Player (206)
Joined: 5/29/2004
Posts: 5712
I couldn't tell if the "dissolving" effect was there or not, since he looked as though he faded a little, and he was getting thinner anyway so it was hard to tell, and it's been a while since I've played it on Nintendo 64.
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 12/12/2004
Posts: 158
Hmm, that glitch makes it possible to skip the star in the bomb-omb battlefield. That star is quick to get, but if you factor in the travel time, it may be possible that getting 3 stars from JRB could be faster than the Bomb-omb field one and secret slide ones. However, it seems pretty unlikely, unless there's a way to swim really quickly.
Experienced player (608)
Joined: 10/23/2004
Posts: 706
nitsuja wrote:
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.
Two things. 1. What version of the emulator did you use to capture the avi and how? I can't remember where I got my version from but it crashes (it's mupen64-rerecording-v3) 2. How do you continue recording a movie (talking about button inputs now) after having stopped recording and turned the emulator off? Is there a way to do it without rewatching everything?
Current Project: - Mario Kart 64
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
Weatherton wrote:
What version of the emulator did you use to capture the avi and how?
See the Mupen64 re-recording thread where I've been updating the first post with each new release. I made this AVI with alpha version 5, using the glN64 plugin (although other graphics plugins should no longer crash either).
Weatherton wrote:
How do you continue recording a movie (talking about button inputs now) after having stopped recording and turned the emulator off? Is there a way to do it without rewatching everything?
See UsingEmulatorTools where it explains how to resume recording. The general case mentioned that applies to all those other emulators also applies to this one.
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
DeHackEd wrote:
I could try switching video plugins, but this one works perfectly and doesn't seem to glitchout 2d objects.
Video plugins won't glitch out 2D objects unless they are set to force filter all textures. You just have to make sure that option is off. (In glN64 it is called "Force Bilinear Filtering", for instance.) And that video filter definitely didn't work perfectly - disappearing bowser, incorrect image fading, incorrect lighting...
Bisqwit wrote:
But I can't move the AVI talk to a separate thread, because it's too entangled with the talk about Mario64
It doesn't look too unseparable to me... most of these posts are clearly about one or the other, or they are mostly about AVI's and mention Mario 64 AVI's as an example.
Player (206)
Joined: 5/29/2004
Posts: 5712
Yeah, I think the too-dark colors are from glN64.
put yourself in my rocketpack if that poochie is one outrageous dude
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
Bag of Magic Food wrote:
Yeah, I think the too-dark colors are from glN64.
Not really - here is the difference I am seeing: The colors and highlight positions look pretty different there... It's not really that bad though (it's still totally recognizable), I was just pointing it out in case it's something that isn't too hard to change.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Easily explained by difference in color/brightness/contrast settings in different aspects (opengl, xvideo, ...) of your/<the AVI creator's> machine.
Former player
Joined: 10/19/2004
Posts: 142
6 stars gathered right after the last Whomp Fortress playthrough I guess the long spinning wooden platform can be manipulated to prevent the long delay when blasting out of the cannon which saved a lot of time. I used the long jump+side flip for the first two stars in WF, but I jumped from the tree for the others since the long jump+side flip wouldn't have reached as far as fast to the cannon. There are several other faster strategies.
Player (36)
Joined: 9/11/2004
Posts: 2631
Hold up, I'mma make some tests with the cannon and the blast away the wall star. I'm sure I've grabbed the star without landing on anything.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Player (36)
Joined: 9/11/2004
Posts: 2631
Eh, it seems I misremembered. Close But no Cigar.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Former player
Joined: 3/8/2004
Posts: 1107
Wtf is a 7z file??
Player (206)
Joined: 5/29/2004
Posts: 5712
A zipped file?
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 10/24/2005
Posts: 1080
Location: San Jose
Hmm, this begs the question, in Whomp's fotress, is it faster to reach the caged star by tripple jump wall kicking (right near the spinning bridge) onto a spinning green platform, and then triple jumping into the cage? That skips opening the canon, but then you have to still open it for the break the wall star. Is it even possible to triple jump the spinning green platform (I can't really test this out, since my keyboard hates Mario, even slowing down). If getting to the caged star by triple jump is faster, we still have to open the cannon, so triple jumping has to be faster than the time lost by the cannon opening and flying through the air. I'm not sure how likely that is... It might be a stretch.
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
Player (36)
Joined: 9/11/2004
Posts: 2631
www.7-zip.org
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
DK64_MASTER wrote:
we still have to open the cannon, so triple jumping has to be faster than the time lost by the cannon opening and flying through the air.
If you have to open the cannon anyway, then how does the time it takes to open the cannon even make a difference?
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
If you didn't know, you can also open .7z files with WinRar. Just open up your WinRar, go to Options->Settings->Integration and check the 7-Zip from there. (Atleast this is how it's in v3.50. In previous versions it might be a bit different.)
Which run should I encode next? :)
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Just checked spezzafer's new work. Damn good material! I hope that you do it fast enough so that you can submit that soon, because if you ask me, that is submittable material!
Player (206)
Joined: 5/29/2004
Posts: 5712
nitsuja wrote:
If you have to open the cannon anyway, then how does the time it takes to open the cannon even make a difference?
I think DK64_MASTER meant the time to "raise" the cannon by jumping into it.
put yourself in my rocketpack if that poochie is one outrageous dude
Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
That door trick by the way, can it be performed on every star door? The one that allowed him to get into the first water world with 0 stars. And is it possible to get out of there without the necessary number of stars? Awesome anyhow! I never knew about glitches like this.
/Walker Boh
Joined: 10/24/2005
Posts: 1080
Location: San Jose
Bag of Magic Food wrote:
nitsuja wrote:
If you have to open the cannon anyway, then how does the time it takes to open the cannon even make a difference?
I think DK64_MASTER meant the time to "raise" the cannon by jumping into it.
Yes, the time to raise the cannon, and the time to shoot through the air. Maybe we can even skip using the cannon in the first place? Find a replacement star? Something in Cool-Cool mountain? But then we have to go through that animation of opening a new level's door. Probably not worth it.
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
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Joined: 12/21/2004
Posts: 2687
Walker Boh wrote:
That door trick by the way, can it be performed on every star door? The one that allowed him to get into the first water world with 0 stars.
The door trick is actually the same thing that's used to go through the big star door near the end and to get into Bowser 3. He does the long-jump-backwards trick on that little staircase, and somehow gains just enough speed to pass through one part of the door. Unless there's something weird about that door in particular, I would guess that this is also possible for getting into Whomp's Fortress, Cool Cool Mountain, and Bob-omb's Battlefield. But it's also closer to being impossible than other other trick I've seen done in this game, and I'm not sure how much time it would actually save.
Walker Boh wrote:
And is it possible to get out of there without the necessary number of stars?
Once you're inside, you can easily get out without enough stars by using pause->exit from inside the level to get to the main castle area.
Former player
Joined: 3/31/2005
Posts: 192
Location: Argentina
I want to watch this movie. Where can I find this enhanced Mupen 64 you guys are using?
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
GeminiSaint wrote:
I want to watch this movie. Where can I find this enhanced Mupen 64 you guys are using?
Here: http://tasvideos.org/forum/viewtopic.php?t=2934 Note that it's still an alpha version, so it will probably change (and when it does, that topic should change to reflect any updates). edit2: or if all you really want to do is watch this movie, then of course the AVI will work.
Editor, Active player (297)
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Posts: 7469
Location: Arzareth