Posts for sonicpacker


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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)
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The improvement was successful, and the .m64 has been updated. The run is now 5:04.80 instead of 5:05.08. An encode will be on YouTube when I wake up in the morning =P
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*Attention Encoders* There is a small improvement that we are working on maxing. Sadly, we are all busy at this time. We will update the .m64 as soon as possible. Please *DO NOT* encode the run yet. Thank you.
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Nahoc and I had the idea of making a "concept" 120 Star TAS that isn't necessarily optimized, but uses all of the new routes/tricks. We aren't 100% sure if we will start this because we are both busy with life, but it is a nice idea IMO. It would still completely murder the current version.
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Baxter wrote:
Nicos wrote:
if 0 stars = 5 peoples, the 120 stars = 600 peoples ?
Because, as we all know (5/0) * 120 = 600? (From youtube)
Bretaigne94 wrote:
LOL AT THE RERECORD COUNT. Honestly was that the real number?
SilentSlayers wrote:
Yes, with an uncertainty of +-10, 000.
How can there be an uncertainty of 10.000?
It's really hard to tell when multiple people are working on the same m64s for once, but only one persons input gets used. That happened for basically every section, + with hexing. It's more accurate than 10k though. More like 5k - 6k.
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If it counts for anything, I believe it is faster if you were to use SDA timing...
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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
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I don't understand why this conversation about luck and a 120 star run has to come up every few pages over and over again.. On another note, here is a good place to see unofficial WRs. Not sure if it has been posted before, but: http://www35.atwiki.jp/sm64tas/
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TheRealOne wrote:
I know someone else had of this vid to but completed with a slow ending. Did it turn out impossible/ and ending couldn't be worked out to beat the current route?
http://www.youtube.com/watch?v=6XF8L7w5i20 It's useless because the star is too far away from where you kick.
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Mitjitsu wrote:
Derakon wrote:
SM64 is not hex-friendly, so you have to get the input right the first time. Any improvements found later will require starting over from the point of the improvement.
Very wrong, there is very little in the way of random elements. Most of the time via hexing you can get random elements to sync or become more favourable.
That's not very accurate. A ton of new strats would need to be altered due to the places where enemies spawn. Eg, the new chain chomps gate strategy. i tried hexing that onto a new .m64 and during the slidekick, i hit a goomba. And we were talking about a 120 star tas anyway. What Derakon meant is that you cant be 80 stars in and then go hex the 5th or 6th star.
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Experienced Forum User, Published Author, Active player (420)
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Experienced Forum User, Published Author, Active player (420)
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You guys really need to stop relying on hexing with this game. You don't seem to understand the luck manipulation factors. For example, the only 100 coin star that I can think of to have no luck would be DDD 100 coins, and even that has lag as an issue. The point is, you can't just depend on hexing everything together.
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When Mr_Roberts_Z made his WIP, I believe it was 3/4 of a year for 33 stars (correct me if I'm wrong). Within the last 2 weeks, I can think of 4 stars that got completely overhauled with new routes, 3 of them being fairly early in the game. At this rate, you are right, there won't be a optimal/near optimal run for a very, VERY long time.
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Yes, we use the TAS Input Plugin. It's far more accurate than using a keyboard/controller. Myself and other SM64/N64 TASers that I know of have been hoping similar plugins will be developed for other emulators too, like PCSX and Dolphin.
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Sonikkustar wrote:
He removed the text from the begining of the stage. That makes this video completely pointless to the 0-star TAS.
Nah, you can just hex from the first moving frame.
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Experienced Forum User, Published Author, Active player (420)
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Experienced Forum User, Published Author, Active player (420)
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No, that isn't where we saved. One frame was from getting more BLJ speed with a slightly different starting LJ angle. The other was from the mountain to the island.