Update:
Hazy Maze Cave is done!
We have 43 stars now. Moving on to Shifting Sand Land.
Again, all stars here are hexable apart from 100 coins. When the 100 coins star will be done, we'll have 50 stars.
Awesome job, Kirkq and Cronikeys!
Do you think you could start rough-routing this TAS to give us an idea of what it would look like? I'm looking forward to an any% run! :)
With the help of mkdasher and his awesome hexing work using lua, the 120 stars TAS is currently at 21 stars.
mkdasher is trying to make BoB100 sync, which is fairly hard considering all the randomness with the boxes/poles.
When BoB100 will be completed, most of the next stars will be hexable. It will probably bring us to SSL.
Progress! Progress!
4. The biggest reason is something I mentioned in the recent N64 Castlevania submission: the optimal fastest way to run in this game isn't a straight line. When you run with the joystick and use the left/right C buttons to strafe, you run faster, and it's possible to run in a straight line, but that straight line is actually a very long curve. You don't go in a 100% straight line like in, say, Goldeneye, rather you take a curved route. This sort of movement makes optimization over long distances insanely impossible, as when I first started TASing this game I'd just move the analog into one direction and tested to see if I'd reach my destination, not suspecting that I wasn't going as the crow flies, which in a finished TAS is extremely sloppy. On a minute, frame-by-frame scale, I'd have to keep adjusting the analog stick.
Just saying, but it's fairly easy to TAS stuff like this when you have the facing address of your character. Just adjust the analog to generally face the same angle and voilà! You're walking in a straight line (pretty much the same thing for SM64 and Chameleon Twist).
Or even better, with the proper address like x, y and z position, it's possible to write a MHS script that makes you go from point A to B without wasting a single frame. (RubixClan wrote one for Banjo-Kazooie and improved andymac's script for SM64 too. It works well for very long distance.)
Just finished all the hexing I needed to do for World 1 and 2 (just to save overall, yes, only 15 frames), so I'm back at Flambee. EighteenSpike's recent WR's on youtube motivated me to get back to working on this.
Yay! :D
I'll surely follow your progress. Good luck!
Nahoc did a SSL Free Flying for 8 Red Coins a few weeks ago (here) with a new route. Looks like someone improved the route on nicovideo: http://www.nicovideo.jp/watch/1345901110
I don't think you can really say they've "improved" the route since the outcome is slower. I do think that my work is still improvable though.
(ALAKTORN: the link does work.)
I agree with you guys. What I'm looking for in this thread are new glitches, routes, tricks, etc. Not freeruns/compilation video of TAS competition and shit.
Please avoid self-promoting, too.
For those of you following this topic:
The limit on uploads is 3.5GB as is stated in the documentation.
TVCMan has no limit on what it can support (unless you consider 2^63-1 a limit). The site backend, and the browser based uploader both have a 3.5GB limit hard coded in.
The browser based uploader had a bug in its MD5 calculations for files >=2GB in size, effectively making the form not work for anything in that range. Thankfully, thanks to help from Ilari, this has been fixed. I tested with a 3GB file, and it worked, so things should be fine now.
Is the 3.5GB limit high enough? Should I raise it higher? I'd like to hear the opinion of various encoders on this.
Personally, I think it's way too low. I remember uploading a DKC2 TAS that was slightly over 12GB in size.
What would it cost to raise such limit?
I find this publication's screenshot a little bland for such an amazing TAS.
Could you guys consider changing the screenshot to something better? Or was it agwawaf's decision? Or am I missing something else?
1) 11 minutes in (end of ice level), is the momentum of going around the icicle more beneficial than the directness of skirting the edge of the ice?
Yes it is. IIRC it saved 8 frames.
JaggerG wrote:
2) Ice Spider: Have you considered having it use another attack to cancel it smashing the floor out? No idea if it COULD be quicker, just thought I should ask.
The fight is improvable. It's faster to trigger its "???" animation (when the spider is wondering where you are) and attack it at that moment. It takes out more HP and thus makes the fight faster. It will have to be re-done in the v2.
JaggerG wrote:
3) Is the parabolic kick reproducible on console? I recall a video posted about hopping to Blue 3 from Blue 1, but don't recall the result.
Yes it is possible, but not really feasible during speedrun attempts (too risky).
JaggerG wrote:
4) Actually since I remembered it, I should probably ask the result. Can you skip Artemis altogether by doing this?
I'm not sure what you mean. How would you skip Artemis?