Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
I don't know about the .m64 file, but the link to the video is here. Hope that helps. The Shoot Into the Wild Blue star isn't that hard; I've done it on a console, with a lot of practice... It helps to practice with the Chuckya Glitch in WWD; it's a more gentle slope. EDIT: Wait... Cannonballs? You sure you mean "Shoot Into the Wild Blue" and not "Shoot to the Island in the Sky"?
Mr_Z: I couldn't do the jump and butt stomp because the only way I could cancel the actual hyperspeed movement, is ducking with Z.
Doesn't a jump-kick also cancel the momentum?
Mitjitsu
He/Him
Banned User
Joined: 4/24/2006
Posts: 2997
Sorry Mr_z I meant the floating island star, I'll need to use the elavator, and I also need to do one less BLJ this time so I can actually move about on the map. OK here's some stats I found out when doing comparisions with FODA's run. FODA, was quicker overall because he activated the star dance earlier than me, he activated it 14 frames earlier than me. I collected the star 14 frames earlier though and I appeared in the gate 10 frames eariler. Now I realise that I have to let go of all the input to prevent the momentum, so I should be able to do it 10 frames quicker overall, I'll post a revision of that stage later.
Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
AKA wrote:
and I also need to do one less BLJ this time so I can actually move about on the map.
I'm always trying to improve my knowledge about the physics of SM64. From what I can understand from that, when you BLJ for the Chain Chomp star, you build up so much speed that it turns into a warp, but when you BLJ a little less, you simply gain enough momentum to zoom wherever you want, right? And nice job with the frame reduction, if you can do it... What's next after Shoot to the Island? WF, I presume...?
Mitjitsu
He/Him
Banned User
Joined: 4/24/2006
Posts: 2997
OK here's the revision it six frames faster overall. I also improved the end camera a little more, but does anyone want to actually see Mario in full view when he finishes his dance or see the view that I use with the partially glitched fence Opinions please Incase you're wondering why it isn't 10 frames, its because I need to move a little more to the left which cost 4 frames to move into the ideal jumping postion. http://dehacked.2y.net/microstorage.php/info/2493/SUPER%20MARIO%2064%20%28USA%29.m64
Active player (315)
Joined: 8/25/2006
Posts: 287
When u exit level from bowser, you do one long jump and you jump to the door, instead do a long jump and jump dive so you hit the rail, but it pushes u forward if u know what i mean, that could save like 10 frames.
Joined: 2/16/2005
Posts: 462
mr_roberts_z wrote:
I'm always trying to improve my knowledge about the physics of SM64. From what I can understand from that, when you BLJ for the Chain Chomp star, you build up so much speed that it turns into a warp, but when you BLJ a little less, you simply gain enough momentum to zoom wherever you want, right?
I think you got it. In the game mario moves a fixed distance in each frame. The distance per frame is his velocity. If his next position is invalid (like in a wall) then the game stops him at the wall. If the velocity is big enough to get through the wall into a different 'valid' position then the game is happy with the position and mario 'teleports' through the wall. So there isnt much difference between the warp and moving really fast.
This signature is much better than its previous version.
Joined: 10/31/2005
Posts: 329
Location: The Netherlands
is it just me or does the first turn in bowser world look really slow?
Mitjitsu
He/Him
Banned User
Joined: 4/24/2006
Posts: 2997
Silent_Slayers wrote:
When u exit level from bowser, you do one long jump and you jump to the door, instead do a long jump and jump dive so you hit the rail, but it pushes u forward if u know what i mean, that could save like 10 frames.
I've tried out your method after you suggested it and its much slower. It doesn't matter when you jump for the second time, becuase you always end up activating the door sequence on the same frame. I tried clipping the rail but it doesn't work beucause Mario takes too long to recover and it actually costs 20 frames using that method, there just isn't enough space for Mario to recover. BTW I've improved the last star by a further 4 frames now. I'll move onto the next one which will take some time to do.
Joined: 10/31/2005
Posts: 329
Location: The Netherlands
there's a next one after the last star? :p
Former player
Joined: 10/1/2006
Posts: 1102
Location: boot_camp
He doesn't mean the last star of the run, just the last star of the WIP (which might be star #1 or #2)
Borg Collective wrote:
Negotiation is irrelevant. Self-determination is irrelevant. You will be assimilated.
Tompa
Any
Editor, Expert player (2224)
Joined: 8/15/2005
Posts: 1943
Location: Mullsjö, Sweden
Actually... There is one more star after the last one in the game. Star nr 121! Guess which...
Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
The one that B3 gives you?
Tompa
Any
Editor, Expert player (2224)
Joined: 8/15/2005
Posts: 1943
Location: Mullsjö, Sweden
Indeed yes, lol. Just felt to be an annoying person and write about it :P.
Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
Check it out, my first TAS. Crap, but good for a start.
Mitjitsu
He/Him
Banned User
Joined: 4/24/2006
Posts: 2997
mr_roberts_z wrote:
Check it out, my first TAS. Crap, but good for a start.
How many re-records did that take,did you use frame advance and what input pluggin did you use? Just interested thats all, it would be an amazing feat to improve my bowser run by any more that ten frames. I'm still struggling on the third star I can't store enough momentum to reach the top of the mountain and onto the island.
Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
AKA wrote:
How many re-records did that take,did you use frame advance and what input pluggin did you use?
If you mean how many save states I used, I used five. If you mean how many times I screwed up and had to return to the beginning of the closest save state, that happened about 20 times... I didn't use frame advance, but I did use slowdown (hopefully those two aren't the same thing... I'm still very new to this). I used the RumblePak.
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I wish my first ever TAS attempt at DKC2 was as good as that... at some point I need to learn how to do N64 TASes
Homepage ☣ Retired
Joined: 2/16/2005
Posts: 462
AKA wrote:
I'm still struggling on the third star I can't store enough momentum to reach the top of the mountain and onto the island.
It looks like FODA starts off with too much and bleeds some of the speed off along the way.
This signature is much better than its previous version.
Experienced player (614)
Joined: 4/24/2005
Posts: 612
comicalflop wrote:
I wish my first ever TAS attempt at DKC2 was as good as that... at some point I need to learn how to do N64 TASes
You could try using a mouse as the analog stick but it's not perfect, you would be better off using a gamepad with the necessary amount of buttons with an analog stick and to just wait until Mupen is implemented with the ability to set hot keys to gamepad buttons. With regards to the test run, I have not seen it yet but from what read all you really need to do is use more rerecords and try to perfect your movements but hey I don't want to discourage you.
Mitjitsu
He/Him
Banned User
Joined: 4/24/2006
Posts: 2997
VANDAL wrote:
comicalflop wrote:
I wish my first ever TAS attempt at DKC2 was as good as that... at some point I need to learn how to do N64 TASes
You could try using a mouse as the analog stick but it's not perfect, you would be better off using a gamepad with the necessary amount of buttons with an analog stick and to just wait until Mupen is implemented with the ability to set hot keys to gamepad buttons. With regards to the test run, I have not seen it yet but from what read all you really need to do is use more rerecords and try to perfect your movements but hey I don't want to discourage you.
I don't use a gamepad yet I was able to make perfect fast turns becuase I was able to find the absolute perfect angle that avoid skidding by one degree,which is something thats very hard to do on a gamepad. Certain parts of the game do require a lot of re-records e.g. Island in the sky certain won't e.g. a top of the pyramid and red coins in LLL. Actually all the basement stars are very easy and should only take me a couple hours to do. In a way its harder and in a way its easier, there is more relistic possibilties in movement but very rarely does being being a degree out either way cause you to lose frames. Here's my test run on the third star I estimate that its roughly 2 seconds slower than Foda's videon becuase I don't have the momentum to fly into the box like he does. This is by far the hardest star in the run outside bowser world. http://dehacked.2y.net/microstorage.php/info/2524/SUPER%20MARIO%2064%20%28USA%29.m64 EDIT: FODA or anyone else could you please give me tips on this one, I also improved the last star by 4 frames so now its 10 frames faster overall.
Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
Even though it wasn't like FODA's, it was still pretty nice...
Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
If anyone cares, here's my second TAS... Just like the other one, it's amateur at best... I made planty of screw-ups, like messing up my position to that I couldn't LJ on the fire shooters.
Joined: 7/26/2006
Posts: 1215
AKA: Holy crap nice TAS so far! A few questions: Are these stars done in equal or less time than FODA's? Did you continue without saving after bowser? I didn't hear the menu selection change sound. mr_robert_z: you get much better tas result if you play the game frame-by-frame rather than with slow down. Even with slow down, you are a victim of reaction time and reflexes. If you make a save state for every important maneuvre and frame advance, the result will be a real TAS. When I did a spiral mountain test run in banjo-kazooie, I did it with frame advance, not slowdown.
Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
Really? Thanks a lot for the tip! Unfortunately, I don't know how to do it frame by frame...
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I learned how to play frame by frame... it's quite easy, easier than slowdown speed IMO.
Homepage ☣ Retired