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Editor, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
The Mylestyles are a pain, absolutely. I think what really destroyed my motivation for this was redoing every 3 second segment of the run millions of times, so I wish you the best. I'd love to be of help in discussion of strategies/routes and such whenever you need it especially since last we left off we still hadn't pieced together a route for koopa troopa beach.
Homepage ☣ Retired
Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
Kyman wrote:
Let me speak for all of TASvideos and say...YES, FINALLY!
Kyman is speaking for me as well. Good luck tackling this run; it will be awesome if you can finish it.
Experienced player (601)
Joined: 10/23/2004
Posts: 706
Thanks for your support guys. Does anyone have (probably Comicalflop or Xenos) some useful memory addresses handy? I think the most useful would be:
    Actual speed Item to be obtained by pressing Z Item to be obtained while dragging another item (may not exist) Height above surface Height above water level CPU player speed CPU player percent of track completed
Current Project: - Mario Kart 64
Editor, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Adelikat gave me some useful MHS addresses (specifically actual speed), but I lost those. Maybe he still has them lying around. -Item to be attained by pressing Z: you don't need an address for this. What frame you press Z determines what you get, so all you do is let it cycle and press Z and see what you get. -Item to be obtained will be determined by what frame you touch the box. So touch it on different frames and wait to see what it yields. -The two height ones can probably be shown as a Z coordinate. Adelikat can probably find that.
Homepage ☣ Retired
Experienced player (601)
Joined: 10/23/2004
Posts: 706
It would be faster to have a memory address to see what I would get than to keep trying different frames. It would save me about 30 rerecords per item and would allow me to focus on driving rather than trying to get the right item.
Current Project: - Mario Kart 64
Former player
Joined: 12/1/2007
Posts: 425
Kirkq wrote:
Kyman wrote:
Let me speak for all of TASvideos and say...YES, FINALLY!
Kyman is speaking for me as well.
Me too! Weatherton, great job picking it up, I'm anticipating the final result.
Skilled player (1307)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
Johannes wrote:
Kirkq wrote:
Kyman wrote:
Let me speak for all of TASvideos and say...YES, FINALLY!
Kyman is speaking for me as well.
Me too!.
As well as me.
Experienced player (601)
Joined: 10/23/2004
Posts: 706
FYI; my next LR completion will be several seconds faster than my previous... :) After this one, I plan to move on to MMF. I think I'm at about 15,000 rerecords for this course.... ugh
Current Project: - Mario Kart 64
Editor, Active player (429)
Joined: 9/29/2008
Posts: 706
Location: Canada
Weatherton, this is probably a really stupid question, but how do you accelerate so quickly after turning around after the first jump? I have beat you to the item box by about 0.5 seconds, but I cannot figure out to accelerate as quickly as you do. EDIT: I'm not sure if it beats your new strat though.
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
Johannes wrote:
Kirkq wrote:
Kyman wrote:
Let me speak for all of TASvideos and say...YES, FINALLY!
Kyman is speaking for me as well.
Me too! Weatherton, great job picking it up, I'm anticipating the final result.
Kyman is speaking on my behalf as well
Joined: 2/9/2006
Posts: 124
Kyman wrote:
Weatherton, this is probably a really stupid question, but how do you accelerate so quickly after turning around after the first jump? I have beat you to the item box by about 0.5 seconds, but I cannot figure out to accelerate as quickly as you do. EDIT: I'm not sure if it beats your new strat though.
I could be wrong, but I believe you accelerate quickly by executing a triple A tap, where you hold A on the last tap.
Experienced player (601)
Joined: 10/23/2004
Posts: 706
Kyman, yeah, triple tap A. In fact, you should begin triple tapping while AB spinning (it revs your engine sooner). So: <AB <AB <B <AB <B <AB <B <AB <AB <A <A A ... Under normal circumstances just: A A A A A ... Also, to brake faster (lesser known trick) triple tap B.
Current Project: - Mario Kart 64
Editor, Active player (429)
Joined: 9/29/2008
Posts: 706
Location: Canada
Here is what I was talking about: http://www.4shared.com/file/8y21un7q/NewideaLR.html I was completely wrong about the half a second thing, but maybe if this is optimized more, it'll save a bit. (In case you can't tell, it has to do with backing up quickly when I hit the ground)
Joined: 3/24/2010
Posts: 26
This is literally my second most anticipated TAS. Good luck Weatherton!
Experienced player (601)
Joined: 10/23/2004
Posts: 706
Dom Dunc, it is an honor to hear that. Especially from you. Kyman, thanks for sharing. As you can see, that first jump is a fickle one. While you managed to hit the ground at 1.99 (as opposed to my 2.16) the bounce and angle you receive from it makes it so you can't get a good AB spin going until .2 seconds after mine. I'll take another look though. Thanks!
Current Project: - Mario Kart 64
Editor, Active player (429)
Joined: 9/29/2008
Posts: 706
Location: Canada
Yeah, my main point there was when I land I immediately go into reverse. Also I YouTube'd incase anyone cares: http://www.youtube.com/watch?v=gVArKV5HHKo
Player (142)
Joined: 7/16/2009
Posts: 686
And I'd like to throw in my support of this TAS too. Good job Weatherton, I think you're making very many people very happy with this project.
Editor, Active player (429)
Joined: 9/29/2008
Posts: 706
Location: Canada
Experienced player (601)
Joined: 10/23/2004
Posts: 706
Kyman, great job, that does appear to be faster than my optimized wall tumble. I'm glad you were able to make the spin method faster, since it looks smoother and will also make the next laps less repetitive :) Why did you let off the gas multiple times before the race starts? You only need to do that for one frame to get the maximum boost. I'll play around with what you have there... the best part is that you actually can get two items, which opens up a whole mess of opportunities. For now I'm thinking it would be best to get a red shell and then a mushroom and use the mushroom to cancel the red shell tumble to get down to the lower road faster. It may be better, though, to get a mushroom and then shroom through the item blocks to pick up a red shell and use the shroom to avoid a double bounce on the MyleStyle. Less likely would be to get two red shells to avoid the trip to the item boxes... but my latest strategy for the other laps involves landing behind the item boxes. *edit* I was able to duplicate this last night, but without letting off the gas as much as you did required me to use different input. I will try some more to optimize this weekend. Oh, and you are 4 frames slower than mine in the menu (Comicalflop and Xenos' were also not optimized in the menu). You can alternate between the control stick and the c-buttons to navigate the menu faster.
Current Project: - Mario Kart 64
Editor, Active player (429)
Joined: 9/29/2008
Posts: 706
Location: Canada
Good. Nice to see I contributed something. I don't remember why I let go, it wasn't for any reason. Yeah I notice the 2 item thing too, it probably wouldn't work if you did Mushroom to red shell, because you would have to use the mushroom right away, not really helping at the wall. I didn't think of using the C buttons :P
Experienced player (601)
Joined: 10/23/2004
Posts: 706
Kyman, I managed to gain a frame on you by purposely bouncing off the second wall to gain momentum towards the item boxes. I wasn't able to get an early landing while doing the full rev start (only let go of A for one frame). I kept bouncing too far backwards off of Luigi, so I had to do the standard start (begin holding A at a specific frame). Your start (letting go of A three times) actually appears to be just barely faster than a standard start. In this case, slower isn't necessarily a bad thing (if it means landing earlier), I landed on the same frame, but a bit closer to the finish line (back and right).
Current Project: - Mario Kart 64
Editor, Active player (429)
Joined: 9/29/2008
Posts: 706
Location: Canada
Frames are always good :D I am very curious though, what is your plan regarding saving a lot of time over 29"47?
Experienced player (601)
Joined: 10/23/2004
Posts: 706
Much less waiting for the red shell :) http://dehacked.2y.net/microstorage.php/info/1656010027/MARIOKART64%20%28USA%29_LR-StartOver_AB-Spin_onGround_12%2739_20100510.m64 Of course, I'll be using a mushroom to avoid tumbling... btw, I just realized that I am now faced with the joy of making a perfect MyleStyle while manipulating a mushroom while towing an item... yeah, that's going to be a blast. Thankfully the red shell was amazingly easy, it was the first item I could get on the first frame. *edit* hmm, I seem to have over estimated the height that I can get off a shell cancel jump, I'm nowhere near jumping the wall. Still, I think a mushroom is the best second item to get so that I can catch the red shell faster after I shoot it.
Current Project: - Mario Kart 64
snorlax
He/Him
Joined: 5/20/2007
Posts: 174
Location: Wisconsin
You guys should team up to keep the momentum going. I really don't want to see this game be neglected again. This has to be the game with the most potential without a run on the site.
Editor, Active player (429)
Joined: 9/29/2008
Posts: 706
Location: Canada
Weatherton, does that thing only work with a red shell? Or do green work to? If so, get 3 green ones :P Anyways, I can't wait to see what you do with this course. @snorlax: I don't think weatherton wants a partner at the moment :P
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