Posts for Maza


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Experienced Forum User
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
Wow! That was really something :D
Which run should I encode next? :)
Experienced Forum User
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
Didn't Cecil have DarkWave or sometinh in some snes version? (maybe jap?). And atleast in every version I have played, Rosa has had Pray. About Yang's ability: I don't remember much of it since I didn't use him much (played fast through the parts where he's in your party). Anyways, my oppinion on the run: I'd rell like to see a TAS of FF4 (being such huge ff-fan ;) ), but I'd prefer it in snes. Althou' I'd really like to see the differences between the snes & gba versions, so I hope the run will be done in both emulators.
Which run should I encode next? :)
Post subject: Re: Ideas on Transformation Skipping
Experienced Forum User
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
qqwref wrote:
A little transformation synopsis: 1. Mumbo's Mountain - Termite (5 tokens). 2 Jiggies, 6 notes necessary, 6 notes made easier. 2. Bubblegloop Swamp - Alligator (10 tokens). 1 Jiggy, 6 notes necessary, 1 Jinjo and a bunch of notes made easier. 3. Freezeezy Peak - Walrus (15 tokens). 3 (!) Jiggies necessary, 9 notes made easier. 4. Mad Monster Mansion - Pumpkin (20 tokens). 2 Jiggies, 5 notes necessary, quite a few notes made easier. Required (grr) for unlocking Rusty Bucket Bay (?). 5. Click Clock Wood - Bee (25 tokens). 2 (?) Jiggies necessary. Only active in Spring. The optimum transformations to skip would probably be the Bee, Alligator, and maybe Termite.
Remember that with Termite, you can also speed up of takeing of those two jiggies (okey, three if you count the jinjo in there) near Mumbo's hut. Because Banjo does all that dancing when he gets a jiggie, that loses quite some time, when the Termite just graps 'em an you can continue on immediately. Just like Marshmallow does in his speedrun on SDA.
Which run should I encode next? :)
Experienced Forum User
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
Wow! It looks just amazing. And you say it's just a testrun? I can't imagine how good the actual run will turn out. Especially the battles with Artemis and Orion got me stunned. They were done so fast and yet very entertaining. And all the explosions of the bombs. You were so close to the explosions that I was almost sure at some points that you were going to get killed. Althou' I do have few questions / things to point out: 1) Are you absolutely sure that you can't get every gold card in any level with one try (meaning without having to enter the level twice)? 2) First pumped bomb in the first volcano stage. Could it have been pumped/picked up later? Since doesn't it decrease the walkingspeed when you are carrying a bomb? 3) There seamed to be some lagging in the first volcano level. I wonder if this could be reduced or even eliminated completely somehow.
Which run should I encode next? :)
Experienced Forum User
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
I peronally like more of 100% runs but since there is already a speedrun of it, I think the TAS should be any%. I also think that the Jinjo pieces are most likely the ones which should be left untaken. Atleast in the first three worlds the Witch Switch is so near the other puzzle pieces that you don't need to make any detours to press them. Getting the actual piece althou' might take a little time. Well, atleast the first Witch Switch should be taken (in Mumbo's Mountain).
Which run should I encode next? :)
Experienced Forum User
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
Yes, I also liked this run very much. With all of those glitches and faast speed. Very enjoyable. Few things I especially want to point out: Those fakedeaths were quite hilarious. After the first one I went all "wtf? It desynced even though i had the correct rom? ...Man that Vatchern is good!" :) Unfortunately it takes away the music, so when you used the trick in the beginning of the level, the end of the level wasn't so awsome. For the second, usage of those "window of opportynity"s were very nice. As you said some time ago, it keeps the watcher more entertained. Third, the way you used Rush Jet so much to "bug through" places to make it faster was quite nice. A definite YES vote from me. Very entertaining, plus 43 seconds faster than the previous run! [EDIT]: You now going to start the SMB3 run? (or was it even you who talked about it?)
Which run should I encode next? :)
Experienced Forum User
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
Hasn't someone already made a topic of this? Or was it a different hack?
Which run should I encode next? :)
Experienced Forum User
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
oh, nice. It doesn't lag at all anymore. Now just continue from this and finish the game. :)
Which run should I encode next? :)
Experienced Forum User
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
I don't use frame advance. I play with 3% speed or something like that.
Which run should I encode next? :)
Experienced Forum User
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
I'm having lots of trouble with Snes9X right now. Yesterday it work just fine though.. :( First, everytime I load, the emulator doesn't remember that the Y-button was pressed when saved. So for example in DKC you'll have to do that spining thing (used to attack enemies) each time you load, and that slows you down a bit. Second, I'm having lots of desync problems. I need to check the movie after every jump that it has counted it at that specific frame (or counted at all) while it looked just fine when i was recording the jump. Third, (this is not so bad but) sometimes when I load I get these huge lagspikes, which sometimes can annoy quite a lot. I wish someone could give few hints what I should done or what I have done wrong. I even redownloaded the emulator to check that the problem wasn't in the emulator I currently used.
Which run should I encode next? :)
Experienced Forum User
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
Gigafrost, you still making you R&F run? It would be shame to leave it unfinished when you are so near the end.
Which run should I encode next? :)
Experienced Forum User
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
Bag of Magic Food wrote:
Okay, Maza, I watched your run. And you didn't stop conversations by pressing L+R+B! Oh no! You could also try to make your movements a little straighter, but I bet that's pretty hard with changing camera angles.
Oh, I didn't even knew you could skip them with L+R+B. Thanks for this. And the reason I couldn't make straighter movements was because I was using keyboard. And that makes it a bit difficult to control.
nitsuja wrote:
Maza wrote:
Unfortunately I wasn't able to find a suitable video plugin for Banjo-Kazooie. Each I tried had some sort of problems :( So the one I finally chose to use was Jabo's Direct3D8 1.6.
Actually that plugin handles this game perfectly (from what I've seen). It's a popular enough game that plugin support for it is quite good. If you mean about the puzzle piece transitions showing black, that's because they're off by default because it's really slow to do on a PC compared to on an N64, but you can turn it on to get more accurate graphics by enabling "Copy framebuffer to RDRAM" in the Advanced tab of that plugin's graphics settings.
Nice to know this too. I hadn't ever heard before of this "Copy framebuffer to RDRAM".
Which run should I encode next? :)
Experienced Forum User
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
mm.. what's .rep file? Not that it matters much anymore since Onega has promised to make and .avi of this. But I'd really like to know, to raise my knowledge ;)
Which run should I encode next? :)
Experienced Forum User
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
shouldn't you be using V1.0?
Which run should I encode next? :)
Experienced Forum User
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
Okey, now i have done a short test. I collected the honeycombs in Spiralmountain. I also included a save file in the .rar so you can skip the intro (if you don't want to watch it or you're going to rewatch it). I found out that Banjo moves faster when he is rolling, BUT after the roll he stops for a littlewhile. That is if you don't interrupt the roll with jump. Also something about jumping. When Banjo lands from a jump, the speed seems to slowdown a bit. But you can come around this too. Just by pressing A again so that Kazooie spreads his wings to make Banjo float down. That way the landing doesn't reduce your speed. My own oppinion of the test: It looks kinda crappy.. :( Don't know why but somehow I expected a little better. [EDIT]: Unfortunately I wasn't able to find a suitable video plugin for Banjo-Kazooie. Each I tried had some sort of problems :( So the one I finally chose to use was Jabo's Direct3D8 1.6. Also the rom which I used was Banjo-Kazooie (U) [!].z64. I think that's all the necessary info you need. [EDIT2]: Deleted the save file from the .rar.
Which run should I encode next? :)
Experienced Forum User
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
I just did a little testing and it seems Spoony_Bard was correct. When you start a game with emulator (Mupen64) it has completely clear SRAM. But when I started the game with the console (and even erased the previous save) it still knew that the game has been played before and allowed me to skip the intro. So this means: if there is going to be a TAS of Banjo-Kazooie, it must have the intro also in it, because we (mostly Bisqwit ;) ) don't allow starting a game from a save or without a clear SRAM. And I completely support this. The game should start exactly like it has never been played before.
Which run should I encode next? :)
Experienced Forum User
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
I was thinking of making a short testrun of Banjo-Kazooie, but I noticed something wierd in the very beginning. After selecting the savefile (where banjo wakes up) starts the very long prelude (or something) that shows Gruntilda. You can't skip that with Mupen64. I tried both (E) and (U) but neither of them couldn't skip that. Then I went to my closed and dug up my real Nintendo64 console and Banjo-Kazooie and tried them. I could easily skip the intro just by pressing Start. Since I live in Finland, I'm quite sure that the casette I have is European. Another thing that led me to this conclusion was that the casette was exactly samelooking than the (E) rom. You were able to choose from 3 languages in the beginning, unlike in (U). So where does this "bug" come from? Is it only in Mupen64 or what. The intro would take quite a much time to watch it and that's why I'd like to be able to skip it (and because it is skipable in the real console).
Which run should I encode next? :)
Experienced Forum User
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
I think Shinryuu has also found a way in Pharaoh Man to make it a bit more faster. That's in the "floating enemies/platforms" screen. Somehow he was able to take damage and then walk through the spikes. Correct me if I'm wrong, Shinryuu :)
Which run should I encode next? :)
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Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
In DDD, collecting the red coins while the submarine is there look _much_ more intertaining than collecting them in the original way (via poles). The DDD looked kinda laggy :( In second Bowser level, you should have gotten the second red coin (the one in the ledge of the rotating plateau) by simply jumping/walkin into the lava. That would have been faster compared to what you did. Althou' I think it can be gotten even faster in some other way. (But since you weren't aiming for precis moves in every step, I guess you already knew this) It left me to wander for a while why you didn't get all of the stars from DDD at the same time, but after you continued from that room, I got it ;) In BBH, why not take two blue coins from those two books in the second floor which you just pass by? You could take them instead of killing the two ghosts in the backroom of the house (which you had to enter through the door in the back of the house). Otherwise I loved every one of the shortcuts you made in BBD. Nice route for Koopa the Quick in THI. That sure was entertaining/fun to watch since I never have done it that way myself. The TTM was kinda boring when you used the same bug over and over again. But I guess that's the fastes way of doing it so go for it. TTC looks _a lot_ more entertaining when you don't stop the clock every time (especially when colecting the coins). Points from that to you. :) The second star in RR was awsome!! When you were collecting the coins and standin in the flying carpet, it was very good idea to look around what the course 15 looks like. (Althou' you kinda rushed in using the joystick. I would have done it more gentle, slowly). + some very nice fooling around every time you were travelling with the carpet. I have seen somewhere a vide where the red coin structure is used to get to the higher levels of course 15 so that you don't have to wait so much with the carpet. Don't get me wrong, I enjoyed every second you were with the carpet but some of those star could have been gotten faster by the red coin structure. In the last Bowser level the camera angle should be from the side, not from behind. Atleast to me it looks more entertaining that way. But this isn't so important point so carry on your good work :) I just got it that every star should be taken as close to the ground as possible, so that Mario doesn't need to fall so much every time he takes a star. This may sound quite needless, but when you take 120 stars and each time Mario needs to fall 0.1 (just an estimated guess) second longer than he is really needed to, it gives quite a lot time. To get the star from as low as possible, you just need to jump to it from under. Or since most of the stars are gotten with the 'Pund the Ground' skill, the Z should be pressed as near to the ground as it is possible while still being able to get the star. Btw, I hadn't noticed before that you can see the Yoshi on the roof while freeing Princess. I hope we can get DeHackEd to make an .avi of this fantastic run. Even thou' it wasn't made for publishing.
Which run should I encode next? :)
Experienced Forum User
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
I personally don't like much of Super Smash Bros. but this run cept me entertained the whole time. But because this run was made on Easy, I'm woting for "Meh". (And also maybe because I haven't played this game enough to know so much about it)
Which run should I encode next? :)
Experienced Forum User
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
Truly amazing! It's finally done. And how unbelieveable entertaining it is! I see you didn't use the trick Shinryuu found in Ring Man stage (and that's prpably because you propably were already so far in the game). But that's so small minus that it doesn't affect my judgement to you guys even a bit. A definite YES vote from me. I'm truly astonished!
Which run should I encode next? :)
Experienced Forum User
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
Input -> Joypad Configuration... and check the 'Left+Rt/Up+Dn' from the lower right corner, just above the Cancel and OK buttons. Or atleast that's how it's in snes9xw-improvement7.
Which run should I encode next? :)
Experienced Forum User
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
supermegavkoy wrote:
Hmm. It desyncs here. I'm using the right rom, and no game has ever desynced for me.
You have the Left+Right option enabled?
Which run should I encode next? :)
Experienced Forum User
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
Why hasn't anyone made 100% run of Chip 'n Dale? And by 100% I mean All-Levels run. It would be nice change and a good idea to revive this game once again. It has been soo long since I have sawn those other levels so I guess I have to play them (just normally without recording/TASing etc.) to remind me of old good times. :)
Which run should I encode next? :)
Experienced Forum User
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
It's nice to see TAS of Mario3 in All-Stars since there is more food for eyes (with the better graphichs and all). Although I though they would have fixed the duck-and-jump-through-wall glitch for snes version. Anyways, looks very nice. Very entertainingly played. Me like it! ;) Voting for YES.
Which run should I encode next? :)
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