Posts for bkDJ

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mike89 wrote:
I can't see why the Mumbo tokens are being included in 100%. After 75 they're totally useless, and if a viewer didn't know that there were exactly 115 (or whatever it is) then there'd be no way of verifying that the player actually got them all. Not to mention that'd mean taking the player to all ends of the map.
notes are useless after 886 I think..... even 6 honey combs are useless (no extra health added) VVV kwinse: I know, I'm just pointing it out.
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Some button presses that look out of place are actually manipulating luck. So if you said "hey why is this guy pressing B and holding left while this area loads" and you hex-edit the file to not have those presses, maybe stuff in the level is different and the file desyncs. I think most runners don't have anything pressed when pressing does nothing like during a long unskippable cutscene.
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Sami wrote:
and I think ice key and eggs have to collect too because it's not 100% if they are missed.
No. They were never intended to be collected. you can only get them with a gameshark, or by inputting debug codes that would take maybe 20 minutes to put them all in. I still think that it is unnecessary to transform if it saves time not to.
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evilchen wrote:
so i can make a super metroid all powerbombs run? well would be the same or? i think you should collect 100% or just enough to finish the game(any%) ;/
If Sami does any%, then my jump was for nothing :(
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petrie911 wrote:
How do you find this out? I don't remember seeing Ganondorf hosting the lottery...
It's been many years, and maybe it wasn't the lottery, but some bombchu or archery or other game, but I seem to remember that if you win the prize somewhere (was it the rupee maze? I think I only ever beat that once on a console. I should emulate it and see) that it is given to you by some guy with ganondorf's face. Link even is taken aback and goes ":O !!!!" and then you get the prize and laugh. That or I am insane and that never happened.
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Bag of Magic Food wrote:
captainobvious wrote:
I imagine that during the run-throughs, each character will simply kill themselves as quickly as possible during the bonus rounds, since you are going to go back and do them again later (I'd like to see "flying off the top" sacrifices). This is a factor in choosing characters to run-through with: who can kill themselves the quickest, or in the most interesting way?
Wouldn't it be better for your total time to get the bonus stage records when they're presented to you anyway rather than redoing them later?
That's what I was thinking. quicker to do them as they're presented. find the three characters that can win the fastest, the first two on very easy for faster kills, third on normal (only 1 life for all of them), and do the stages then. then you have fewer characters to do when you have everyone except luigi. Unless one character is really much faster than everyone else, then just do everythign with that one, and do the bonus stages completely the final time. No matter how this gets done, I think making the run submittable would take priority over making clips and appending them all into one avi. Hell, if luigi is faster because of his smash up+B, then do the necessary bonuses to unlock him before doing single player. :)
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Bag of Magic Food wrote:
Sami wrote:
Nope. We collect only these mumbo tokens what we need to.
Then it's not really 100%, and even less so if you skip buying a transformation.
I honestly think that if skipping the transformation is faster, we should skip it. I also believe they wouldn't have scattered so many mumbo tokens if they intended you to find every one. they just want you to have everything the subscreen keeps track of on the grand total screen and that's fine by me. So don't call it 100%, call it the "all honeycomb/note/jiggy run" just like mario64 has a "coinless/capless/cannonless" run. Or something :v
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m64 and explanation in above post, and someone in irc wanted a movie file for whatever reason. http://tas.monotoli.org/mov/bk/FinalColliJump.mkv 900KB
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Sami wrote:
Any luck with the jump bkDJ?
YES! except I wasn't recording, by accident. FUCK. I just need to remember what I did for the 20 frames I'm hanging and vibrating on the edge before I end up on top :((((((( EDIT: I am so glad I write down all the angles I used and the results. I could recreate the laste half a second of it and it worked while recording. look at all the different directions pressed during the jump and know that a 1 degree error at any time fucked it up. http://tas.monotoli.org/mov/bk/COOOLLLLIIIWOOOBBLLLEEE-bkDJ.m64 please don't look at the rerecord count it's embarassing. VVVV I came at it from a different angle, so yeah I had to use a different tactic though I kept the spinning on the ground while sliding because it helps.
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okiyama wrote:
I'm pretty sure the run is "if it shows up on the collection screen, it get collected" but I don't... think mumbo tokens get counted on the collection screen.
They do, but not over a total. unless you run around to every mumbo token location you can't know for sure that you've collected it. jsmith, how? rolling?
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Sami wrote:
I don't think that's is faster because in termite you don't have to watch victory dance :p
Are we collecting 100% mumbo tokens in the game? Because if not, then this saves us 5 tokens later in the game, and we don't have to watch the two transformation animations, and we only have to go into the termite mound once which saves 2 area loadings. and also a mumbo text skip.
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Bag of Magic Food wrote:
It's better than The Ocarina Of Time because the bottles aren't pointy!
and because ganondorf has retired from evil and now hosts the lottery
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JSmith wrote:
2000 re-records... in the first minute of controlling Banjo. That must be some kind of record considering there's no luck manipulation involved.
Well a little bit since I needed to make sure colli will be in the right place when I get up. If I can just manage the jump, colli will be on the far end of the garden, near the gate. But with a different camera angle than last time, I don't know. Oh, and one advantage to ducking and backflipping is that you can change your direction. rolling and backlipping does not allow you to change direction while on the ground. And Sami, I HIGHLY suggest trying nitsuja's input plugin. it allows crazy precision, as some of the closest calls I've had allowed a 1% error (difficult even with a gamepad). with 8 directions, that's 12.5% error sometimes :/ I'll keep trying though.
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JSmith wrote:
Climb Ticker's Tower as Banjo, without Talon Trot: 1)Jump onto the second platform. 2)Roll off the platform at an angle. 3)Airjump back onto the platform 4)Repeat 2 and 3 once 5)Roll-airjump to the next platform 6)Repeat 2-5 for each additional platform in the middle. 7)backflip to the next level/exit tower I haven't made it past the 4th platform on a console, but I think I could manage it with rerecords. EDIT:Reason:Rolling off the ledge resets the timer that determines when you start sliding.
But as a termite you don't have the jiggy dance. Unless you can also get the jiggy at the top of mumbo's mountain's entrace without the termite, I don't think this is a timesaver :( Oh, and I HATE this retarded colliwobble jump. so close, yet so far away.
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Posting in support of this. great job so far, comicalflop!
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HiddenGamer wrote:
Dehacked made me a more of a higher quality version but it was h264. But if its possible he still has the raw of it he can do a mpeg2 but I doubt he still has the raw. I will ask him on irc later because he is probably sleeping right now. irc.freenode.net #nesvideos.
I was under the impression he didn't need/have a raw ever since he just had the emulator pipe the video into mencoder...?
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I have colliwobble in a much better place now, and if I can just get up, not going to the back of the garden could save a second. As soon as I manage the jump, I will post the m64 for sami or anyone to use.
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okiyama wrote:
I'm sorry, if it's just my stupidity but everything before "I did indeed let the rolls last longer during my speeds trial. So If I redid it I would let the roll last 16 frames each time instead of 8 to 10." had me thrown for a loop, then again, I'm not really a very important one to understand this.
just documented the frame numbers when executing a flip flap ended spiral mountain faster during the final roll than just plain rolling. the final sentence was the most important: the roll boosts banjo during 16 frames, not 10 like I previously though. edit: VVVV I dunno, I think it's funny, and I'd tune it out after the first few seconds anyway, like I did with oot's hearts. or oot's crazy roll yelling in TSA's speedrun
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about your jump thing. If I do nothing but roll, the screen blackout is complete on 22842. If I initiate Z+A on frame 22755, -56, -57, -59, -60, or -61, blackout completes at 22839. it complete at normal 22842 if I backflip start on 22758. Weird. Then again maybe not because it could be that it ends on any of the 2 frames previous to -39 for different timings as well since I see one frame and then the frame 3 frames ahead of it 3 times without the 2 in between rendering. (yes that means that when a button gets pushed I sometimes don't see the reaction till 5 frames later.) I started the jump on 22745-6 (yes, two-frame button presses). and if this is any indication, my crazy dumb jumping I did in my spiral mountian is slower than letting the roll last [22761-22745] = 16 frames. I did indeed let the rolls last longer during my speeds trial. So If I redid it I would let the roll last 16 frames each time instead of 8 to 10.
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JSmith wrote:
I discovered a way to skip the Nipper dialogue completely and beat him in about 2 seconds from first attack frame to last hit, but I don't think it's practical in a speedrun. 5 bonus points if you can guess how.
If it involves going around rather than in front, that might waste more time than how it's done in mashmallow's run (which I should download again since I lost it). Does it involve flying and landing on top of the shell and hitting him from the top?
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Any news?
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I know that. Maybe I worded it wrong but I meant that the TAS should include the game being beaten 3 (oops, not 4) times with anyone but I suppose someone who can kill quickly given tas advantages, First two on easy mode, third on normal for ness, then do all the break the targets and board the platforms, which along the way unlocks luigi. Ta-daa, submitable SSB 99% run (afaik the only way to unlock mushroom kingdom is with 200 vs matches and really that would be boring to watch).
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L4yer wrote:
bkDJ wrote:
Project 64's FPS is not frames per second but fields per second or VI/s in mupen.
But project64 actually looks smoother. Trust me, you can see the difference between 30fps and 60fps. I even ran them side by side to make sure. mupen looks really jerky like that. (yes my comp is good enough to have them both running full speed at the same time)
AKA wrote:
Very good bkDJ although I'm convinced I could cut another second off it maybe even 2 altough most likely 1. I'll have a go at it in a couple of days though, but could you please explain the timing and the button press for that weird feathery flap on a frame by frame basis, but just as I thought the collywobble area can only be entered early if you backflip at the seams. 150 re-records isn't that much for one tricky stunt espeacally as that jump I did to get into the collywobble area took over 300 to do, if you count the early jump at the right running angle as well.
Yeah you could cut maybe a second or so from having a better coliwobble position, other than that though I don't know what I could have done faster. and for the text skip I can't really explain better than I already did. I did it one way to see if it was possible. that took 30 retries. I did it another way when I made the short demo video (20 retries). Then I had to do it an even different way when I did the whole spiral mountain vid (also 20 retries) since the camera was taking a long time to catch up with where I was. If you want frame by frame, get the m64, and get that great input plugin by nitsuja (I ended up using it for more precise straight lines, it really is even better than a gamepad for holding precision), then do frame advace at that part and see what buttons I'm pushing. The first way I did it I couldn't even jump away from the platform I had to jump towards it, and it let my shadow be over it as long as I was touching the bridge post, and then I had to re-angle myself onto the bridge with a flap. Oh, and I got out my console and tried to do this. I did the colliwobble jump on the FIRST TRY, what the hell >:( but then I turned too many corners underwater and jumped away from the tree one and I got 2:20 as a final time :/
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HiddenGamer wrote:
JSmith wrote:
No, that wastes time climbing Spiral Mountain twice.
Not if that is the last 100 percent thing he gets.
So instead of having the last input frame be on the final egg shot into the jinjonator, it should be after all the credits are done? Haha. I mean, sure, 6 honeycombs are useless play-wise since they don't give you a 9th honeycomb piece, but since this is a 100% run, they need to be collected and collecting them before anything else is the fastest way. Unless you can convince us that there is a way during gameplay to come back to spiral mountain and then go back into the lair and continue the game in less than 30 seconds, and you can show that getting these with some other move gained in the game can speed up the process more than it already is, this is not worth mentioning again. :/ jsmith: nice! that climbing trick might be useful for getting chimpy's orange, but it will certainly be abused in rusty bucket bay and clanker's cavern :D
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I'm wondering 2 things. 1: why does project64 play this game at 60fps, but mupen64 plays it at 30fps. the missing 2 frames every 4 makes TAS difficult. And a new trick I didn't think of. on juju in mumbo's mountain, instead of doing a slow backflip which falls slowly and pauses after landing, you can just do a normal jump and and Z to stomp. before stomping, you go up and collect the honeycomb :D (saves maybe 1 or 2 seconds)