SXL
Joined: 2/7/2005
Posts: 571
or append a "bonus" section at the end of the regular avi. for instance, during the ending, in a corner, reduced, that would make the ending more entertaining to watch.
I never sleep, 'cause sleep is the cousin of death - NAS
nesrocks
He/Him
Player (240)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
heh i could imagine at the last bowser stage, a PIP (picture in picture) window appears in the corner showing the same game, but after the star is taken, the game in the PIP chooses exit while the main game continues to fight bowser :)
Joined: 2/16/2005
Posts: 462
Maybe in the PIP you can show off the chuckya glitch in wet dry world :-) That thing is crazy. Have you started the real run yet? Should be exciting :)
This signature is much better than its previous version.
Active player (277)
Joined: 5/29/2004
Posts: 5712
How about an all-coins run? Except we have to figure out how to reach that one inaccessible coin...
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 11/24/2005
Posts: 87
would that include getting 255 coins in the levels where it is possible?
Active player (277)
Joined: 5/29/2004
Posts: 5712
Sure. Except it would also be nice to actually get all the coins there are in a level in addition to duplicating some.
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 11/24/2005
Posts: 87
Well of course, because that would be faster than duplicating all 255. In fact I think all the coins in the level would be collected first because they would be much faster than the duplication process, although I think the Pihranna plant one isnt that slow, also this might not be possible in case there are some coins in areas that you can go in but can't go out. Can't think of what those would be though, perhaps none that have duplication glitches?
Joined: 6/6/2005
Posts: 124
Um, doing that JUST for WDW alone would take a good 2 hours even on TAS. If not more.
nesrocks
He/Him
Player (240)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
http://www.angelfire.com/ex/uobt/sm64-foda-120stars-v8.zip Thats JRB + secret aquarium ~3500 frames faster than the test run. I'm not very sure if it's faster to do "blast to the stone pilars" star without the cannon (well it actually isn't, but i saved time by not opening the cannon). i guess i could measure it tomorrow and see. About the other stars, all are faster to do without the cannon, so that makes it easier to measure. I'll just remake the last 2 stars and open the cannon then use it on the last star and then i'll be able to compare. While leaving from secret aquarium, i change camera from "lakitu - mario" to "lakitu - lakitu (stop)" i think that will be more interesting and wasted 6 frames on that. Comments?
Joined: 6/6/2005
Posts: 124
Like I said, I'm not sure about the eel. Otherwise it looks awesome. The 6 frames will be worth it... and most people will likely never notice anything was done there. Also, running on the 4 chests you do after 100 coin star looks shaky - is it straight?
nesrocks
He/Him
Player (240)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
GWing_02 wrote:
Also, running on the 4 chests you do after 100 coin star looks shaky - is it straight?
well, the chest only seems to open if i touch the front part of it (with the lock), and steering mario is faster than stopping and turning, so thats why. If the chests were far away from each other i'd do backwards jumps to turn directions, but that would waste time here.
Emulator Coder, Skilled player (1299)
Joined: 12/21/2004
Posts: 2687
FODA wrote:
While leaving from secret aquarium, i change camera from "lakitu - mario" to "lakitu - lakitu (stop)" i think that will be more interesting and wasted 6 frames on that.
Actually I was going to request that you try this, but I wasn't sure if it would be better in more places than the mario cam. And I thought it only took 4 frames to switch it (start, down, right, start), but however long it takes it doesn't bother me if the run looks better afterward.
Joined: 2/16/2005
Posts: 462
The stop camera would allow for alot of flexibility. I would love to see a run employing unorthodox and/or scenographic camera angles. Maybe you should see how many levels you can do by keeping the camera in its initial position :-)
This signature is much better than its previous version.
nesrocks
He/Him
Player (240)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
It would be start, down, down, right, start But i had to choose exit already, so the extra steps were: down, right, up. That took 3 moves, but it counts 2 in 2 frames, so 6. I think the stationary camera is interesting when mario doesn't go too far. Going far away from the camera can be done once or twice max, i think.
Joined: 9/1/2005
Posts: 803
I have no idea on if this would actually affect the speed of your run, but during your test run, and what you've done so far, the buttons pressed thingy down the bottom of mupen only shows 2 out of 3 force for the main direction being pushed (eg. if you check spezzafers run you'd see that it shows 3 up/1 or 2 left at the start when going towards the castle). Just a suggestion to see if it does indeed make a difference. but so far nice progress on the actual run, keep it up!
Joined: 7/14/2005
Posts: 103
that might be a little controversial. i think the maximum force a n64 controller allows for is about 63%. interesting enough, this may be the most that sm64 will allow, but i've found in ssb that it does let the cursor move faster if it's at say 100% when using a third party controller.
Active player (277)
Joined: 5/29/2004
Posts: 5712
I've been using 100% tilt for my movie, except the plugin I'm using makes the diagonals about 71% tilt, so even though it's a little outside the real-life range, it's still confined to a circle. That bothers me a little.
put yourself in my rocketpack if that poochie is one outrageous dude
nesrocks
He/Him
Player (240)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Being able to push a diagonal 100% down and 100% to the left will surely make swimming faster, but we must decide now if it should be allowed or not, because this is like the left+right thing. I don't know exactly the range of the n64 controller, so i'm using what my gamepad (playstation, from USB port) and mupen64 allows me.
Joined: 11/11/2004
Posts: 400
Location: ::1
FODA wrote:
Being able to push a diagonal 100% down and 100% to the left will surely make swimming faster, but we must decide now if it should be allowed or not, because this is like the left+right thing. I don't know exactly the range of the n64 controller, so i'm using what my gamepad (playstation, from USB port) and mupen64 allows me.
I think it should be allowed - the fact that an unmodified standard controller on a real console could not be used to do this doesn't seem enough to justify ruling it out. On a real console, you could modify the controller or use a non-standard one that allows you to do this (assuming that one exists), too. There's nothing wrong with exploiting game bugs or console bugs - it's just emulator bugs that are a no-no. :)
Joined: 9/1/2005
Posts: 803
i think it should be fair game, given that you can actually do it on the console (albeit you have to either use a 3rd party control or modify your original/take its casing off to do so). whether this game takes advantage of it or not is another story, but the point still stands that spezzafer used it in his run, and it was published, so it doesn't appear to a no go zone.
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
I beleive if you remove the plastic ring around the analog stick on the controller than you get the full range of motion. That would make it just a simple controller modification, just like pressing left+right at the same time.
Joined: 4/30/2005
Posts: 199
What schneelocke said sounds good to me.
Emulator Coder, Skilled player (1299)
Joined: 12/21/2004
Posts: 2687
Atma wrote:
the buttons pressed thingy down the bottom of mupen only shows 2 out of 3 force for the main direction being pushed
BTW, if you get the current emulator version, you'll see a more precise number out of 99 instead of just out of 3. If it shows 99, you know it is definitely pushed 100% of the way in that direction, whereas 3/3 before just tells you it is somewhere between 67% and 100%.
Joined: 11/15/2004
Posts: 804
Location: Canada
I don't know about y'all, but I'm using an N64 controller and an Adaptoid I bought for like, $19.95 or something. Perhaps a few of you should invest in one.
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
Active player (277)
Joined: 5/29/2004
Posts: 5712
Wouldn't it make more sense to have it out of 127 or 128? Or at least 100? I don't see the big deal about a couple of extra digits in the display.
put yourself in my rocketpack if that poochie is one outrageous dude