Posts for Rusty


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Joined: 11/2/2005
Posts: 19
JSmith wrote:
I've been trying to reproduce the mushroom-cancel glitch on the cars in Toad's Turnpike and have not been able to do so. Does it not work on them, or am I using the mushroom at the wrong time?
It might be because you are always hitting the car for multiple frames. Try to clip a corner and see if you can cancel that with a mushroom. I haven't tested it, it might be handled differently.
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Joined: 11/2/2005
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The run looks great so far. One thing I am wondering is whether the blue shell can be avoided entirely. The difficulty is that it would take both a mushroom and a green to get launched in the air properly. Because of this, I don't think there is any way to avoid the half-lap on the second lap. So the level would be pretty much the same, except rather than getting the blue, you would get a green then a shroom, use both to get back into the cave then get a shroom from the cave box and mylestyle over the wall. In the end, this would probably be slower since you wont have a shroom when you land in the cave the first time. There is some possibility that a MT can have the same effect as a shroom at stopping the shell's effect and launching toad into the air. Other than that, your strategy seems the best. I apologize that I can't demonstrate the shroom-shell hop trick. It will most likely be useful on kalamari since it will allow you to take two trips through the tunnel. Planning ahead, for kalamari, drop back and get a star, then do the star trick. Then complete one lap normal, well try the trick shown on TAS videos. You will need to have a shell and a boost for the next lap, so pick up the shell from the first set of boxes after the shortcut and the shroom from the second one. One trick I just learned is that you can shoot a greenshell through the fence if you are close to it, so it might be possible to plant one in advance. It would add some flair to the run, but might not add speed. If the MT works, then only a shell would be required and it might be faster to backtrack the second lap to get a shell, or it might be possible to use the train to explode. The possibilities are many. Another trick I found is that you can drive through the wall to the left of the second tunnel entrance(outside the fence) and you will fall in the water and latiku will pick you up and put you on the track.
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Titus, your math is wrong, the problem is much harder. The actual number of possible movies is (2^8)^36000, which is why it is impossible. Even if we can cut it down to 2 possibilities per frame, 2^36000 is impossible. We probably need it less than 2^20 ~ 1million to have any hope. Brute forcing is simply not an option. Even games like chess and checkers cannot be brute forced with todays technology, so it would have to a very simple game for anyone to map out the tree.
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Joined: 11/2/2005
Posts: 19
There are other methods of jumping higher than normal but these demand frame accurate use. The most common one that happens when you play multiplayer a ton is firing a boost at the exact same frame that a shell hits you. We spam the power-mushroom to avoid red and blue shells in multi, but it works on single mushrooms with good timing. You go up in the air very high, but you do not tumble. It might be possible to manipulate green shells and pull this off solo. It might even be possible to do with miniturbo's, but I have never seen that work. It is definitely a glitch, since it does provide immunity to getting hit by a shell for a second. This might not prove useful since it isnt as far as a jump over another player, but it would add a dimension to game play.
Post subject: Game Physics
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Joined: 11/2/2005
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If you need any information on the game physics, I can try to help. I guess the main thing you should know is don't turn, don't hit any walls unless necessary. Player state(ground type, tumbling, speed strip, etc.) is updated every frame based on the ground type that you are on. Walls also update the state, causing all boosts to be lost. I think that all the state updates are part of the clipping routines. I can probably provide more technical information if you wish. I have been meaning to hack the game some more anyway. Best of luck.
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I played that game a lot. Well, mainly I coached my brother while he played. With continues, we still never had the skills to finish it. I would like to see it speed ran.
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A stunt runthrough would also be rather lackluster as the player would just do the start trick to minimize points, although that could be forbidden in the rules or something.
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Joined: 11/2/2005
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There is a good trick in this game to get the gyrocopter to rediculous speeds, hit the ground at a slight angle, but bounce off to get going over 100km/h faster than otherwise possible. I used this a lot, but it was hard to controll. It might come in handy in a speed run. I think the fastest semi stable speed is like 390km/h, a good bit more than the normal 250. Also, once flying this fast, you maintain this speed like it is normal. Edit: I was fooling around with it, and it turns out that it takes 5 points for each time you hit the ground, so unless a perfect run is not needed or someone finds an extension to the trick, it wont be useful.
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I think that more than 30 frames might make the movies look sloppy. If anyone can write tools that would help out in the process, they would be very useful. I dont think I have the coding experience to do this. It will probably flounder otherwise.
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The first half was entertaining. Can you screen push off the screen, or do you stop because any more doesn't work? I am referring to level 3. I was amazed at how boring level 4 was. good work on the optimization!
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Kholdstare and asteron, I guess the chess analogy is limited. The turn would be taken at the same time. Both players would submit input for the same n frames simultaneously. Each would do it blind as to their opponet's input.
Post subject: Smash Bros. Chess
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I propose to have a competition where each competitor submits a sequence of key presses to an independent thrid party. A match is set up and each player is given the opening movie, to which they add a few frames of input for only their character. After a certain number of frames, players are given their opponet's moves. 10 might be a good number of frames. The process is repeated till one player dies. The challenge would be to guess what your opponet will do in those 10 frames and respond in part. Someone with hexediting experience would need to moderate this. Also, the technique is not limited to smash, but it would make a good test of the method. If anyone is interested or confused as to what I mean, please respond. I think that people would like to see their favorite speed runners face off in such battles, if they turn out ballanced.
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You seem to jump off of everything, never falling off. Is this faster? Also in the level with bats, can you shoot them before they start flying? That might be faster than turning around to fire behind you. As to the idea of running out of bullets, you can loose bullets even when there are 3 in the air, the game deducts one bullet from you for each time you press the fire button, regardless of whether it actually fires. If you were to try to run out, it wouldnt take long. It is a lot slower with the bashing, it stops your horizontal movement.
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Joined: 11/2/2005
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Kirby does have a very fast short hop/jump cancel, ie jump and as soon as you are in the air, press down a. I learned this recently from my friend who is a master. I will try to get him on the board.
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I just watched it and it is amazing. I had seen the 20 minute run on speed demos archive, but this is blowing it away. Definitely one of the coolest runs I have seen on any emulator. It would make a great first published N64 run when it finishes, and would alert many to the capabilites of N64 speed running. Wow. Great work so far, cant wait to see how the end turns out. The eight coins on the first bowser level was genius.
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There is another problem to doing this. Many games have an eeprom, which cannot be erased. If the game uses this data, then the run may start out different. With emulators, this is fixable, but on the console it would have to be manually wiped for some games before each run.
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To clarify, i wasnt complaining about the idea, but destroying any hope that this will make speed runs easier. It will certainly make them less tedious. I know that an exhaustive button mashing was never intended.
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You need to keep in mind that a pure brute force method is not ever feasible. Each frame has like 2^#of buttons possibilities, and you multiply for each frame. So for 5 buttons used, and a 30 second time cap the possibilities would be (2^5)^(30*60)=~ 1.86*10^2709. This shows that an exaustive search for a whole game is impossible, but for short segments and specific goals, it is possible. The problem is that the bot often must know what is coming up to see the value in a specific set of moves, but this is not possible. I doubt that a bot will ever do a whole run unless there is some way to implement lots of check points. I guess a quantum computer with a few kiloqubits might be able to do it in the futere, I dont know.
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MK64 is a unique game in that it has course ghosts. This means that even though the emulator wont let you record, it is still possible to record through the use of the ghost function and save states. The only real problem would be frame accurate input. If this could be hacked into an emulator, of if it already exists in one, then ghosts can be manipulated. The only problem is that the game does not have a method for replaying memory card saved ghosts besides replaying them alongside current gameplay. If someone can hack that into the rom, that would make this work. I would love to see this done.