Joined: 3/31/2010
Posts: 19
Location: USA
In order to create an optimal 100%, people should start trying the TASes of individual stars while also getting the 100-coin star, since coin collecting by itself is very similar to the traveling salesman problem.
Kaylee
She/Her
Editor, Active player (434)
Joined: 9/29/2008
Posts: 706
Location: Canada
Honestly, I don't see the 120 star TAS being updated in at least 4 years.
Joined: 12/30/2009
Posts: 49
A couple questions: 1. Regarding the 120 star run, would it be possible to "open source" it? I guess I'm picturing something like, the replay files for the best times for all 120 stars are collected and hexed together with inputs of navigating the castle. Are some things randomly generated before you enter the level, possibly causing a desynch? It would be pretty crazy but it seems easier than one person tackling this whole run and hoping to match all these existing individual records. 2. You guys have probably seen this, but I was confused about it as it's apparently the WR but doesn't seem to incorporate anything newly discovered since the last published 0-star run. I thought the current BitDW segment was obsolete due to the PBLJ being able to get enough speed to clip through the pillars or something, but this run doesn't use PBLJ and seems to have enough speed anyways. Is there something I'm missing? I don't know a whole lot about TASing or anything but I've been following these projects for awhile and I was just curious.[/url]
Experienced player (608)
Joined: 10/23/2004
Posts: 706
In that BitDW TAS, he doesn't go through the pillars, he goes next to them (there is a small ledge on the side).
Current Project: - Mario Kart 64
Joined: 2/10/2009
Posts: 13
I'd also like to know if the 100% could be done compilation-style. ^^ I know hex editing is a total pain, but every level has a clear entry and exit point, so I guess, unless there are RNG issues, it could be possible.
Player (210)
Joined: 7/7/2006
Posts: 798
Location: US
Since these haven't been answered yet I'll briefly address them. 1: "Open Source":From what I understand only about half the stars are hex-friendly. I believe the two main factors that cause randomness are enemies and coins. The ~60 or so stars that are hex friendly tend to be the shortest. The longer stars tend to have enemy randomness or happen to be the 100 coin stars. Roughly 1/3rd of the run can be done by hexing, and they are trying to keep track of these .m64 files at www.sm64.org (though they are currently redoing their official list.) 2: BitDW: I believe that run you posted is something like 1-2 frames faster than the previous best BitDW run. It is not a substantial improvement. 1-2 frames can be gained just by turning at 74 degrees instead of 75 or something that a viewer would not notice. PBLJ is not useful in BitDW because there is a limitation on speed around one of the bends or Mario cannot turn sharply enough to stay on the course. PBLJ is only useful for gaining a faster speed than a regular BLJ could have, which is not useful here.
Active player (426)
Joined: 9/21/2009
Posts: 1047
Location: California
The improvement over the 5:29 BitDW is the triple jump before the elevator letting you BLJ a whole elevator earlier. It saves something like 40+ frames over the 5:29. And to my knowledge, mamunine and efrain64 have a BitDW TAS that is 1 frame faster than the current WR. But they haven't proved it yet, so I can't say that as a definite fact. And also, a lot more than half are "hex-friendly."
Mitjitsu
He/Him
Banned User
Joined: 4/24/2006
Posts: 2997
All stars are hex friendly if you can correctly manipulate the randomness.
Kaylee
She/Her
Editor, Active player (434)
Joined: 9/29/2008
Posts: 706
Location: Canada
Yeah but that would take longer in some cases than just doing the star.
Joined: 5/29/2010
Posts: 31
I say it's worth it ;)
http//www.youtube.com/TheExarion Don't worry, I'm here to want to help! )
Active player (426)
Joined: 9/21/2009
Posts: 1047
Location: California
Joined: 4/18/2010
Posts: 103
LOL
Kaylee
She/Her
Editor, Active player (434)
Joined: 9/29/2008
Posts: 706
Location: Canada
Great post. When you post, there should be some sort of content in it, not 3 letters.
Joined: 10/24/2005
Posts: 1080
Location: San Jose
Kyman rhymes with hymen.
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
Joined: 2/19/2010
Posts: 37
DK64_MASTER wrote:
Kyman rhymes with hymen.
Thats content.
Experienced player (608)
Joined: 10/23/2004
Posts: 706
For whatever reason I had been pronouncing it (in my head) as "Kay-Man"
Current Project: - Mario Kart 64
Joined: 4/18/2010
Posts: 103
Sorry or my useless post up there <3 http://www.youtube.com/watch?v=DZKPr1GUXLs The pit and the pendulums 10.37
Kaylee
She/Her
Editor, Active player (434)
Joined: 9/29/2008
Posts: 706
Location: Canada
Weatherton wrote:
For whatever reason I had been pronouncing it (in my head) as "Kay-Man"
For the record it's Kye-Man. Just like rye...but with a k...
Joined: 3/7/2010
Posts: 1
if you haven't seen this freerun you need to. (Not done by me) http://www.youtube.com/watch?v=jGI3kKU0ToA
Active player (301)
Joined: 9/2/2006
Posts: 504
^Awesome stuff
Joined: 6/4/2009
Posts: 570
Location: 33°07'41"S, 160°42'04"W
RandomGuy wrote:
if you haven't seen this freerun you need to. (Not done by me) http://www.youtube.com/watch?v=jGI3kKU0ToA
This is great. I wonder how other many pieces of awesome TAS we don't find because they are Japanese. By the way I agree the 120 stars TAS should be a compilation of the fast m64 files on m64.org, with copy and paste you can save a lot of time. You will have a very long authors list but it's ok. As long as you sum the rerecords from each piece and write it manually.
Joined: 4/18/2010
Posts: 103
Joined: 12/24/2008
Posts: 37
SammerZ wrote:
http://www.youtube.com/watch?v=ckXw_MxqnZo RR freerun
Sammerz why did you remove it?
Joined: 4/18/2010
Posts: 103
It sucked.