Spacecow
He/Him
Joined: 6/21/2004
Posts: 247
Location: New Hampshire
Wow. Wow. That's really all I need to say.
Former player
Joined: 8/15/2004
Posts: 422
Location: Minnesota
That was an amazing run and a great start for our newest rerecording medium. Even if it's not perfect, it should still be accepted just for people to actually see it and what this can bring for future N64 runs. Also, thanks for making that video Weatherton.
Joined: 3/25/2004
Posts: 459
Holy God. Now I remember why I joined this site.
Experienced player (601)
Joined: 10/23/2004
Posts: 706
Another thing I noticed about the run, on Bowser 2 you should bounce again on the lava so that you can bounce directly into the funnel rather than dealing with the delay when you land on the bridge... I've seen this done before but I'm not sure if just one more bounce would be enough to get you there.
Current Project: - Mario Kart 64
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Unfortunately, with the random desyncs of Mupen64 fixed, it turns out that this movie no longer stays synchronized. Luckily, it stays in sync until the very end right before fighting Bowser the third time, probably because the Goomba positions on the final platform were randomized differently. This could probably be fixed by either adding/removing a frame somewhere in the movie or by just redoing the last Bowser fight. EDIT: or maybe I'm wrong and and TNSe is right and the movie file plays back just fine...
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
I suppose this is relevant here: http://rapidshare.de/files/6817019/mariotest47.avi.html It shows a shortcut that I'm sure is possible but couldn't quite get to work (managed to do 2 wall-kicks from it and still couldn't quite land on the platform although there were 3 directions to hit, but then again I was using keyboard controls). It also shows a slightly faster way up the endless stairs to Bowser, (still not perfect since I wasn't lined up straight with it). I made the AVI mainly as a test of audio quality, in case you're wondering why the video isn't the greatest...
Active player (432)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
nitsuja wrote:
I suppose this is relevant here: http://rapidshare.de/files/6817019/mariotest47.avi.html It shows a shortcut that I'm sure is possible but couldn't quite get to work (managed to do 2 wall-kicks from it and still couldn't quite land on the platform although there were 3 directions to hit, but then again I was using keyboard controls). It also shows a slightly faster way up the endless stairs to Bowser, (still not perfect since I wasn't lined up straight with it). I made the AVI mainly as a test of audio quality, in case you're wondering why the video isn't the greatest...
Fantastic trick! If you will someday make a full run, Im really looking forward to it.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
spezzafer, wanna make 120 star testrun also since your 16 star run was soo amazing ;)
Which run should I encode next? :)
Emulator Coder, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
I patched version 4 to compile and work under Linux, fixed the desync and audio quality bug (independently of nitsuja's and bisqwit's efforts). http://dehacked.2y.net/Mario64-testtas-16stars-spezzafer.zip Mirror: http://www.animeconnection.net/dehacked/Mario64-testtas-16stars-spezzafer.zip The mirror is likely faster, but please go easy anyways. And by that, I mean NO DOWNLOAD ACCELERATORS.
Joined: 10/24/2005
Posts: 1080
Location: San Jose
DeHackEd wrote:
I patched version 4 to compile and work under Linux, fixed the desync and audio quality bug (independently of nitsuja's and bisqwit's efforts). http://dehacked.2y.net/Mario64-testtas-16stars-spezzafer.zip Mirror: http://www.animeconnection.net/dehacked/Mario64-testtas-16stars-spezzafer.zip The mirror is likely faster, but please go easy anyways. And by that, I mean NO DOWNLOAD ACCELERATORS.
Very nice :). I got a few questions though: Why does Bowser's face show from the get-go in the portrait that is supposed to look like Peach? Is it the emulator's fault? IIRC, Peach is supposed to fade into Bowser. Also, how come the background for the Bomb-omb Battlefield portrait room look very dark, and quickly change to light as soon as you enter the portrait? Is it the AVI's fault, or the emulator's fault?
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
DK64_MASTER wrote:
I got a few questions though: Why does Bowser's face show from the get-go in the portrait that is supposed to look like Peach? Is it the emulator's fault? IIRC, Peach is supposed to fade into Bowser. Also, how come the background for the Bomb-omb Battlefield portrait room look very dark, and quickly change to light as soon as you enter the portrait? Is it the AVI's fault, or the emulator's fault?
For the Peach-Bowser question: I noticed the same thing while watching the run with the emulator. I'm pretty sure it's because of the plugins. Since atleast I didn't have the exact same video plugin as spezzafer when he made the TAS.
Which run should I encode next? :)
Former player
Joined: 9/29/2005
Posts: 460
It showed up normally to me.
Experienced player (601)
Joined: 10/23/2004
Posts: 706
nitsuja wrote:
I suppose this is relevant here: http://rapidshare.de/files/6817019/mariotest47.avi.html It shows a shortcut that I'm sure is possible but couldn't quite get to work (managed to do 2 wall-kicks from it and still couldn't quite land on the platform although there were 3 directions to hit, but then again I was using keyboard controls). It also shows a slightly faster way up the endless stairs to Bowser, (still not perfect since I wasn't lined up straight with it). I made the AVI mainly as a test of audio quality, in case you're wondering why the video isn't the greatest...
Nitsuja, nice video! What program did you use to record it? (I hate the one I used). Anywho, that SC you couldn't quite get is one I had attempted as well. I had about as much success as you, frustratingly close but never made it. I am not saying it's impossible, but it's certainly borderline. btw, when I was messing with trying to get that SC, I discovered something funny about Mario. If you double jump and then fall far enough so that you will get hurt, you can do your third jump while completely flattened. It's pretty funny to see :)... I did it from that near vertical incline down to the base.
Current Project: - Mario Kart 64
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Weatherton wrote:
Nitsuja, nice video! What program did you use to record it? (I hate the one I used).
It was outputted directly from the emulator's AVI output. I didn't compress the raw audio of the AVI afterward, though, so it should really be considerably smaller for the amount of quality it has, if I had bothered to do that.
Joined: 10/24/2005
Posts: 1080
Location: San Jose
Graveworm wrote:
It showed up normally to me.
The AVI, or playback with the movie file? The AVI shouldn't change randomly... LOL, violations of functional programming.
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
Former player
Joined: 10/19/2004
Posts: 142
great work on the emulator so far I'll probably start another version once I find a good analog controller so I can set Mario's radial position more precisely to optimize his long jumps to be more straight (you might notice how they seem to move at an offset and not in the same linear path direction as Mario is facing) and thus reaching the mark a little faster. Just for anyone's curiosity I've been using the original SNES pad as the input. Hopefully this controller will have a full 100% range support for more careful movements. I'll definitely take the suggestions given by Micheal Fried into consideration, and also test around to look for the fastest stars. I'm pretty sure the Hazy Maze Cave 2nd star is faster than the Bird Talons star in the Desert. Also there are probably faster stars than some of the Whomp Fortress ones, maybe in Cool Cool Mountain. thanks for all of the support so far
Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
DK64_MASTER wrote:
I got a few questions though: Why does Bowser's face show from the get-go in the portrait that is supposed to look like Peach? Is it the emulator's fault? IIRC, Peach is supposed to fade into Bowser. Also, how come the background for the Bomb-omb Battlefield portrait room look very dark, and quickly change to light as soon as you enter the portrait?
This is the video plugin's fault. I beleive gl64 and direct64 are the only two plugins to have the Bowser LOD working correctly. Same goes for the portrait; sometimes certian plugins just render things strangely.
Former player
Joined: 8/17/2004
Posts: 377
Logitech has some pretty good analog controllers for the PC for a good price. The one I have is made by Logitech and it's essentially set up like a PSX/PS2 controller. It was 30$ Canadian, a pretty good buy. It was kinda trickey setting that up for N64 play, though, and took some creative button mapping. For example, I have the second left shoulder button as 'Z', it makes playing Mario 64 relatively easy since I'm hitting the button set for Z with the same finger I would with a real N64 controller. The C buttons are trickey to map, but there's enough buttons on the logitech controller for everything.
Joined: 10/24/2005
Posts: 1080
Location: San Jose
BoltR wrote:
DK64_MASTER wrote:
I got a few questions though: Why does Bowser's face show from the get-go in the portrait that is supposed to look like Peach? Is it the emulator's fault? IIRC, Peach is supposed to fade into Bowser. Also, how come the background for the Bomb-omb Battlefield portrait room look very dark, and quickly change to light as soon as you enter the portrait?
This is the video plugin's fault. I beleive gl64 and direct64 are the only two plugins to have the Bowser LOD working correctly. Same goes for the portrait; sometimes certian plugins just render things strangely.
Ok, thanks for the info. So is this run going to be published? Always nice to have something to start off with :).
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
DK64_MASTER wrote:
Ok, thanks for the info. So is this run going to be published? Always nice to have something to start off with :).
To be published, it first has to be submitted. To be submitted, the .m64 format first has to be approved. I'm working on addressing some complaints about the format, at the moment.... (Although these changes will not affect the first 32 bytes, which are the only important ones for playing the movie, so this will remain a valid movie file either way). EDIT: Just watched DeHackEd's encoding, parts of it at least. This game should definitely not be encoded with that graphics plugin if it adds so many graphical glitches - glN64 handles it much better (and is supported on both Windows and Linux). Besides the graphics plugin, it looks/sounds good.
Former player
Joined: 3/8/2004
Posts: 1107
I'm pretty sure the Hazy Maze Cave 2nd star is faster than the Bird Talons star in the Desert. What about Boil the Big Bully? I think that's the best one to leave out in favor of the HMC star. Also I think all the WF stars should be left in, just replace the 2 secret slide stars with Lil Penguin Lost and Wall Kicks will work. I'm pretty sure all the others are too slow.
Former player
Joined: 10/19/2004
Posts: 142
okay, now I've got an adequate analog controller which works perfectly w/mupen64 and was no trouble getting set (using the smartjoy adapter for the PS1/2) the new run, up to the entrance of Whomp's Fortress room is a little different in that Mario jumps a little straighter and I skip the secret slide with incentive of doing the Cool Cool Mountain stars as replacements Is there a video demonstrating the door glitch which lets you skip the open-with-star cut scene for CCM?
Former player
Joined: 3/8/2004
Posts: 1107
Is there a video demonstrating the door glitch which lets you skip the open-with-star cut scene for CCM? I don't think you can skip that door, but here's a glitch of skipping the JRB door. Maybe you'll be able to find a way to use this glitch for the CCM door but I doubt it. http://rapidshare.de/files/6853198/stefanglitch.WMV.html Btw, have you been using frame advance or just slow motion?
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Don't forget about the run+Z+B move, I think it might save time in some places because it doesn't require nearly as much of a running start as a dive and can be canceled early enough to cover short distances quickly (unlike long jumping). edit: Spezzafer, what version of the emulator are you using? edit2: don't update to alpha 5 yet, if you haven't already. I think there are still some issues to work out with it...
Emulator Coder, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
DK64_MASTER wrote:
I got a few questions though: Why does Bowser's face show from the get-go in the portrait that is supposed to look like Peach? Is it the emulator's fault? IIRC, Peach is supposed to fade into Bowser. Also, how come the background for the Bomb-omb Battlefield portrait room look very dark, and quickly change to light as soon as you enter the portrait? Is it the AVI's fault, or the emulator's fault?
The AVI is a perfect rendering (give or take the smudging you expect from H264) of what my video card gave. You also neglected to mention that when bowser is defeated (all times) he disappears completely rather than slowly dissolving. I could try switching video plugins, but this one works perfectly and doesn't seem to glitchout 2d objects. I wanted to let anyone watch the movie. Finding the ROM and making the emulator work are dark arts in themselves. Minor visual mistakes are tolerable for now.