera stays in bounds of the normal map.
Kaylee
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MoronicTAS wrote:
Changed it to 4:3
Thank you. Congrats on completing the TAS!
Kaylee
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TMK wrote:
Does anyone have an N64, Gameshark Pro, and a copy of Mario 64 that can test something for me?
o/ pick me \o
Kaylee
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Exchord found multiple ways to shrink the copy file box! Link to video
Post subject: Menu Glitch
Kaylee
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This glitch was found by MidoriSM64 back in 2012: Link to video I stumbled upon this recently and decided to look into the EEPROM and file related memory stuff, to see what was really happening. Method #1: This first method shown here, crashes the game. What is actually happening, is the game is trying to delete File 9 (A-1?). This can be verified by trying this in Nemu64, where the game won't crash and it will actually display the text "File 9 Deleted". If you select No, the game will crash but nothing is changed in memory. If you repeat this method twice (soft reset after crash), the game will try to erase File D's save backup. Nothing more than this will happen, and it will reset the backup upon powering on the game again. Here are the steps to reproduce this method: 1. Upon pressing start to go to file select menu, quickly go to the score screen (green box). 2. Go to the delete file screen (red box). 3. Select Yes to delete. Method #2: I showed the ABC guys this glitch, and Tyler Kehne found out that you can trigger the glitch in a different way. This method gave the same output essentially. Here are the steps to reproduce method 2: 1. Upon pressing start to go to file select menu, quickly (there's a pretty lenient frame window) go to the copy screen (blue box). 2. Go to the score screen (green box) and press A over an empty file. (notice how this restores the text at the top) 3. Go to the delete file screen (red box). 4. Select Yes to delete. Method #3: Tyler Kehne brought to my attention another method of activating this glitch, which doesn't involve quickly selecting a menu after first entering the screen. You have to select an empty file on the copy screen, and then quickly go to the score screen and do steps 2-4 from Method 2. This is big because you can now have the freedom to copy, delete, select, etc. things on the menu before you do the glitch. Tyler then discovered that by deleting or copying any file, and then doing this glitch, the game doesn't crash! This led to very interesting results: I have not been able to reproduce the "SAVED DATA EXITS" text corruption, however the file icon shrinking happens every time. In Nemu, we were able to get a Mario head file icon over the blue copy box icon. It is unknown if this was an emulation bug, as we haven't been able to reproduce this either. Here are the steps to reproduce method 3: 1. Upon pressing start to go to file select menu, Delete/Copy any file. 2. Go to the copy screen (blue box) and select an empty file, then quickly go to the score screen (green box). 3. Press A over an empty file. 4. Go to the delete file screen (red box). 5. Select Yes to delete. Method #4: This method is the same concept as the 3rd, but with using the delete screen to activate the glitch. I noticed this was possible yesterday when waiting for a 120 race to start. Here are the steps to reproduce method 4: 1. Upon pressing start to go to file select menu, Delete/Copy any file. 2. Go to the delete screen (red box) and select an empty file, then quickly go to the score screen (green box). 3. Press A over an empty file. 4. Go to the delete file screen (red box). 5. Select Yes to delete. Here is a video showcasing all 4 of the known variations of executing this glitch on N64: Link to video Notes: -Haven't noticed any relation with this glitch and the audio screen, appears to be a completely separate menu (could be wrong) -I believe there is more to be found here, although it might not be useful (selecting existing files on score/copy/delete screen might affect the glitch somehow) -This glitch works on all versions of the game, and could potentially give different results (only tested J and quickly tested U) If anyone decides to look further into this, here is a map of the EEPROM, and here is some menu related addresses for the U version.
Kaylee
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Joined: 9/29/2008
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Here is the record in 3:32.
Kaylee
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ALAKTORN wrote:
At 1:00 in the YT encode, it looks like you slowed down for 1 frame or so in order to get up that obstacle. Couldn’t you just make a big jump from the one before it to it? Am I just seeing things?
Your jump doesn't go far enough to land up there. You also can't jump any further from the initial block because of the massive hitbox, and taking damage will knock you backwards. EDIT: I tried the input MESHUGGAH mentioned and it gave me a 7 frame slower fadeout of 599 instead of 592 in the submission. I cannot find any sequence of input in Bizhawk that beats frame 592.
Kaylee
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MESHUGGAH wrote:
On VBA-rr-24, S, A, empty, S and S, empty, empty, S is the fastest.
Awesome, I will try that out in Bizhawk today and see what I get.
CoolKirby wrote:
Man, you found that address list fast! It had just been made right before you included it in the text.
Saw it in IRC!
bangerra wrote:
Hmm, nitrogenesis was working on improving this himself because I talked to him about it. Did you contact him at some point? Also: please credit Shrimp for comming up with the theory behind this new route :)
I wasn't aware he was making an improvement! I just happened to stumble across your run and saw the route improvement. Sometimes you just have to get em back ;)...but in all seriousness I would love to work with nitrogenesis on optimizing this further if it is possible! I do think my current lag reduction is very good though, so I'm not sure what could be improved. I edited the submission to give Shrimp credits for the new route. =]
Kaylee
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MESHUGGAH wrote:
Care to explain why you start the game with S, empty, S, empty, S? It's might be the fastest on bizhawk but not on VBA/lsnes.
The fastest way to advance is Start -> Start -> Any Button unless I'm missing something.