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recorded with nitsuja's mupen64 rerecording v8 found here: Forum/Topics/2934
16-minute 16-star playthrough of the first and one of the most versatile, action oriented 3-D games for the N64.
This tool-assisted movie is over a minute faster than the original test run, and takes many shortcuts favorable over the original ones. Most of the saved time is an accumulation of bits and pieces of optimization through Mario's movement and straighter paths to whatever destination.
What was very fortunate was that I was able to record with an analog stick, thus making radial positioning much more precise and ultimately making many pathways faster.
  • Abuses glitches.
  • Takes damage to save time.

Bisqwit: Updating submission headers.


TASVideoAgent
They/Them
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This topic is for the purpose of discussing #882: spezzafer's N64 Super Mario 64 in 16:27.00
Player (36)
Joined: 9/11/2004
Posts: 2630
Hey look, the auto time calculating thing is still buggy.
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 (1310)
Joined: 12/21/2004
Posts: 2687
OmnipotentEntity wrote:
Hey look, the auto time calculating thing is still buggy.
The correct numbers should be: 16 minutes and 27 seconds, which is 59220 frames. It got the re-record count right, but I'm not sure where it got 3:07 from. Anyway... whoa! you did that impossible jump after all. The rest was great, too. There's only 1 big problem: maybe it was just something I did, but it looks like you don't pick up the big star at the end to actually end the game...
Former player
Joined: 8/3/2004
Posts: 100
Location: Michigan, United States
Yeah, that's the only thing I'm noticing, too... I had to pick up the controller and finish it off myself ^^ Other than that it's gorgeous. I get all excited thinking about the possibility of a 120 star run... hint, hint... Anyway, I've been watching the progress the whole time. This movie was incredibly enjoyable to watch and I look forward for it to become the first published N64 TAS on the site.
Player (206)
Joined: 5/29/2004
Posts: 5712
Maybe the upload script cut off the last few frames of the movie.
put yourself in my rocketpack if that poochie is one outrageous dude
Former player
Joined: 10/19/2004
Posts: 142
the movie uploaded fine and it does the same thing with the movie on my HD, so I think the emulator may be at fault for some reason it stops at 59190 instead of 59220 and doesn't play the last 30 frames
Player (206)
Joined: 5/29/2004
Posts: 5712
Well, that could be. I had problems with it throwing out seconds of a Bomberman 64 movie I started.
put yourself in my rocketpack if that poochie is one outrageous dude
Editor, Expert player (2073)
Joined: 6/15/2005
Posts: 3282
nitsuja wrote:
OmnipotentEntity wrote:
Hey look, the auto time calculating thing is still buggy.
It got the re-record count right, but I'm not sure where it got 3:07 from.
http://tasvideos.org/M64.html wrote:
00C 4-byte little-endian unsigned int: number of frames (vertical interrupts)
I think whoever made the auto-calculate script read the first 2 bytes as big-endian. 3:07 ~11220 frames ~2BD4 in base 16 reverse the bytes: D42B (plus maybe a few 16^2's) 54450 frames ~16 minutes Edit: No, doesn't work out. The file clearly says 54 E7 at 0x00C and reversing it would give 6 minutes.
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
spezzafer wrote:
for some reason it stops at 59190 instead of 59220 and doesn't play the last 30 frames
It's because the frames aren't what matter to it, it's the number of input samples (the count in parentheses). It says your movie only has 28536 input samples, did it go higher than this while recording and then it got cut down to a lower number on playback?
Player (206)
Joined: 5/29/2004
Posts: 5712
If it didn't, then maybe the game took longer for the same amount of input on playback for some reason.
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 12/13/2004
Posts: 103
I've watched it and were amazed, both by the fact that playing N64-movies works so good and how well you performed. As mentioned earlier, you'll have to make sure you take the last big star, anyways, this is well worth a yes vote. I'm also looking forward to seeing more N64 runs, just a question: Is there a place here (with the criterias set for this site) for both 16, 70 and 120 stars run?
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
Bag of Magic Food wrote:
If it didn't, then maybe the game took longer for the same amount of input on playback for some reason.
It looks like it simply saved the wrong count of input samples into the final movie. If you change the byte at 0x018 in the movie file from 78 to 7E, (adding 6 to the number of input samples), then it reaches the end correctly, so the input is still there. The procedure the script should be following to get the time is: read the 32-bit integer at 0x0C, which here is 0x54E7 = 59220, and read the 8-bit integer at 0x20, which here is 0x3C = 60, and divide them (59220/60 = 987 seconds = 16 minutes + 27 seconds).
Joined: 3/31/2005
Posts: 148
Location: Colorado
OH MY GOD!! If Jesus played Mario 64 while smoking meth, the result would look something like this.
Do not try to bend the spoon, that's impossible. Instead only try to realize the truth. What Truth? There is nospoon. Then you will see it is not the spoon that changes, it is only yourself
Former player
Joined: 6/15/2005
Posts: 1711
Yes it's very good, but if anything this made me realize how incredibly impressive the console run of this is.
Zoey Ridin' High <Fabian_> I prett much never drunk
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
For the record, the error (in movie length calculation) was that the script read the FPS as 32-bit int, even though it's a 8-bit int.