Patashu
He/Him
Joined: 10/2/2005
Posts: 4045
Kirkq wrote:
I found the random trajectory value in MHS. I'm going to describe it rather than posting a value, because everyone has different mupen builds.
Why not say, 'if HP is at address X then random trajectory is at address Y', and everyone else can find the difference between their HP and your HP, remove the same difference from your Y and find their Y?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Joined: 7/12/2011
Posts: 142
Location: Indianapolis
Kirkq wrote:
This may only be useful for the Conga jiggies and the Boggy sled jiggy. We will be sure to look for anything else that uses this value.
Just posting this here for documentation purposes (we aren't getting this jiggy in any%): the x marks the spot jiggy in TTC also pops out at a random angle. It's possible to collect it in the water and skip the animation. Also, if the xyz coordinates are heavily involved with the RNG's logic, that would explain why the unmoving huts result in the same value. I've looked at those objects in a BK level editor and there is no meta data stored with them.
Patashu wrote:
Why not say, 'if HP is at address X then random trajectory is at address Y', and everyone else can find the difference between their HP and your HP, remove the same difference from your Y and find their Y?
Bizhawk is coming out soon with N64 support and that is what we will be doing the TAS in. It has native ram watch features, so MHS addresses will be a thing of the past soon anyway!
Joined: 9/18/2012
Posts: 48
Wow, nice work guys. Wish I could help, but all I can do is show my support. (Not helpful, but yeah, I was able to get the x marks the spot jiggy in the water only once.)
Player (16)
Joined: 7/3/2012
Posts: 35
Kirkq wrote:
I found the random trajectory value in MHS. I'm going to describe it rather than posting a value, because everyone has different mupen builds. We will treat it as an unsigned long. The 4 individual byte components might mean different things. Upon crossing a loading zone it always refreshes to 0 (unsigned long). Each hut ground pounded in Mumbo's Mountain sets it to a specific value regardless of what has happened previously. When you break the hut closest to ground pound bottles in Mumbo's Mountain it becomes 1096810496. Counter-Clockwise from that hut, the other 5 huts are 1134985216, 1124139008, 1125318656, 1129906176, 1133412352.
If you treat it as a single-precision float the numbers then become 0.0, 14.0, 333.0, 129.0, 147.0, 217.0 and 285.0. I hope this helps.
Joined: 7/12/2011
Posts: 142
Location: Indianapolis
Kirkq did some more testing and it seems it's based entirely on Banjo's facing angle when you destroyed the last applicable object (beehive, enemy, etc.) This angle always makes the Conga jiggies overlap: (~10 degree leeway) Other jiggies this is known to work on: FP boggy sled jiggy, x marks the spot jiggy (can cancel animation with water), flower pot jiggy in MMM I'm testing other stuff now and will edit if I find anything!
Player (210)
Joined: 7/7/2006
Posts: 798
Location: US
TTC: 8 Jiggies + Witch Switch, 100 notes, 5 or 6 Mumbo Tokens 1: Get 4 notes at beginning. Bottom right, top right, top left, bottom left. (It is likely faster with no talon trot.) 2: Jump over the edge and swim to the blue jinjo, swim to land 3: Climb tree to right of Blubber's ship, get 4 notes (Maybe talon trot? It's close.) 4: Jump to "Cliff Plateau" (Can be made barely without talon trot.) 5: Fill Leaky the Bucket and activate bottles during the cutscene 6: Get the shock pad mumbo token nearby 7: Get notes on sandcastle, get notes in sandcastle (You can get ejected by the entrance texture a bit to save a few frames.) 8: Go back around to the crates by bottles, jump up to crates and get all 12 notes on the "Cliff Plateau" area going clockwise. 9: Jump to the nearby tree with notes. Get the 4 notes. Jump into the hole in the side of the boat 10: Get notes and gold treasure. Exit the boat. 11: Swim to the left of the boat. Go up the left net of the boat getting the notes. Talk to bottles. 12: Jump down to the mumbo token on the pole, ground pound the hole in the boat. Get notes, gold treasure, and mumbo token. 13: Go out. Manipulate blubber position if possible, give blubber treasure, get pushed into the jiggy maybe? (I'm unsure how to do this cutscene fastest.) 14: Go up right side of boat nets getting the notes, take flight pad (Do not get the green jinjo yet.) 15: Get the jiggy and the single note in some order. 16: Fly up out the front or back of the overhang to the jiggy at the very top of the lighthouse. (Do not grab the yellow jinjo yet.) 17: Land on the jiggy and get the top notes, ground pound witch switch and *take 1 damage*. 18: Start a talon trot while falling off the ledge and get the 3 notes on the ramp slightly below. 19: Get the yellow jinjo on the tree. 20: Jump to the green jinjo on top of the boat, *taking 2 damage* intentionally on the top of the post. 21: Flap to cancel the damage animation, and land on the flight pad. 22: Take flight, get the 3 notes in the air above the shock pads 23: Fly into the cliff alcove jiggy. 24: Get the pink jinjo, then get the 6 notes on the high cliff. (It's probably faster to land than to turn around and keep flight, but it can be tested.) 25: Go get the notes in the nearby box. It will maybe be fastest to talon trot jump to the tree with the red feathers to avoid fall damage. 26: Go out to the pier ramp, getting those notes 27: Jump over to the stairs area, getting all these notes. 28: Get the two mumbo tokens in the chest. 29: Continue up the stairs getting all notes. At the top, talon trot drop into the water to grab the jiggy. 30: Drop down one floor and grab the three notes. 31: Go out to the flight pad like 6 seconds away, fly back to grab the orange jinjo 32: Drop and grab the alcove jiggy, fly back up to grab the jinjo jiggy. 33: Fly over to nipper if it is faster than landing and talon trotting. 34: Grab the mumbo token behind nipper if it costs less than 4 seconds. 35: Talon Trot or fly to nipper, do the fast fight strategy. *Taking 1 damage.* Attack nipper before cutscene to skip cutscene if faster? 36: Get notes inside nipper, grab the jiggy and die to a crab. -------------------------------------------------------------------------- CC Route: 7 Jiggies + Witch Switch, 98 notes, 3 or 4 Mumbo Tokens Taking 4 damage needs routed still. 1: Jump on top of start. 2: Get the 4 notes to the right, then talon trot jump to the flat platform with the fire logo on the side. 3: Get the 4 notes on the left. (You don't have to drop talon trot to get up on the pipe.) (EDIT: Consider post on next page.) 4: Go back towards the beehive and jump to the pipe to Clanker. (We do not get jinjo jiggy.) Get all the notes in this pipe. 5a: Go through long pipe of notes on the right, swim down to the keyhole, get all notes and go through keyhole 3 times. (This one should be slightly faster if Gloop's air bubbles cooperate.) 5b: Swim down to the keyhole, get all notes and go through the keyhole 3 times. Swim up and go through the long pipe of notes ending by mutant crabs. 6: Go to mutant crabs, get all notes and jiggy. 7: Jump up Clanker's tail or his side depending on the floating cycle. Get the notes on the back half of Clanker and the jiggy. 8: Go all the way up Clanker's tail, get the jiggy and drop down to the pipe under you. 9: Collect the notes from ending at the side on Clanker's personal left by the grate with the honeycomb inside. 10: Go along the slope on the wall and jump to the grate. (you probably have to beak) 11: Talon trot, get the notes here on this pipe ledge -------- 12a-18a: Assuming Clanker's bolt cycle (10 seconds) doesn't require you to wait more than about 3-5 seconds. 12a: Jump down, beak next to the ground (you probably need to kill the enemy in the wall), shock pad forward up to the pipe. 13a: Get the notes on the climb pipe, get the mumbo token near the top. 14a: Jump over towards Clanker's blowhole bolt. 15a: If we have to wait a couple seconds, it may be fast to poop out eggs at Clanker's tooth to break it for later. (or even shooting it out normally may be useful) 16a: Go up Clanker's blowhole bolt. (Getting the notes on the front half of his back won't save any time.) 17a: Get the notes and jiggy up the blowhole. 18a: Drop down and break Clanker's tooth (jiggy side) if it hasn't been done yet. Enter Clanker's tooth (jiggy side) -------- 12b-18b: Assuming route A just misses the bolt cycle and has to wait closer to 9 seconds, this is an alternate path that could maybe end up faster. 12b: Jump towards Clanker's blowhole, if the blowhole isn't leaving yet, poop eggs at Clanker's tooth to break it for later if there is time and the floating cycle is right. 13b: Go up Clanker's blowhole bolt. (Getting the notes on the front half of his back won't save any time.) 14b: Get the notes and the jiggy up the blowhole. 15b: Go back near where the blowhole took you to, 16b: Talon trot slide rejump to the climb pipe with the notes. 17b: Get the notes and the mumbo token. 18b: Drop down and break Clanker's tooth (jiggy side) if it hasn't been done yet. Enter Clanker's tooth (jiggy side) -------- 19: Get the Clanker's tooth jiggy and all notes in this room. 20: Get mumbo token if applicable (HASN'T BEEN DECIDED YET. Kinda depends on if we got the TTC Nipper Mumbo Token and other decisions.) 21: Swim down through the tunnel to clanker's belly 22: Exit out the left side with the 5 notes. (It may be fastest to swim up to the crate, talon trot, jump to the second ring, and talon trot dive) 23: Jump onto Clanker's back, get the remaining notes, go inside the blowhole. (The cycle lines up perfectly here.) 24: Hit the witch switch. Get all the notes and the jiggy. Exit out behind the jiggy. 25: Take flight, fly to the right and get the two notes over here while maintaining flight. 26: Fly to the room across from where you took flight. 27: Do not learn gold feathers. 28: Get all notes, grab the jiggy, and die to a spinning blade. ----------------------------------------------------- FP Route: (3 jiggies, 100 notes, 5 or 6 mumbo tokens) 1: Grab the first 4 notes. Avoid the Boggy cutscene. It may be faster to grab the rest of the notes after the Boggy sled. 2: Go to the left to the Christmas Tree. Get the mumbo token at the base, go inside, get all the notes, then exit. 3: Jump to get the notes around the Christmas tree ending nearer to bottles. 4: Go to bottles and learn beak bomb 5: Go around the present stack and grab the mumbo token, then the 4 notes on top (no jinjos again), then take flight. 6: Break the snowman's buttons in two shots similar to how Sami does it. 7: Fly up high, clip through the bottom of the snowman's pipe and cancel the jiggy animation while retaining flight. 8: Fly up to the hat, land and grab all notes. 9: Ground Pound at the last note, drop off and land on a button or the side of the snowman and flap down below the snowman. 10: Get the jiggy and all notes and mumbo tokens at the snowman's feet ending by the blue present with the snowman on top and 4 notes around it. It may be possible to damage cancel this jiggy with a snowball. 11: Go get the aforementioned 4 notes (if you can take damage here from a snowball to get the mumbo token inside the sir slush in under 4 seconds, do it - you may have to break a beehive later) 12: Go up by Wozza the walrus's cave and get those notes. 13: Talon trot slide rejump your way to about halfway up the hill by the base of the scarf. 14: Get all notes on scarf, ride boggy's sled down. 15: Get the rest of the notes around boggy. 16: At the bottom of the hill go to the right and get the notes by the race start 17: Get all notes in the village, taking damage, then go to mumbo's hut. 18: Get all notes in mumbo's hut and then die. ------------------------------------------------------------- MMM Route: (7 jiggies, 90 notes, 11 mumbo tokens) *Note that we are down one health from FP witch switch jiggy. 1: Get 4 notes at beginning 2: Go off to the left just a bit to manipulate the bat down. Jump to the wooden deck, poop an egg to break the door, and roll towards the left pipe to kill the bat. 3: Do not grab the honeycomb. Climb the left pole and get note on top. 4: Enter the cellar and get jinjo, notes, mumbo token, and jiggy in some order. 5: Exit the cellar, climb the pole and get the note, jump down and get the 3 notes by the gate. 6: Get the mumbo token around the corner. Enter Tumblar's shack and get the 4 notes, then exit. 7: Get on top of Tumblar's shack (probably requires shock pad), and get the notes and mumbo token. 8: Jump onto the hedges and *take a damage*, jump to the well area, get all the notes then enter the well. 9: Get all notes, mumbo token, and jiggy in the well, then exit. 10: Go to the fountain and get the notes, the jinjo, and the mumbo token under the whiplash. *Take Damage* (Ground pounding to get under the whiplash has a low knockback, but there may be a faster way.) --Get two health back somewhere after this. 11: Go out towards the house and go to the right and up the pole (not the one the pumpkin goes down.) 12a: Shock pad to the upper part of the house and get the one note on the left. 12b: Break the nearby window, back flip and ground pound up and get the one note on the left. 13: Break the window and talon trot while entering. Get the notes and the yellow jinjo, then exit. Get *one health* in here. 14: Get the right note, then go across and get the other note, then enter the window 15: Get all notes in this room counterclockwise. (don't forget bottom right note) Kill the second wall enemy before getting the 5th note to set up the honeycomb. Talon trot initiate while crossing the loading zone. 16: Get the other note at the corner, get the green jinjo, then go in the chimney. 17: Get the mumbo token, all the notes, and the jiggy inside. Then exit out the door. 18: Get the health from the bat you killed earlier. 19: Climb the left pole, then talon trot rejump to the nearest note in the hedge maze. (This is probably slightly faster than just going there normally.) 20: Get the first 4 notes in the hedge maze. --Get two health back before this. 21: Attract a ghost and have him *damage boost* you up on top of the hedge. 22: Attract a ghost and get the orange jinjo, then *damage cancel* the jiggy. 23: *Damage boost* back onto the wall. 24: Jump to the notes near the beehive. 25: *Damage boost* up onto the back wall and jump towards the pot in the back corner. 26: Fill all pots with eggs clockwise and grab the mumbo token. (Maybe kill a tombstone to set up the jiggy bounce from the last pot. Do not grab jiggy until pumpkin.) 27: Jump on the roof, go directly up top skipping some notes. Get the notes up top and the jiggy. 28: Jump down to the far part of the roof, get all notes ending nearest mumbo's skull. 29: Jump to mumbo's, transform into pumpkin 30: Get pots jiggy and go to the roof of the chimney house via the ramp. (grabbing the mumbo token.) 31: Go directly down the storm drain to grab the jiggy, grab the notes, and exit the level. CCW Route (0 jiggies, 78 notes, 5 mumbo tokens) *Note that we reset after pumpkin water switch, so we are at 5 health *We need to take 4 damage before the end, it is not fully routed. *This might not read 100% correctly due to recent changes. 1: Go hit the switch to open spring. Get the two notes to the left of spring. Enter spring. 2: Get the mumbo token in the plant by the start. 3: Backflip up twice, get the 3 notes to the left, climb the tree. 4: Get the mumbo token out on the first branch. 5: Continue climbing and hit the switch to open summer. 6: Either ground pound down the tree or jump down and bounce off an enemy at the bottom. Leave spring. 7: Get the two notes to the right of spring and enter Summer. 8: Backflip up and get the two notes on the leaves. 9: Go left and climb the tree again. (There is an alternate path up the leaves, but it seems slower.) 10: Get the 3 notes by the Zubba Hive, continue climbing. 11: Get the 4 notes by the house on the branch, continue climbing. 12: Get the 5 notes across from nabnuts house from left to right. 13: Continue up the tree slightly, get the mumbo token. 14: Work your way around the tree to the switch to open fall below in the drained river. Probably falling one tier at a time from somewhere near here would be optimal: http://www.mediafire.com/?d7g7beeba1hbe76 15: Hit the switch to open fall 16: Go to the beaver dam, ground pound or beak barge it open. Get the 2 notes and the mumbo token. 17: Exit summer, enter fall. 18: Get the mumbo token in the flytrap by the beginning. You should be able to maintain talon trot. 19: Go up the left stack of leaves. Get 9? notes counterclockwise (to the right.) (Stop before the note in front of the bird?) 20: Drop down and get the 3 notes in the flytrap. 21: Go towards the outer edge of the level and get the 5 notes from right to left. 22: Go back towards the center of the level and climb the leaf ramp right by the water. 23: Get the note in front of the bird. It might be possible to jump, get the note, get damaged, and get knocked back to the side you want. Otherwise just jump across and jump back. (Possible 1-2 damage) 24: Get another 5 notes counterclockwise. 25: Start climbing the tree, get the 1 note, continue up the tree to the Zubba Hive. 26: Get the 4 notes in the Zubba Hive. (Unsure if clockwise or counterclockwise is faster.) 27: Continue climbing the tree. Get the mumbo token on the leaf you pass right by. 28: Enter nabnuts house from the right. Get the 3 notes. Exit nabnuts house from the inside right (which puts you on the left outside.) 29: Climb up the tree and get the 8 notes on the nest in the clockwise direction. 30: Fall down towards the ramp far to the right of mumbo's. (Maybe it's faster to land on the branch under you so as to not cause fall damage animation.) 31: Go out of bounds back to the beginning. 32: Enter spring. 33: Backflip up the leaves, go around the stage counterclockwise collecting the rest of the notes.. 34: 3 notes on the ledge near the start, 3 notes on the higher ledge, 4 notes in the dirt by the plant, 3 notes on the low ledge 35: Enter mumbo's hut, change into bee, die to torch and exit the level.
Joined: 9/18/2012
Posts: 48
Nice routing. Spiral Mountain: -Is it possible to jump onto bottles molehill so that banjo will bounce back away from the house? Would it be faster? -Is it possible to jump from the tree nearest to the house to the mountain? I only can get it with talon trot, beak attack, but obviously you don't learn talon trot at that time. TTC: -https://www.youtube.com/watch?v=NM_8ZydiZBI This works for bottles near cliffs. (so both moves in TTC). Seems to be a small time frame to do this cliff drop and leaky to save a little bit of time to be closer to sandcastle notes. (Successfully doing this would also result in a lost mumbo token). Hard to real time, so if someone wants to test TAS, that would be good. May be possible to simultaneously learn move and give treasure to blubber (Doesn't seem to work)? Or just getting to second treasure faster? Would have to skip mumbo token however. CC: -haven't found a way to jump to the grating without beak attack thing. -http://imgur.com/a/dyGIW I found the "sideways" camera angle easier to do it, but it also works with camera from behind. (Sorry, I had issues with making a video of it). -I wonder if the whipslash things under water can be manipulated so that you hit all 4 of them for damage in one "continuous" path. MMM: -Is it possible to backflip onto the vine hedge right next to tumblar house? Maybe use the skeleton as damage boost? -Would talon trot dive to mumbo token from blue jinjo be feasible? -Nevermind, exiting you become a pumpkin and have to walk the path anyway. Maybe attempt when going to MMM? In the lava part of the lair, would talon trot slide jump be worth it to save a little bit of time? (If not planning on resetting after water raising, I was thinking if it is possible to do the jump from the pumpkin path to the lava entrance thing) -(Nevermind, skipping loggo jiggy)https://www.youtube.com/watch?feature=player_detailpage&v=aZBiZfm_USo#t=229s I think getting to third floor pipe thing by Ringrush's trick would be faster than shock jump.
Joined: 4/16/2013
Posts: 8
Not sure if this has been discovered already, but it would be very easy to clip into Gobi's Valley as Banjo without paying to open the world, if a way could be found to get on a solid leaf atop the level building. Just walk around the center of the roof of the building and Banjo is forced downward within a few seconds.
Joined: 9/18/2012
Posts: 48
I believe this has been taken into consideration for the route by using the reverse bee glitch to get into gobi's valley this way.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4045
FURNACE FUN IS NOW SKIPPABLE!!! http://twitch.tv/smasher32 (The setup is you die on a death square, but your angle is perfect so the knockback that's meant to hurl you into the lava doesn't, and after that you can just run to the end of furnace fun)
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Active player (274)
Joined: 2/1/2014
Posts: 928
https://forum.speeddemosarchive.com/post/banjokazooie_all_categories_124.html#banjokazooie_all_categories_124 Enter Rubee's Pyramid without beak bomb, seems like a pretty sweet glitch
Active player (426)
Joined: 9/21/2009
Posts: 1047
Location: California
ripz
He/Him
Joined: 4/19/2014
Posts: 40
Not exactly sure how far the clip can be exploited, but I thought I'd post it anyway: Link to video
Player (197)
Joined: 8/10/2013
Posts: 161
Hey all, Stivitybobo and I are interested in doing a new 100% TAS of this game, implementing many of the new tricks and timesavers found since Sami's video. We are aware that emulation for this game is sketchy with mupen and Cronikeys has informed me that she and some others are working on a new version of bizhawk at the moment. Thus we are mostly routing and planning things out while we wait for that to be released. The current 100% world record by Stiv is 2:10:34 real time (with skipping cutscenes and the new furnace fun skip) and gets a 2:03:12 game time. Sami's TAS got 2:00:28 game time, and I would imagine a new TAS implementing various tricks could get low 1:5x or possibly even sub 1:50 game time. Much of the current 100% RTA route from Stiv's world record will stay the same with a few small changes, but most of the differences will be within Gobi's Valley and Freezeezy Peak after incorporating Rubee Pyramid early. Both levels will have significant route changes. I have a good idea of what the routes would be for the most part, and I have my thoughts on Gobi's Valley here: http://pastebin.com/sBTFbWyp Though this is a late response and this may already be known, @anotheruser it is possible to shoot 3 eggs from the middle of clanker's tail to shoot out the grate above the honeycomb. Very precise but possible. Something I have yet to test is the possibility of making it with a talon trot slide jump. Implementing this jump would mean it is the last thing you do before snippets and you would have to watch the jiggy dance for the jinjo jiggy. If we can come up with a way to get a fast cycle on the bolt hole and collect the 4 notes on the pipe by the 2 eggs and mumbo token, the honeycomb jump may be slightly faster than ending the jinjos on pink. (There is a way to jump from the top bolt platform directly to the pipe with the 4 notes though it is hard and I'm not sure if you can make the bolt cycle in time). I will test these things out soon if someone else doesn't first. Any thoughts and criticism is welcomed. It would be nice to get a lot of opinions because, even though Stiv and I have experience running banjo games RTA, TASers may come up with ideas we haven't thought of! I will write up a pastebin of my idea of a Freezeezy Peak route soon and post it here. I will probably mass everything into one large pastebin once we figure a few more things out. EDIT: I wrote up a possible Frezeezy Peak route here: http://pastebin.com/gwYQG40T
Projects: Banjo-Kazooie Any% with FFM
Joined: 9/18/2012
Posts: 48
Good to see this thread alive again. Nice job with routing FP and GV. wow, didn't know about CC tail thing. That must be very precise. Ugh, I had this idea, but I remembered you don't have beak bomb entering gobi's lol. (My idea was to break the gobi jiggy during the pyramid timer using beak bomb, to skip the dance sequence.) GV: -If it saves time, maybe before doing rubee clip, collect a note or two on the pyramid so when turbo trainer-ing up the pyramid you can make "shortcuts". FP: - https://www.youtube.com/watch?v=EVV19F60yAA Is it possible to retain flight and still clip through the snowman? -Depending on the feather count, maybe get the boggy jiggy in flight while on the way to the igloo? (I'm thinking of a perfect beak bomb downward then retain flight and fly to igloo.) -So it's not possible to get the 4 notes in front of Wozza's during the boggy race in one go? -I wonder if the fly under freezeezy clip (https://www.youtube.com/watch?v=a294jUuStB4) to maybe deathwarp at a location where the jiggy dance can be skipped...though it's unlikely since there's not enough health to get back out if you collect the honeycomb. Is there any update on the "pause buffering" thing with talon trot that KirkQ used to try to get CC puzzle early and exiting CCW puzzle room more quickly? Does this trick only work with talon trot? I was wondering if in spiral mountain for any%, this thing can be used to get on the tree and pause buffer with rat-a-tat rap and get onto the mountain early. (If this works, then for 100% route, after the water honeycomb: tree, waterfall, stumps, go to tree that's closest to banjo's house, do trick)
Player (197)
Joined: 8/10/2013
Posts: 161
AnotherUser wrote:
wow, didn't know about CC tail thing. That must be very precise.
Yeah it took me over 100 eggs on console to even just get 1 to hit, and you need 3 to break it.
AnotherUser wrote:
GV: -If it saves time, maybe before doing rubee clip, collect a note or two on the pyramid so when turbo trainer-ing up the pyramid you can make "shortcuts".
I don't climb the pyramid in the route at all before Rubee clip. I routed it so that you hit the switch at the bottom to start the timer and then collect the notes in the middle area circling around back towards the matching puzzle pyramid and then land on the flight pad down there. With the 6 or 7 notes I put in the route there, you can just BARELY make the top of the pyramid as the gate is closing.
AnotherUser wrote:
FP: - https://www.youtube.com/watch?v=EVV19F60yAA Is it possible to retain flight and still clip through the snowman?
Not sure, although it would likely not be useful
AnotherUser wrote:
-Depending on the feather count, maybe get the boggy jiggy in flight while on the way to the igloo? (I'm thinking of a perfect beak bomb downward then retain flight and fly to igloo.)
Unfortunately if you don't collect the Boggy jiggy before you transform into the walrus, Boggy will not be there to race you. I just changed that in the pastebin.
AnotherUser wrote:
-So it's not possible to get the 4 notes in front of Wozza's during the boggy race in one go?
I wasn't sure about this part but I just realized I forgot to add in collecting the 4 notes around the present during the race, so those 4 notes by Wozza's may end up all being collected as BK. I'm fairly confident you should be able to get them all during the races though
AnotherUser wrote:
-I wonder if the fly under freezeezy clip (https://www.youtube.com/watch?v=a294jUuStB4) to maybe deathwarp at a location where the jiggy dance can be skipped...though it's unlikely since there's not enough health to get back out if you collect the honeycomb.
Likely not useful.
AnotherUser wrote:
Is there any update on the "pause buffering" thing with talon trot that KirkQ used to try to get CC puzzle early and exiting CCW puzzle room more quickly? Does this trick only work with talon trot? I was wondering if in spiral mountain for any%, this thing can be used to get on the tree and pause buffer with rat-a-tat rap and get onto the mountain early. (If this works, then for 100% route, after the water honeycomb: tree, waterfall, stumps, go to tree that's closest to banjo's house, do trick)
I'm not sure what this pause buffering does. If you're talking about a jump in talon trot, the technique "talon trot slide jump" comes to mind but I don't know where pause buffering would come into play.
Projects: Banjo-Kazooie Any% with FFM
Joined: 9/18/2012
Posts: 48
ah cool, I guess I didn't look closely enough at the route lol. just throwing ideas out. http://tasvideos.org/forum/viewtopic.php?p=328035#328035
Kirkq wrote:
Pausing does something weird to banjo's movement oscillation. It's extremely minor, but if harnessed, this might be enough to make the Clanker's Cavern puzzle jump. I'm trying to make sense out of it.
I think I confused that post with this one http://tasvideos.org/forum/viewtopic.php?p=327937#327937, which mentions talon trot slide probably works in the edit...it's been awhile since I looked at what that actually said.
Joined: 8/1/2006
Posts: 428
There are several methods for getting to the Wozza honeycomb tunnel as Banjo. I think the fastest is to go straight to the tunnel and quickdive (a+z at the surface), using damage recoil to enter the tunnel, but a talon trot edge dive from the nearby crystal has one less damage recoil. Also, I'd love to see the new TAS make better use of keeping beak bomb momentum after landing or crashing on snow.
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Player (197)
Joined: 8/10/2013
Posts: 161
I see, yeah that's really interesting. If that jump is possible it would save quite a nice chunk of time. Of course, kirk was testing that on mupen so who knows if that's console accurate or not. Also, I would like to figure out how this glitch works http://www.twitch.tv/stivitybobo/c/1855581 I tried to replicate it and managed to get it to work after a bit of random jumping around but I'm not sure exactly what causes it. I would love to use this in the TAS to avoid having to run over to that orange pad. As for beak bombing with the snow, there might be a use for it other than what was used in the current TAS, but I'm not sure where. I have the beak bomb off the cliff towards the igloo using the snow to retain the horizontal speed and that saved a few seconds over beak bombing up right and then beak bomb again straight for the entrance to the igloo itself.
Projects: Banjo-Kazooie Any% with FFM
Joined: 9/18/2012
Posts: 48
oh yeah, I remember stiv was able to jump in the middle of a FF question in an any% run a few days ago. Did he look further into that?
Player (197)
Joined: 8/10/2013
Posts: 161
This is likely what you're talking about https://www.youtube.com/watch?v=jxGrAjjtSQM if you are talking about this http://www.twitch.tv/stivitybobo/b/555579675 past broadcast where he jumped at 1:21:40
Projects: Banjo-Kazooie Any% with FFM
Player (197)
Joined: 8/10/2013
Posts: 161
I just timed Rusty Bucket Bay and found that the staircase clip found by Cronikeys a while back is actually faster if used to enter the Boom Box room early. Here is the route http://pastebin.com/wf2MhmDJ Additionally, it is a few seconds faster to use the stair (edge) clip in Click Clock Wood Fall to void out and appear in the lobby.
Projects: Banjo-Kazooie Any% with FFM
Joined: 8/1/2006
Posts: 428
Hyperresonance wrote:
As for beak bombing with the snow, there might be a use for it other than what was used in the current TAS, but I'm not sure where
Mumbo skull entry is the obvious place; the current TAS enters in the air and spends just over a second in normal flight after the snowman-killing jiggy cutscene.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Player (197)
Joined: 8/10/2013
Posts: 161
The current TAS also beak bombs the snowmen in a different order, and there's no point in collecting that mumbo token in flight because you can get it during the race. For the sliding to be faster you would have to be way farther away from mumbo's. The current TAS likely waits to beak bomb because there is a forced delay after a cutscene in which you cannot beak bomb.
Projects: Banjo-Kazooie Any% with FFM
Joined: 7/26/2006
Posts: 1215
Hyperresonance wrote:
AnotherUser wrote:
-Depending on the feather count, maybe get the boggy jiggy in flight while on the way to the igloo? (I'm thinking of a perfect beak bomb downward then retain flight and fly to igloo.)
Unfortunately if you don't collect the Boggy jiggy before you transform into the walrus, Boggy will not be there to race you. I just changed that in the pastebin.
You can save Boggy early and leave the jiggy collection until later flight to avoid the dance, though