Posts for Kyman


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Comicalflop wrote:
bkDJ wrote:
"Banjo-Tooie cannot be [played on mupen] because the plateau fire egg switch cannot be activated to open the gate to the witchyworld area." Or can you get that to work too?
Unless this is resolved, I can't see a way to make a TAS for this game.
I believe it was resolved easily in mupen64plus, so couldn't the "patch" or whatever be ported to mupen64 rerecording? I understand this might be an easier said than done situation, but has anyone looked into this?
Post subject: New No Damage Trick :D
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I thought this was very interesting and funny, notice how many times I bounce on the lava without taking damage. :) video here
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I hope all of those authors stay in this, so when the monster is submitted the front page just gets broken to pieces. Beautiful WIP anyways. :)
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sonicpacker wrote:
It's new, my good sir.
Well that's something you don't hear in the SM64 community everyday! :p
Post subject: New (useless(?)) Technique (maybe not new? :O)
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I'm really not sure if it's new or not......but hey...3 am TASing for the win........video here
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For BITFS, could you somehow use the Bob-Omb BLJ on the third tier and get the red coins quicker? I will provide an example .m64 if no one knows what I'm talking about.
Post subject: YEAH 500TH POST
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Never mind, apparently it has to do something with some sort of frame rule...this could be annoying -_- edit: what a good 500th post that was
Post subject: Level 1 WIP
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Uber bump. .fm2 WIP here. Link to video This WIP is around 1.5 seconds ahead (compared to this) when the final boss is killed I believe, but due to FCEUX emulating differently from FCEU, it ends up behind after the boss is dead. This is because FCEU emulates the space between the boss blowing up and the next level about 2 seconds quicker. But I believe slower more optimized movies have been accepted before? Anyways, any comments, questions, protips, anything will be helpful! :)
Post subject: 5+ second timesaver
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Link to video 5+ second timesaver in the final level, not optimized. (sorry for desynced sound, and bad quality)
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Late to the party but; Very impressive guys, glad to see this game is still getting shorter.
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Voted for everyone but myself! ^_^
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SL is right about how we probably won't make a run, it will probably be around 30+ japanese TASers. They are 12 stars in last time I checked.
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BrainStormer wrote:
Yea I find Mickey's run more entertaining as well. I would go 100% for Mickey's run being published instead. Who would be included as author and stuff like that is another issue but that's not my problem.
aw, you're still mad about not being included in this run? that's cute. :)
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BrainStormer wrote:
by making a 10 trillion frames long jump dive
...the hell you talking about?
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Noob Irdoh wrote:
Hex in that other frame, please.
Yes master. >:(
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sonicpacker wrote:
the second was on the entry to the attic (2nd keydoor).
I knew it was possible...
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Haha, if you input a letter, it asplodes.
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what game is this anymore its not even jump diving and long jumping its just going in water and jumping the level i dont even
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what does how even think wat even are where
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NitroGenesis wrote:
I don't think an SD encode has been made.
It's on this page...
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There is a windows version, but IIRC you have to compile it.
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ENTP. Sadly, this is all true about me, except none of the jobs sound appealing to what I would like to do.
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Derakon wrote:
Awhile back there seemed to be decent support for a 70-star run made under those conditions, but I don't remember if anyone actually started working on it. Of course, most people who have enough skill to make a top-quality SM64 TAS are not interested in making one that purposefully doesn't take advantage of all of the possible speed techniques.
I started to make one back in early 09, I think..? Anyways, the problem was I had to keep redoing it because it kept being obsoleted and it wasn't very fun to make because of all of the hill sliding.
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sonicpacker wrote:
New encode to link to (at least for now): http://www.youtube.com/watch?v=d6151diC8C8
For some reason this encode goes through the menu screen and other level transitions way too fast, causing the game to end at 4:55, but oh well. Also in case anyone is wondering, the 9 frame improvement is at 3:40 in the new youtube encode, instead of just pulling up from the ledge, we let go and glitch up there anyways, big thanks to Eru for finding this.
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