1 2
5 6 7
26 27
Joined: 8/1/2006
Posts: 428
Glitch Time! If you charge a mini turbo while AB spinning, and exit the slide by turning in the other direction, you can store it for a short time while not sliding. I don't know what causes you to lose or keep the charge, but it's not exiting the slide.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Joined: 8/9/2004
Posts: 139
Location: Washington State
holy moses in a half shell
Joined: 5/2/2006
Posts: 1020
Location: Boulder, CO
Hopefuly moo moo farm will take less time to perfect. doing all 12 (?) maps with this level of precision will take forever and a day. Either way, keep up the amazing work.
Has never colored a dinosaur.
Banned User
Joined: 5/11/2004
Posts: 1049
Great run so far, that was wario's first lap right? I was thinking if you don't need the speedometer all the time it'd be nice to switch to the map where you can see where the other carts are. This lets people see where you are on the race track and gives them an idea as to what the shortcuts did, aslo can see where the other karts are so you know what your waiting on to boost into or when your going to lap them. It just really helps to understand what's going on.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
mwl
Joined: 3/22/2006
Posts: 636
comicalflop wrote:
Anything less than perfection for the rest of the run is unacceptable. So the same quality shalt be maintained throughout the whole run. OMG HAX Update: newer LR time, thanks to Michael Fried: 37"18 .m64
Wow, that's incredible.
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Halamantariel wrote:
OMG! Awesome! Can't wait for the final completed run! If that one doesn't get a star ... I don't know what will :) Keep up the great work!
My goal is to get a star. Glad you liked it.
laughing_gas wrote:
That was neat :) hopefully the other levels won't take this long to make.
I can't tell how long it will take. 1st version of LR took 2 days, this version 28. the courses will all be different, so I really cannot give a concrete estimate or guarantee that future courses will take much shorter or longer. I similarly do not have a projected finish date. It's all unknown at this point, so my suggestion is just to sit back and let the magic happen at its own pace.
JSmith wrote:
Glitch Time! If you charge a mini turbo while AB spinning, and exit the slide by turning in the other direction, you can store it for a short time while not sliding. I don't know what causes you to lose or keep the charge, but it's not exiting the slide.
This is immensely interesting. how did you find this? what uses will it have?
Ersatz wrote:
holy moses in a half shell
Tru dat.
Twelvepack wrote:
Hopefuly moo moo farm will take less time to perfect. doing all 12 (?) maps with this level of precision will take forever and a day. Either way, keep up the amazing work.
16 courses. Again, don't know when MMF will be done. I'll be trying not to give any estimated finish times for courses, because I really do not know.
Spider-Waffle wrote:
Great run so far, that was wario's first lap right? I was thinking if you don't need the speedometer all the time it'd be nice to switch to the map where you can see where the other carts are. This lets people see where you are on the race track and gives them an idea as to what the shortcuts did, aslo can see where the other karts are so you know what your waiting on to boost into or when your going to lap them. It just really helps to understand what's going on.
Wario's first lap yes. all CPUs after Yoshi don't even finish their first lap. I really need the speedometer to keep an eye on my speed, but it's been suggested to change to one of the maps to let viewers see what the fuck I'm doing, and I think I might do that in the future. it would be best if I'm in the air. what was tricky was using the camera work so that audiences could see what I was doing (up close when driving/MT'ing, zooming out for the mylestyle/boosts, etc.) I probably won't be using the map to show audiences when karts are coming. it needs to be a surprise.
mwl wrote:
Wow, that's incredible.
thank you good sir, I know very well of your critical eye so it's nice to know I have EVERYONE excited about this.
Homepage ☣ Retired
Active player (436)
Joined: 9/27/2004
Posts: 650
Location: Canada
comicalflop wrote:
Spider-Waffle wrote:
I was thinking if you don't need the speedometer all the time it'd be nice to switch to the map...
I really need the speedometer to keep an eye on my speed...
After the course is done, is it possible to add in the extra button presses to the .m64 to call up the map/go back to spedometer with, say, a hex editor? Or would that change luck/cause desynchs/other problems I can't think of because I'm tired? It seems like it should be fairly simple. That way you can keep an eye on the spedometer while working, and still have the map appear periodically to show what you're skipping or how far ahead you are. Switch back when appropriate, obviously.
Joined: 4/16/2005
Posts: 251
Skilled players may want to watch the speedmeter more than the map. I mean, who doesn't know the maps by heart already anyway. :)
Skilled player (1099)
Joined: 8/26/2006
Posts: 1139
Location: United Kingdom
Watched the WIP, it was highly awesome and much faster than I had anticipated. It would've been cool if Wario could've shifted his ass a bit more to reduce the wait after the second lap. Could this be manipulated at all? I'm guessing not. Anyway, great work :)
Experienced player (829)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
Gorash wrote:
Skilled players may want to watch the speedmeter more than the map. I mean, who doesn't know the maps by heart already anyway. :)
I think the idea would be to see how far the other players are behind, not so much to see where Toad is at. BTW, great work CF
Living Well Is The Best Revenge My Personal Page
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
y'all are posting too fast for me to keep up! Youtube Link uploaded
Inzult wrote:
After the course is done, is it possible to add in the extra button presses to the .m64 to call up the map/go back to spedometer with, say, a hex editor? Or would that change luck/cause desynchs/other problems I can't think of because I'm tired? It seems like it should be fairly simple. That way you can keep an eye on the spedometer while working, and still have the map appear periodically to show what you're skipping or how far ahead you are. Switch back when appropriate, obviously.
something as simple as hexing in a change to the map might affect it more than you think. I tried to take one of Fried's input for a mylestyle and zoom the camera back in order to see better, and I couldn't manipulate a mushroom at all based on the frame the he pressed Z. when zooming out, I couldn't get any mushrooms either; I had to press up C to zoom out the frame after pressing Z in order to get the mushroom. So this game might not be hex friendly at all, but I'll be sure to use the map in the future.
Gorash wrote:
Skilled players may want to watch the speedmeter more than the map. I mean, who doesn't know the maps by heart already anyway. :)
That's the reason I didn't do this initially. Everyone and their kid brother and sister has played Mario Kart 64. The maps are so easy to memorize, and if you've played the game then it brings back a simple trip down memory lane. Of course, the caveat to that is the TT players use speedometer because they have to know their speed at all times, and they show their vids to other karters, who will have memorized the maps.
Mukki wrote:
Watched the WIP, it was highly awesome and much faster than I had anticipated. It would've been cool if Wario could've shifted his ass a bit more to reduce the wait after the second lap. Could this be manipulated at all? I'm guessing not. Anyway, great work :)
Sorry it took a month, I knew you were anxiously awaiting it and didn't look at any wip .m64's until it was finished to keep it a surprise. I'm surprised too that so much time was saved. There's some odds I can get in more, but it's doubtful/very tricky. Wario arrived at the finish line at the same time, even though I had went back and got to the finish line faster with an improved mylestyle. My guess is there is no input that I can do, that does not directly interact with Wario that can manipulate him at all. I could manipulate a CPU not to use a lightning, but Wario got there when he got there. (and facing a funny angle, hehe.)
mmbossman wrote:
I think the idea would be to see how far the other players are behind, not so much to see where Toad is at. BTW, great work CF
Yes, this is also another reason why. although at the end it shows the CPU times, which make no sense. How could the game know what Luigi's final time is? when I finish, he hasn't even completed one lap! no CPU finishes their second lap when I fade out and go to MMF. what gives?
Homepage ☣ Retired
Emulator Coder, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Spider-Waffle wrote:
Great run so far, that was wario's first lap right? I was thinking if you don't need the speedometer all the time it'd be nice to switch to the map where you can see where the other carts are. This lets people see where you are on the race track and gives them an idea as to what the shortcuts did, aslo can see where the other karts are so you know what your waiting on to boost into or when your going to lap them. It just really helps to understand what's going on.
Ask, and ye shall receive. In related news, my modem is in danger of melting from overuse.
Joined: 8/1/2006
Posts: 428
comicalflop wrote:
JSmith wrote:
Glitch Time! If you charge a mini turbo while AB spinning, and exit the slide by turning in the other direction, you can store it for a short time while not sliding. I don't know what causes you to lose or keep the charge, but it's not exiting the slide.
This is immensely interesting. how did you find this? what uses will it have?
I found it a long time ago while going mountain climbing on KTB. I did not think it was useful as a speed trick. However, I did not think of storing a mini turbo and then using a mushroon into a jump. I do not know how it works with a mushroom, but it could mean having a mini turbo charged when you land at the end of the last lap. I will do some additional testing at some point to see if this is feasible.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Active player (315)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
Yeah, I'd rather it showing a map than a silly hand moving up and down
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
pirate_sephiroth wrote:
Yeah, I'd rather it showing a map than a silly hand moving up and down
That silly hand is what makes it uber-optimized. Without it I can't see my speed. I really do loathe the all around straight line map though especially because it removes many other on screen info such as lap #, In-Game time, etc. and makes the screen seem, well, kind of naked and too much open space in my opinion. But I will switch to the lower right corner mini map on occasion during shortcuts.
Homepage ☣ Retired
Joined: 12/3/2006
Posts: 131
Location: Seattle
comicalflop wrote:
Yes, this is also another reason why. although at the end it shows the CPU times, which make no sense. How could the game know what Luigi's final time is? when I finish, he hasn't even completed one lap! no CPU finishes their second lap when I fade out and go to MMF. what gives?
I think the game just looks at the positions of all the computer players behind you when you finish a race and calculates an estimate for what their times would have been based on their distances to the finish line. Not 100% sure one this though. I suppose it could be feasible for the game to simulate the entire rest of the race extremely fast (since it wouldn't have to render any graphics) and give exact times, but I doubt this is the case.
Joined: 8/1/2006
Posts: 428
Okay, on the sliding glitch: When you exit a slide in an AB-spin by turning in the opposite direction, it boosts you if you'd charged it to red, or the next time you slide, if you do nothing to discharge it in the middle, it will start with one more level of charge than when you canceled the slide. The charge doesn't seem to degrade over time, but your MT doesn't charge itself in the meantime either. The charge is lost whenever you use a mushroom, go airborne, or exit the AB spin.
I think the game just looks at the positions of all the computer players behind you when you finish a race and calculates an estimate for what their times would have been based on their distances to the finish line. Not 100% sure one this though.
This is correct. If a computer player gets halfway through a race and then gets stuck so that it's not moving at all, the game still gives it a time based on how far it went before it got stuck. (Yes, this does occasionally happen)
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
JSmith wrote:
Okay, on the sliding glitch: When you exit a slide in an AB-spin by turning in the opposite direction, it boosts you if you'd charged it to red, or the next time you slide, if you do nothing to discharge it in the middle, it will start with one more level of charge than when you canceled the slide. The charge doesn't seem to degrade over time, but your MT doesn't charge itself in the meantime either. The charge is lost whenever you use a mushroom, go airborne, or exit the AB spin.
I discussed this with Weatherton, and neither of us can picture this in our mind's eye. can you make a video possibly?
Homepage ☣ Retired
Banned User
Joined: 5/11/2004
Posts: 1049
DeHackEd wrote:
Spider-Waffle wrote:
Great run so far, that was wario's first lap right? I was thinking if you don't need the speedometer all the time it'd be nice to switch to the map where you can see where the other carts are. This lets people see where you are on the race track and gives them an idea as to what the shortcuts did, aslo can see where the other karts are so you know what your waiting on to boost into or when your going to lap them. It just really helps to understand what's going on.
Ask, and ye shall receive. In related news, my modem is in danger of melting from overuse.
Oh nice, so were able to simply hex edit that in at the start? Too bad you used the full screen loop display, I think the map is much perfered. So maybe we could hex edit in the map view after this is all done and make another version. One which show speedometer most of the time, and another which shows the map most of the time.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Emulator Coder, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
I chose it because I liked it better. It shows you who's in what place and relative positions. You can see when the game recognizes you as being in a place you shouldn't be normally. To get the normal display, I would simply delete the push into spedometer mode, rather than hitting the button twice to get it to relative display mode. But that's not hard, and I'm not going to make a third AVI, I've burned enough bandwidth as it is.
Joined: 8/1/2006
Posts: 428
comicalflop wrote:
JSmith wrote:
Okay, on the sliding glitch: When you exit a slide in an AB-spin by turning in the opposite direction, it boosts you if you'd charged it to red, or the next time you slide, if you do nothing to discharge it in the middle, it will start with one more level of charge than when you canceled the slide. The charge doesn't seem to degrade over time, but your MT doesn't charge itself in the meantime either. The charge is lost whenever you use a mushroom, go airborne, or exit the AB spin.
I discussed this with Weatherton, and neither of us can picture this in our mind's eye. can you make a video possibly?
Better, I can post explicit directions on how to perform it. 1)From a standstill, push A and B. Hold them for the remainder of the glitch. 2)When your speed tops off, begin a slide, holding the control stick to the left. 3)Do not try to charge a mini turbo. Instead, hold the control stick to the right. After a delay, you will veer to the right and stop sliding. 4)Drive an arbitrary distance (while holding A and B). 5)Repeat steps 2-4. Your smoke should be yellow when you start the slide. You now have a stored mini turbo 6)Repeat steps 2-4 again. Your smoke will start off red, and you will be able to perform a mini turbo as soon as you start sliding.[/i]
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
TorZelan
He/Him
Joined: 8/11/2006
Posts: 33
Location: Northern Sweden
DeHackEd wrote:
Ask, and ye shall receive.
Haha! Watching that in the first curve second lap is just awesome.
Gamer, musician, bonesword wielder.
Joined: 8/9/2004
Posts: 139
Location: Washington State
Better, I can post explicit directions on how to perform it. 1)From a standstill, push A and B. Hold them for the remainder of the glitch. 2)When your speed tops off, begin a slide, holding the control stick to the left. 3)Do not try to charge a mini turbo. Instead, hold the control stick to the right. After a delay, you will veer to the right and stop sliding. 4)Drive an arbitrary distance (while holding A and B). 5)Repeat steps 2-4. Your smoke should be yellow when you start the slide. You now have a stored mini turbo 6)Repeat steps 2-4 again. Your smoke will start off red, and you will be able to perform a mini turbo as soon as you start sliding.[/i]
Better, vidz or it didn't happen?
Joined: 4/25/2004
Posts: 498
Some people wrote:
*argument over which map display to use*
...Well, you could just do the run with the speedometer for accuracy's sake, then hex in the map display switching button (what is it, I forgot? Left C? Or maybe right C? <_<') every other frame, resulting in all three displays being cycled through at rofl speed. Then everyone could pretty much see everything at once. ...of course, then you might end up giving someone epilepsy or something. But at least you wouldn't have an argument over which display everyone prefers. ^.^' *rimshot* </bomf>
Banned User
Joined: 5/11/2004
Posts: 1049
What about just doing everything in speedometer, then hex edit in two different versions, one for each display type. Or you could just do more hex editing to take out the mid-level view changes.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
1 2
5 6 7
26 27