Posts for bkDJ

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Hyperresonance wrote:
AnotherUser wrote:
-Depending on the feather count, maybe get the boggy jiggy in flight while on the way to the igloo? (I'm thinking of a perfect beak bomb downward then retain flight and fly to igloo.)
Unfortunately if you don't collect the Boggy jiggy before you transform into the walrus, Boggy will not be there to race you. I just changed that in the pastebin.
You can save Boggy early and leave the jiggy collection until later flight to avoid the dance, though
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There's also the bull on the way from Conga to the blue jinjo.
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I love reading about the trouble TASers go through in order to deliver such a beautiful final products, so thanks for the great write-up MrGrunz! I also liked that the level of profanity seemed proportional to the level of difficulty of a given section :P
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feos wrote:
Wiki: ArticleIndex wrote:
Wiki: SiteLicense
The SiteLicense page could use a few English corrections. The second heading should be "Rationale", not "Rational". And the Ramifications section has odd wording. I'd fix it like so: "It is important to note that the site license is the same as, or similar to, ones used by many other sites. If TASVideos used a more restrictive license, we'd be unable to, for example, upload videos to YouTube, which offers to host videos under the same Creative Commons license or under one very similar to it. With such unencumbered licensing, we are able to publish videos submitted here to YouTube and many others for hosting."
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sonicpacker wrote:
lmao: http://sm64.org/forum/viewtopic.php?id=677
I don't know if this guy is the same as that one, but that was pretty funny. Hard to take seriously with gems like this:
Giraffecheetah wrote:
I will make my OWN Wii Emulator and make my OWN TAS plugin for it, and I will make hundreds of Super Mario Galaxy TASes, and they will be the BEST TASES ANYONE HAS EVER MADE IN HISTORY!!!!
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When I was testing years ago, I didn't look at memory addresses, I just tried entering at different frames doing different controller input right before, and it would change by a few degrees. Once I was in the level, going in or out of mumbo skull / ant hill and collecting any amount of stuff seemed to have no further effect. At first, I thought it might be like DKC (hey, same company) and the RNG for stuff depended on entry frame, but entering on the same frame with different input changed it sometimes anyway. Edit: well jeez, it was just a spawned objects incrementer all along that resets after any loading zone? Well, fuck me for not taking better notes of what I was doing in the level I guess. :/ Great job Kirkq and Cronikeys! :)
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Lil_Gecko wrote:
I also did a TAS of this
Wow! Genuinely clever and surprising strats here (killing boo with the shell, that crazy stuff with the blocks in the tall vine level, using L/R for better dolphin positions, etc), and lots of entertainment during forced waiting (going through walls, having yoshi eat monty mole, etc), and of course the last few levels are completely destroyed. I can't wait to see Mister and ISM top this. :) Am I the only one who thinks that youtube should not be used for 60fps games like SMW and its hacks? 30fps sucks and there's no way to see, for example, whether 1/1 swimming was used. Nicovideo (and Vimeo?) should be the video sharing service of choice for this kind of thing IMO... I do understand people want to build up YT subscribers/viewers/likes, but still :P
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Wow at those clips! Red feathers are going to become as precious a resource in BK as bombs are in OoT/MM!
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Cronikeys wrote:
I'm working on a few ideas to skip more jiggies by entering levels early. I had an idea for Bubblegloop Swamp but I found that the "water" in the marsh outside of the level is a different object which you can't swim in. It has depth if you look at it from the side (using L to Levitate cheat codes or MHS to hack yourself oob) whereas normal water does not. The floor of the BGS lobby area is also what damages you and the "water" object is what spawns the little red dot particle effect from the piranhas.
Depth, from the side? Can we see a screenshot of that? Sounds interesting :) And I bet the sand in GV is similar in that the floor beneath the sand damages you and the opaque "water" is just for show.
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Mister wrote:
It's been two weeks since the ips was released. There's already a TAS work on the hack: http://www.nicovideo.jp/watch/sm19549575 (not my work).
There is a lot of scrolling and periodic level elements. Like, at 9:49, you could go through the Thwomps a cycle earlier, but it wouldn't matter because of the periodic yellow bar a bit higher. :/ Compared to that video, how much time have you saved up to the fourth level?
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That list above of jiggies to get looks great, though there are 2 bullet points for Grunty's Lair :P
Cronikeys wrote:
I made a video of that clip I mentioned: http://www.youtube.com/watch?v=sFMHaW3YJMI It's incredibly precise so I think it might have something to do with BK's model's angle while edge clipping or maybe even how zoomed out the camera is. That sounds silly, but the camera has been known to affect the precision of Banjo's z-position (if you look down while in first person on a honeycomb box you slide, if you got to first person while termite you move like 4 pixels down, etc.). Anyway, this has inspired me to look over some other things I've tested to see if I can get them to work trying various angles and camera positions.
While going into / out of 1st person might trigger some odd Z-axis positioning or physics of the character, normally changing the 3rd person camera distance can change the LOD (Level of Detail) in 3D models, but that generally has nothing to do with collision and only to do with rendering. And on the subject of CCW clips, would getting bashed through the nest by Eyrie falling asleep help with anything if it were incorporated into a route? I'm guessing no, but throwing it out there anyway.
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sonicpacker wrote:
So time for that question! 1.0 or newest preferred?
1.0 or "final" would be a better question, IMO. If he doesn't think it's complete and wants to do more work on it, then 1.0 would be my pick because TASing "newest" will lead to unnecessary drama when the TAS is done and is 4 versions behind the "newest"...
sonicpacker wrote:
Edit: I have the best TASVideos post number ever.
Seven seven two? What's the joke?
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sonicpacker wrote:
bkDJ wrote:
However, I didn't see this in the known improvements section so I'll ask: Is it really faster to side-BLJ into DDD and then later have to run and dive into BitFS, rather than go to BitFS frst so that the distance to getting into DDD the first time (after key collection) is very short?
The sub disappears if you beat BitFS first.
Ah, that explains it, thanks! :)
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I voted yes, because that was amazing! However, I didn't see this in the known improvements section so I'll ask: Is it really faster to side-BLJ into DDD and then later have to run and dive into BitFS, rather than go to BitFS frst so that the distance to getting into DDD the first time (after key collection) is very short? I just don't see how the time saved getting less speed on the BLJ negates the time wasted between the different exit/enter positions. :/
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Cronikeys wrote:
bkDJ wrote:
Cronikeys wrote:
Does anything interesting happen if you go to a different challenge area, like escape the bee challenge and go to the tile-matching pyramid.
A timer starts and Grunty says what she would normally say for that minigame in Furnace Fun and when the time runs out you're back at the tile you started on. It's really weird :s
Could you post a savestate of the game in challenge-escaped mode, please? I'd like to play around with it.
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Cronikeys wrote:
Kyman wrote:
EDIT: I recall hacking going OOB in a minigame before, I'm pretty sure you get loaded in the level it's in.
You start at Furnace Fun if you fall OOB in a minigame. I just tested this with MHS. EDIT: Actually, if you touch the "door loading zone" for the minigames, you go back to the level but it's only like semi-loaded. There are no notes. Still testing... will update. EDIT: Hmmm... I think it puts you in the main level but with the flag set to not spawn notes or honeycombs. The jiggies are still there. This is really weird. EDIT: You lose the ability to climb in whatever level you go to. Also, it doesn't go back to normal if you exit the stage. You won't have any notes, feathers, gold feathers, ability to climb, etc. until you re-enter furnace fun or go to the game you exited. For example, if you escape the bee minigame in furnace fun then go back to the bee minigame in CCW, a 30 second timer will appear and you will end up in Furnace Fun if you let it run down to 0.
Haha, a secret hard mode :P I wonder if they turned off climbing for all challenges just for the sake of the Boss Boom Box challenge... Does anything interesting happen if you go to a different challenge area, like escape the bee challenge and go to the tile-matching pyramid?
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I'm late to the party but wow, great job on the Grunty Puzzle skip! I guess in any%, speed shoes would be skipped so FP can be done in its entirety (minus 2nd Boggy Race) in one visit?
Cronikeys wrote:
http://www.youtube.com/watch?v=qqhDqTtTt8Y I don't know what to make of this. =| I floated across the fog in the final Grunty fight.
Man, when I was younger I used to play around with this game a lot, and that trick is pretty easy to reproduce in real-time with the homing attack, though at the time I thought it was necessary to touch the wall during knockback... or is that just what I did to slide along the fog slower...? Anyway I doubt any real use could come of it. :P
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Excellent stuff that could all save time, except getting stuck in Juju's mouth, hah. And BK TASes don't go for in-game time so since input ends after the final jinjo activation, I doubt that one will be used, but cool to know. The angle the Conga jiggy bounces is random, but set in stone once the level is loaded, so getting the two to overlap involves luck (manipulation) before entering.
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Cronikeys wrote:
http://www.youtube.com/watch?v=s6a-RkIG9Sw This lets you skip the engine room but still get the propeller jiggy. Also, you can use this to touch the loading zone for boss boom box without dropping the TNT.
A new route using this could skip at least 4 cutscenes. The TNT dropping, the first propeller switch, the second propeller switch, and the cutscene for the propeller timer running out. it might also avoid 2 crane crossings. Very nice! Maybe only 3 cutscenes if the first propeller switch is necessary for the notes in the Engine Room, but still.
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Does the newly discovered "Hold R LOL" glitch where you can skip most of the adult trading quest have any TAS implications for categories other than 100%? Has anyone good with MHS taken a look to understand this more and see if this can be applied to other NPC-giving-item situations for something crazy like a faster bottle or whatever?
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Guernsey wrote:
Getting the coins in Dire Dire Docks without the submarine is hard for me especially the last two red coins near the hole. Does anyone has a TAS of this? I need an idea on what to do to get those those last two coins.
Uh, aren't there poles you can jump to/from on "Pole-Jumping For Red Coins"?
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Phallosvogel wrote:
So correct me if Im wrong: Was the only advantage of the Tingle Tuner so that you could get out of a Zombie Hover? And does the new FW-less storage method mean we can get out of any zombie hover, even without the tuner (as described here)?
Tingle Baloons were also used. They let you walk straight off a ledge for 5 seconds, which is useful in a few places. Cosmo used one to enter the Forest Haven dungeon (see here at 2h10m30s) since it's faster than the other 2 strats which involve either returning to the boat and going up the tornado, or changing the wind twice.
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Cronikeys wrote:
[Zombie Flutter info] -If you touch a beehive you will die
I'm willing to bet that any "friendly knockback started while while not attacking" will kill you. Like, bumping into Blubba the Hippo. (And maybe the snowmen? And Nappa the Ghost? I forget if they do damage when you just walk up to them.)
Cronikeys wrote:
So I've been thinking about how this clip works, and I came up with an alternate explanation that might also be true
Probably just the way shadow/ground projection works and I wouldn't read too much into it. Concerning the new FP route (great idea!), it would probably be faster to die from the ice cube enemy than going back to the water :)
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Sweet find!
sonicpacker wrote:
This allows 3 more CCC/C-less stars: Slip Slidin' Away, Big Penguin Race, and Snowman's Lost His Head.
How does this help with Snowman's Lost His Head? I thought that one was CCC-less even in real-time. EDIT: oh right. Nevermind. That one will never be CCC-less. And what's the CCC-less total now, 80? I tried looking around but can only find individual star strats and sm74 stuff.