Active player (490)
Joined: 1/12/2007
Posts: 682
I can't get into BitFS without getting the sub star though. Remember, this run doesn't use the "step" BLJing used to bypass DDD in the 0 star runs.
Former player
Joined: 12/27/2006
Posts: 532
Location: Göteborg, Sweden
Some of these new routes just blew my mind, especially BitS. I can't say anything else than that you did a great job.
My published movies [03:45:05] <Naohiro19> Soulrivers: ... [03:45:19] <Soulrivers> ? [03:46:35] <Naohiro19> <Soulrivers> No! <Naohiro19> So? <Soulrivers> Yes! [03:46:48] <Naohiro19> joke
Joined: 7/26/2006
Posts: 1215
SL, could you please post the m64?
Active player (490)
Joined: 1/12/2007
Posts: 682
http://dehacked.2y.net/microstorage.php/info/1369254079/swordlesslink-mario64-16stars%20-%20Copy.m64 Later, I might make a list of all the improvements over the published 16 star run and my published 0 star run, in the comparable sections.
Former player
Joined: 12/5/2007
Posts: 716
Blast away the wall was one hell of a surprise. Great work!
Joined: 4/3/2006
Posts: 269
Thanks to SL for posting the run! Few stars' route in BitS looks nice (and faster than published runs). The route to get the 15th star is simply amazing. Can't wait for the 120 Stars run. EDIT: forgot to mention about the "blast thru the wall" star, that was awesome.
Joined: 10/20/2006
Posts: 1248
That owned! A 120 star run with an average quality like that would totally blow my mind. o_O
Experienced player (699)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
Very awesome blast through the wall star or whatever and the 15th star route was genious. Also very interesting.
Super Mario Bros. console speedrunner - Andrew Gardikis
Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
Kuwaga wrote:
That owned! A 120 star run with an average quality like that would totally blow my mind. o_O
That's the plan.
Joined: 6/9/2006
Posts: 614
Location: Mettmann
can someone do a youtube or avi download? i cant get mupen to run a game it just crashes when loading a rom , fucking mupen :< worst program ever
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
Swordless Link wrote:
http://dehacked.2y.net/microstorage.php/info/1369254079/swordlesslink-mario64-16stars%20-%20Copy.m64 Later, I might make a list of all the improvements over the published 16 star run and my published 0 star run, in the comparable sections.
Actually, if you want, any editor could add a link to that .m64 in the description of a 0-star run. It would only be fair to do that.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Active player (308)
Joined: 8/25/2006
Posts: 287
Good work with the 16 stars TAS there. A shame we didn't finish our 0 star run before then, but I suppose it doesn't matter too much; it was still optimized for what was known.
Joined: 7/26/2006
Posts: 1215
evilchen wrote:
can someone do a youtube or avi download?
but... but... there's a youtube link BEFORE the m64? Anyway, I'm attempting to encode this to a high quality video since youtube takes care of low-quality, though past mario64 efforts on my part have ended terribly. (If this turns out well, it will be ready for tomorrow EDIT: Actually I am currently away from home for a while and can't really get it done right away, gimme a few days, sorry)
Joined: 6/9/2006
Posts: 614
Location: Mettmann
oh... my bad! never mind :D!
Joined: 5/2/2006
Posts: 1020
Location: Boulder, CO
I do hope that level of precision could be applied to a 70 star run. Its a category that has been discussed before, but it seems more relevant now that there is such a huge divide between 0 and 120 star runs. Either way, well done. fun to watch, and seeing the new methods was really cool.
Has never colored a dinosaur.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
ShinyDoofy wrote:
I once saw a page explaining how the walk on water gameshark code was "developed". Iirc the page also said that Mario's swimming state is determined on his height on the map. Unfortunately I can't seem to find the page anymore :(
http://doc.kodewerx.net/hacking_n64.html
Joined: 7/26/2006
Posts: 1215
Well, I encoded this remotely so I have no idea if it ended up the way I wanted or if it's in sync or what and I don't have the bandwidth to check, where I am... high quality video of SL's run, with HR texture pack: enjoy! (not recommended for slow PCs)
Experienced player (601)
Joined: 10/23/2004
Posts: 706
bkDJ wrote:
Well, I encoded this remotely so I have no idea if it ended up the way I wanted or if it's in sync or what and I don't have the bandwidth to check, where I am... high quality video of SL's run, with HR texture pack: enjoy! (not recommended for slow PCs)
Hold the phone! Since when can you load HR packs with Mupen? I used to be heavily involved with the early HR packs. I designed a new character for MK64 and such.... how do you do run a movie while using them?
Current Project: - Mario Kart 64
Joined: 3/22/2008
Posts: 84
bkDJ wrote:
Well, I encoded this remotely so I have no idea if it ended up the way I wanted or if it's in sync or what and I don't have the bandwidth to check, where I am... high quality video of SL's run, with HR texture pack: enjoy! (not recommended for slow PCs)
great quality, and the textures look amazing! sound desyncs, though. this is the first time i've seen the audio get ahead ofthe video, though.
Joined: 10/20/2006
Posts: 1248
I must say I prefer the original textures. Those hi-res ones can be a bit distracting at times.
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
mapler90210 wrote:
sound desyncs, though. this is the first time i've seen the audio get ahead ofthe video, though.
That might indicate that your CPU can't cope with the high bitrate and takes more time to decode the video than what is needed to decode audio. If the decoding filter isn't configured to skip frames that couldn't be decoded in time, you get audio ahead of the video.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 7/26/2006
Posts: 1215
Re high res being distracting: While I mostly don't agree, it's very jarring when an original low-res one is left in and it doesn't fit with the rest, like say, WF's painting. Also i figured I'd do something different. youtube already has a version of the movie. Re HR possiblility while running a movie: Well, SM64 syncs with EVERYTHING, so I just used the glide napalm plugin telling it to use some HR textures I got like 2 years ago.. I'd love to do the same for OoT or at least use napalm for PD for the special lighting effects present on the console, but unfortunately, sync is a problem. Re sound getting ahead: moozooh is right. I probably should have made it 30fps instead of 60 since nothing in the game runs at more than 30. That and video bitrate is higher than usual at 1300kbps.
Joined: 4/1/2008
Posts: 149
Rice's Video plugin can also dump hi-rez textures and then load them back up. My OoT encodes use these, and I think they work pretty well
Comicalflop wrote:
I don't recommend HISSing at parties though, people will think you're a snake.
Active player (490)
Joined: 1/12/2007
Posts: 682
That looks awesome bkDJ, good work.
Joined: 4/3/2006
Posts: 269
I like bkDJ's Hi-Res version. Any chance of redoing it so that audio/video sync together ?