Thanks. I've noticed something was missing in the link.
I have one question about Collect the Caps. Have the SM64 team ever tried BLJing up the sub (gaining speed) and wall jumping all around through the back wall into the star?
You can't BLJ on the sub. It's too slippery. Even if we could, you'd need something to do the speed conversion, since you can't wallkick with backwards speed.
I am stunned.
Too bad I don't understand all those hexadecimal values and sutff. All I can say is that this is some really shocking content right there!
Here are some screenshots I took when watching:
I am currently doing the downloadable encode + 512kb.
Amazing improvement, agwawaf! YES vote.
[Moderator edit by DarkKobold]Broke the pictures up, so they don't break the forum.
Wait... it looks highly doubtful to me that you managed to make this run syncs on a real N64. There are a lot of lag differences between a real N64 and Mupen64, especially in Super Mario 64.
Also, how in hell would you get the same exact RNG when playing back the "120 stars" run? Really, really inconceivable...
Talked to Nothing (Japanese TASer) recently. He said that 25 stars were done in the "120 stars" TAS. They are currently in DDD, improving the 100 coins star.
As for the "70 stars BLJless" TAS, it is currently in WDW. 42 stars are currently done.
You take damage in some bosses/minobosses for funsies, but then in later bosses you make it seem like taking damage saves time, so wouldn't it be better to save health more for the important bosses where taking damage might be faster? Seems like a waste of a resource.
Not really...
Comicalflop wrote:
I'm not 100% sold on it being fully entertaining during waiting periods. The moonwalking is funny, but I think you can do more during wait periods.
Got any suggestion? There isn't THAT much to do...
Comicalflop wrote:
I think if you jump and swing the hammer as Dedede, you won't lose as much speed compared to if you swing while on the ground. Also, maybe you can get blasted by one of those fire guys for an upward boost.
I tried the upward boost. It ended up slower by 14 frames.
Comicalflop wrote:
I'm noticing that you try to slide off of a ledge whenever possible, but not always? is there any reason for that?
Yes, there is. If I'm doing it from too high, I'll have "5" speed for too long and my average speed will be lower (hard to explain in English).
Comicalflop wrote:
Kirby sucks for longer when there's more objects he has to inhale. If you want to inhale just one item but it's grouped near others, wouldnt it be better to try and manipulate/destroy the other things so the sucking time is less?
Yes, I know. If you're speaking about that part with the "boomrang" dude that I swallow with the box, I didn't have the choice.
Comicalflop wrote:
To avoid hitting the ground and doing a little bounce, could you puff up 1 frame before hitting the ground and blow the air out? (in 3-2 when you're invincible)
Yes, I noticed it just recently. I just won't bother going back for that little trick...
Comicalflop wrote:
in 3-3, when you run on those logs that try to push you up into spikies, could you not slide off of each of those, rather than just jump off them?
The upward motion of the logs are canceling the boost I'm getting from the slide.
Comicalflop wrote:
In regards to sliding, I noticed that sometimes after ending a fire shot, you spam A to float upwards, and you still maintain a lot of that momentum. Is it possible to slide off a ledge, and spam A in a similar manner and maintain more slide speedm rather than puffing air as soon as possible?
Again, average speed will most of the time be lower if I puff too much.