Posts for sonicpacker


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bkDJ wrote:
sonicpacker wrote:
Edit: I have the best TASVideos post number ever.
Seven seven two? What's the joke?
I didn't say my post count. :P It's post 333666 on the forum.
Experienced Forum User, Published Author, Active player (420)
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I sent this message to Skelux on YouTube: I plan to make an 80 Stars BLJless TAS of SMSR. I was curious if you plan on releasing another patch anytime soon or if "Deluxe" is going to be the main version for awhile. I'm going to ask some people what they think about whether I should use 1.0 or the newest. If they say the newest, when I start TASing depends on your answer. Thanks! - SP ---------- So time for that question! 1.0 or newest preferred? Edit: I have the best TASVideos post number ever.
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THC98 wrote:
mkdasher wrote:
Lag counter test. Little test I did with scripts. http://www.youtube.com/watch?v=J4CyfFBX8vo
Interesting thing, could you use it in the full TAS to check how many lag frames there are in the full thing, if you don't already know it?
How would we not know? VI/s are real time and input frames are just input frames. All you have to do is find the difference in time (VI/s divided by 60 and input frames divided by 30) and then you have the total lag (for Mupen). This is useful if anyone plans to TAS something, not for TASes that are already done (unless you're using them to compare to).
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boct1584 wrote:
You guys were so close to being able to say "Fuck Cannons" too. But Somewhere Over The Rainbow and Wing Mario Over The Rainbow just wouldn't cooperate, huh? Oh well. Extreme Yes vote anyway.
Technically we could still say "Fuck Cannons," but it would be slower! XD
Experienced Forum User, Published Author, Active player (420)
Joined: 9/21/2009
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Experienced Forum User, Published Author, Active player (420)
Joined: 9/21/2009
Posts: 1047
Location: California
Experienced Forum User, Published Author, Active player (420)
Joined: 9/21/2009
Posts: 1047
Location: California
ALAKTORN wrote:
sonicpacker wrote:
The sub disappears if you beat BitFS first.
that’s funny actually I have a noob question about DDD too: when does the water go back to reveal BitFS? I think it happened when you collected the sub star, but if so why not leave that star for last?
Because you need to choose the manta star from star select or else you can't get it.
Experienced Forum User, Published Author, Active player (420)
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Experienced Forum User, Published Author, Active player (420)
Joined: 9/21/2009
Posts: 1047
Location: California
I bought this laptop for $600 on Costco's website right before this school semester started. It turbos to 3.1GHz and has 6GB of RAM. It runs most Gamecube games at 60 fps fairly easily. I TAS SA2:B, Wario World, SMS, etc. with no complaints about emulation speed. Sadly, everywhere I look it's out of stock now so I can't recommend it to people. But maybe you can find something like it in that price range if you're looking for portability and want to save a little. Of course, if you want to run Wii games, you'll need a bit of a better setup (I recommend a desktop like many others). I can only run SMG2 at about 15 - 20 fps in-game depending on the current level. However, that only bothers me for encoding and not so much for TASing.
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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? 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. :/
The sub disappears if you beat BitFS first. And guys, we already knew the run would be longer by a bit. That's why we asked SoulCal to make the video in the first place...
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jlun2 wrote:
So....any news on this?
No. If anything snark likes us even less now, rofl. I doubt that will be submitted here anytime soon.
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Tub wrote:
I had never expected to see such level of optimization in SM64, but apparently everything is possible with a group of talented people who are willing to invest a lot of time, knowledge and passion into a project.
Thanks so much for your sentiments! We (speaking for everyone that worked on the TAS) love reading comments like this. It touches us when someone goes out of their way to recognize passion and effort. So thanks again, and we're glad you liked the run so much. (✿◠‿◠)
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Experienced Forum User, Published Author, Active player (420)
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Mitjitsu wrote:
ais523 wrote:
Could you please time the run on console as accurately as you can? I'd like to be able to compare it with realtime runs, and don't trust Mupen to calculate the time correctly.
No emulator is ever going to give you the exact timing on a console because of the differing frame rates. Mupen calculates frames at 60FPS, while a console does 59.85. Also, SM64 has areas which lag a lot more on an N64.
That's why he (and I, +others) want a console verification video showing the "true" console length as opposed to the Mupen length.
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To whoever accepts/publishes this, I've asked Aktan to do the site encodes and he's up for it. Thanks to him!
Experienced Forum User, Published Author, Active player (420)
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Experienced Forum User, Published Author, Active player (420)
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Hey guys, might as well say that the upload is planned for release (as long as YouTube has no issues with the video) at 7 AM PST...so about 7 and a half hours from this post. Again, it's being uploaded on my channel in sync with Nahoc submitting the .m64 here. I've been posting updates through my Twitter and the SM64 TAS Facebook page if anyone cares to read them. Hope everyone loves the run!
Experienced Forum User, Published Author, Active player (420)
Joined: 9/21/2009
Posts: 1047
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Experienced Forum User, Published Author, Active player (420)
Joined: 9/21/2009
Posts: 1047
Location: California
Experienced Forum User, Published Author, Active player (420)
Joined: 9/21/2009
Posts: 1047
Location: California
jlun2 wrote:
sonicpacker wrote:
http://www.facebook.com/SM64TAS/posts/123022304519458 ... :)
Btw, any news when will the "0 star" TAS be submitted?
https://twitter.com/Snark86/status/265477095168294913 Not sure if Snark wants to. He's not a fan of people outside of the Japanese community... So who knows, really.
Experienced Forum User, Published Author, Active player (420)
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Experienced Forum User, Published Author, Active player (420)
Joined: 9/21/2009
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GimMick wrote:
andypanther wrote:
I think the wallkicks in BitFS were done faster, but I'm not an expert.
It's definitely the wall-kicks. They found a faster way to gain speed by doing more wall-kicks inside the column. Also, the climb to the 2nd locked door is slighty different, but doesn't look faster.
They removed the P-BLJ in BitS as well.
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adelikat wrote:
However, I think the problem now is that this movie probably looks massively outdated compared to current SM64 TASes
Plus more stars have been achieved.
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FILIM0NAS wrote:
It would be easier to just compare the different parts (texts). It wouldn't be 100% accurate though.
The lag from entering/exiting stages is a bigger deal over time than text differences for a 120 run. Also, this page is related for anyone interested: http://sm64.org/wiki/index.php/SM64_versions
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Here's a little entertainment based run utilizing multiplayer mode: http://youtube.com/watch?v=7VHWdNA_Wy4 Hope you guys like it. Feedback is appreciated!