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Hah, so you were working with only 8 directions. But if you turn on Copy Framebuffer To RDRAM, does everybody have to turn it on to watch your movie?
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Bag of Magic Food wrote:
But if you turn on Copy Framebuffer To RDRAM, does everybody have to turn it on to watch your movie?
If they really want to see the puzzle animation effects in the emulator, then yes. Personally I wouldn't turn it on unless encoding or testing the plugin, since it makes the emulation unwatchably slow (at least for me) and doesn't make any difference at all outside of the occasional transition effects even though it slows things down everywhere.
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So you're saying it won't desync?
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Of course not. (And his movie didn't desync when I turned it on even though he recorded with it off, so that should work the other way around.) All it does is black out the image put on the puzzle pieces, when it's off. And I don't think video plugins even have the capability of doing anything that could cause a desync or otherwise change the game timing.
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What about that menu delay in Legend of Zelda? Doesn't that change when you use that option?
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Bag of Magic Food wrote:
What about that menu delay in Legend of Zelda? Doesn't that change when you use that option?
Nope, (maybe unfortunately (but good for synchronization purposes)) you can't change that delay no matter what you do with your plugins.
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Atma wrote:
Bag of Magic Food wrote:
Does the pause show up in an .avi movie?
I believe it certainly would, as the music in the background still plays regardless of settings. eg this avi (4.5MB) eliminates ~95% of the lag that you get with normal plugin settings, but the flip side is that you'd have to play the whole movie with those settings (dont know about your machine, but that one option drops it to about 10fps on my machine), since changing them at any point would desync the movie for the watcher who would have to change them to keep it in sync (which would be over the top irritating). That avi was made with Jabo's Direct3D8 1.6 plugin with the 'copy framebuffer to RDRAM' option checked.
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Wow, never mind, you're right. That is a pretty big bug, then (and gives me a much better idea of where it is...). Banjo Kajooie doesn't seem to have that delay problem, though, at least not for normal transitions, but I guess it should be tested more thoroughly.
Atma wrote:
but the flip side is that you'd have to play the whole movie with those settings (dont know about your machine, but that one option drops it to about 10fps on my machine), since changing them at any point would desync the movie for the watcher who would have to change them to keep it in sync (which would be over the top irritating).
If it only affects the pause screens, then you could turn it off in-between (either recording or playback), but you'd have to be very careful about it.
Joined: 11/20/2004
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Ya know, seeing as you have to do so much in the first place, I want to see a full-inventory speed-run of this game. All Jiggies, all Notes, all Shop 'n Swap Items(the Eggs and the Ice Key), all Honeycombs. . . Everything. Why? Because I wanna see someone go freaking nuts trying to widdle their time down as far as physically possible. Kekekekee.
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Eh... You want to see someone stomp in all those long codes? I don't think that would be very fun.
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Wren
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It would be interesting though, since a lot of people aren't aware that you can even get the Ice Key and the other things. It's an interesting point though. What is 100% for this game? I would define it as a fully powered up Banjo minus cheats. With 100% items collected inlcuding the keys and eggs. But that may be pretty boring to watch all those long codes being entered. Could be a big shock to people who thought only Banjo 2 had them, as the ending would have you believe.
<i>A little rudeness and disrespect can elevate a meaningless interaction to a battle of wills and add drama to an otherwise dull day.</i>
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It should at least collect all 115 Mumbo Jumbo tokens, since I always do that for my 100% runs and I was disappointed that they weren't all collected in the speeddemosarchive movie. (And he grabbed a few too many, anyway...)
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Just as a gneral note, the Ice Key and the Eggs aren't obtainable in this gamer, only in Banjo-Tooie. They just show up in the end if you get all 100 Jiggies.
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Yes they are!!! *pound pound stomp stomp pout pout*
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Wren
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Wandering Road wrote:
Just as a gneral note, the Ice Key and the Eggs aren't obtainable in this gamer, only in Banjo-Tooie. They just show up in the end if you get all 100 Jiggies.
Heh, my point exactly. Blue Egg in Cellar Cheat dont you go and tell her about the secret in her cellar Get into Sharfood Island Cheat out of the sea it rises to reveal more secret prizes Get the blue egg Cheat a desert door opens wide ancient secrets wait inside Get The Ice Key Cheat now you can see a nice ice key which you can have for free Green Egg in Mad Monster Mansion Cheat amidst the haunted gloom a secret in the bathroom Red Egg in the Captains Cabin Cheat this secret youll be grabbin in the captains cabin Yellow Egg in Nabnuts House Cheat now banjo will be able to see it on nabnuts table Any I forgot?
<i>A little rudeness and disrespect can elevate a meaningless interaction to a battle of wills and add drama to an otherwise dull day.</i>
Joined: 11/20/2004
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Nope, that's everything. And I've never beaten Banjo-Kazooie(...yet...), so if the game doesn't just let you keep going after you beat Gruntilda or whomever's the final boss, starting from the save game wouldn't be worth the time, in retrospect. Heh. Oh, and for the record, you're wrong about the Jiggies thing. You only have to open up all the levels[/i]. You don't have to get all Jiggies, Notes, and otherwise to get the Stop 'n Swap items. Or so I've heard...
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To see the little movie about the secret items at the end of the game, I'm all but certain you need all 100 jiggies. I definitely didn't have all 100 when I first beat the game and I'm pretty certain I didn't see the bonus movie until I beat the game the second time. I used to be stupidly obsessed with this game, but... that was a number of years ago, so things are not as fresh in my mind as they used to be. I'll try to help if I can, but I think marshmallow's run is really the thing to go by here. As far as strategies and routes go I think he pretty much nailed everything. This would change if we chose to do any%, of course, but I personally don't see much point in doing that, since you need a pretty decent amount of jiggies/notes to get to the final boss anyway...
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Wait, are you talking about SEEING the secrets in Mumbo's picture at the end, or actually GETTING all of them? 94-99 puzzle pieces will let you beat the final boss, but Mumbo refuses to show you the pictures in the ending. 100 makes him show them. To actually get the secret items, I think you just have to be able to punch in the codes, then visit the places where they appear. But the items are worthless anyway, since that link to the second game never came about. And I still think we should do any% before 100%. 100% just seems like the easy way out to me. Save+quit abuse might not work out, though, since you probably have to sit through the Game Over movie once just like all the other movies. If you have enough lives, you might be able to settle for death abuse to warp around a few times, but you'll have to drown or get hurt a lot.
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Spacecow wrote:
I'll try to help if I can, but I think marshmallow's run is really the thing to go by here. As far as strategies and routes go I think he pretty much nailed everything. This would change if we chose to do any%, of course, but I personally don't see much point in doing that, since you need a pretty decent amount of jiggies/notes to get to the final boss anyway...
1. Copying SDA runs, but faster, is something we'd like to avoid. Making it any% at least gives some possibility of deviating from marshmallow's run. 2. It could potentially save a lot of time if you skip the right things (the game is long enough as it is that anything to make it faster helps), and the choice of what to skip is somewhat interesting and difficult.
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nitsuja wrote:
1. Copying SDA runs, but faster, is something we'd like to avoid. Making it any% at least gives some possibility of deviating from marshmallow's run. 2. It could potentially save a lot of time if you skip the right things (the game is long enough as it is that anything to make it faster helps), and the choice of what to skip is somewhat interesting and difficult.
Ok, good point(s).
Joined: 11/3/2004
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I did not actually know about those cheats for the Stop 'n' Swap items. Huh. Guess I should wait to shoot my mouth off in the future. *blushes* I agree that any% should be done first. I enjoy minimalist runs, even if it's not all that much shorter than a 100% run. Any ideas on which 6 Jiggies should be cut? I'd vote for Mr. Vile's minigame as one of them. Very tedious, and probably one of the longer ones.
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Maybe a Witch Switch piece, or a Jinjo piece if too many Jinjos are too far out of the way.
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Bag of Magic Food wrote:
Maybe a Witch Switch piece, or a Jinjo piece if too many Jinjos are too far out of the way.
The tree lvl jingos seem like a good option to skip. (i think its the 2nd or 3rd to last lvl.) It's been awhile here too.
Joined: 4/29/2005
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Yea. I guess I wouldn't mind seeing an any% run myself. I've already seen the 100% run from SDA a lot of times, hehe.
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I peronally like more of 100% runs but since there is already a speedrun of it, I think the TAS should be any%. I also think that the Jinjo pieces are most likely the ones which should be left untaken. Atleast in the first three worlds the Witch Switch is so near the other puzzle pieces that you don't need to make any detours to press them. Getting the actual piece althou' might take a little time. Well, atleast the first Witch Switch should be taken (in Mumbo's Mountain).
Which run should I encode next? :)