Posts for bkDJ

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Joined: 7/26/2006
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Loved it. Your submission text forgot to mention that sometimes you used some nonstandard camera angles in some levels to reduce lag, also gaining several seconds. Voting yes obviously.
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uh, the game may only show you 20 new frames every second, but it definitely outputs 60. pretend I said V/I or whatever. it is 1.45seconds :P
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AKA: 33347 Mukki: 33260 Improvement: 87 frames, or 1.45 seconds. By all means continue. I don't have any syncing problems with this either :D
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Shooting eggs at the crabs would probably have been faster than rolling and swiping
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wow that is an awesome glitch in ttc. I guess I need to make an avi of mumbo's mountain through ttc then. Maybe later tonight.
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do you have a link to the pj64 plugin used?
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JXQ wrote:
mrz: Bonus points if you can tell why the rerecord count is what it is. oddity: Fabian & I are working on the improved 11-exit run.
You used a preexisting run and just resumed after the title+menus since there's no way to do those faster, and you didn't hex edit the rerecord count to be 0 so it just kept building from the previous run's count. That or you really suck and take forever to do things :P
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I just put files there. the code and space all is thanks to Spacecow. It's really not a big deal to mouseover. The important thing is that the files are there
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Bag of Magic Food wrote:
And they replaced him with that dumb army guy who thinks that "zee" rhymes with "red"!
zed. :(
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Pasky13 wrote:
Sorry for not reading but there are quite a number of pages and I can't seem to grasp what is going on currently, is the recent discussion about a 100% run or a optimization of the TSA run completed earlier by guanobowl (the 2 hour run)??? If there is a new WIP for a 100% run anyone mind linking the movie file? Thanks.
pay attention, it's on this page. Just browse around http://tas.monotoli.org/mov/oot/wip 01 is the rupee run, 2-02 is the new deku tree, and everything in /old is most of the progress of the old run up until the fire temple or whatever when it desynced and I couldn't make these files anymore. VVVV- I don't get a 404 ????
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kwinse wrote:
Youtube has a button to open a popup window... http://img242.imageshack.us/img242/417/youtubeaw4.png
My point is that with a video file converted to flash, a full screen pop-up cannot compete with the source the video file was made form in the first place, if that makes any sense. here's a random shot from AKA's wip to illustrate. [URL=http://img169.imageshack.us/my.php?image=mariowm9.png][/URL]
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haha, hilarious image :D Anyway my computer had everything wiped like a month and a bit ago and I've been lazy and busy and I don't have all my tools back, and I would need to remake a PSD file for easy editing of the fancy intro image you guys are used to from my avis but rather than making you wait for my lazy ass to redo that, I just encoded it as-is with no watermarks. The rupee run and the first half of the deku tree seem exactly the same so I just made a movie of the entire new deku tree. No hq and lq versions this time, also due to laziness. just a low(ish) bitrate high(ish) resolution :P http://tas.monotoli.org/mov/oot/wip/lozoot-guanobowl-wiptas2-02.mkv
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easy to implement? Wouldn't that be a video plugin thing and not an emulator thing? Banjo Kazooie's framerate is different depending on the plugin used, (though graphics are almost always updated 3 to 4 frames after first frame of input and input needs to be at least 2 frames long, sometimes three to be detected). Another interesting thing about BK is that everything done using d3d will work in sync when played back using opengl, but some things can be done in opengl easier but desync when played back with d3d.... but opengl renders the game like shit (messy hud, black screen when underwater, etc)
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I enjoy the ease of use of youtube as much as the next guy but it really hurts to watch 320x240 in full screen when I know the m64 would let me watch it at 1600x1200. Either way any wip is a good wip.
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mupen64 is long overdue for an update. For one I'd still love for it to auto-split avi's into 2GB chunks instead of corrupting themselves after getting too big. Secondly Banjo-Tooie cannot be TASed or even played normally because the plateau fire egg switch cannot be activated to open the gate to the witchyworld area.
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mr_robert_z: apart from a few moments, it is, I'm sorry to say, very obvious that frame advance isn't used. I watched it all and it's definitely good for something that only used slow down. I guess my main problem with it is that I just don't understand the need for a 70-star run for this game, especially when you blj through doors and stuff.
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atro city wrote:
you might want to turn the sound off
All I could think of while watching those was Azumanga Daiou
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Xkeeper wrote:
I don't mind the bonus stages. Please, get Hyper Knuckles. =P (I mean, even if I did somehow end up disliking them, there's a fast forward/skip button for a reason)
there's a fast forward button? The only way I found to make gens quick is to set a frameskip higher than 0.
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comicalflop wrote:
bkDJ wrote:
is there no way to exploit the BLJ in any of the SML stars? Can it be activated inside of the ice cube maze?
That has so many walls everywhere that getting caught is going to be a pain, unless you get it after the invisible cap, in which case the time used to set up the BLJ could be more than simply getting the star. As for before the invisible cap... the place is a maze, and probably a BLJ would be frustrating to do/maneuver. Or maybe it can be used. This was a great test run nonetheless.
I said ice cube (like the thing just to the left of the starting point), not igloo XD
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is there no way to exploit the BLJ in any of the SML stars? Can it be activated inside of the ice cube maze?
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comicalflop wrote:
OT, I just got a gamepad so hopefully that'll help me in TASing this game, for doing test runs to explore levels and for better precision. If the input plugin changes from the TAS plugin to the gamepad plugin, will that negatively affect anything?
I recommend keeping the plugin as the TAS plugin since it supports gamepads anyway, and for super precision you can just manually aim using the GUI.
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hahaha. ok well at least MM is done now :D
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Hmmm. After watching the current WIP numerous times, I'm thinking if there could be a MM route that leaves the blue jinjo as the last jiggy, it should be possible to jump into the water from the jiggy collection kind of like how sami jumps a bit after collecting the green jinjo jiggy. That would save two dances which might be worth the detour. Anyway, for easier level planning are there some nice maps we could use? I used to have a strategy guide with excellent map renders but who knows what happened to it between 1998 and today.
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I need to redownload all my encoding tools since I lost all the stuff on my harddrives a few weeks ago. I'll have the avi in a bit.... edit: actually, maybe tomorrow. I'm busy tonight