Player (195)
Joined: 8/10/2013
Posts: 161
Those 2 clips in winter were just found three days ago and they save almost a minute which is really awesome. The entire swimming section of the level is unnecessary now at the expense of some extra feathers, which is why I was so low by the time I got to winter.
Projects: Banjo-Kazooie Any% with FFM
Joined: 9/18/2012
Posts: 48
Finding a BGS early entrance would save a lot of time. I'm just throwing out some ideas, but nothing has worked so far -can the ice cube in fp puzzle (I think you have to enter fp for them to appear) clip you out? I find it interesting that with some rng, you can get one of the ice cubes onto the puzzle ledge. No luck on that ledge either. -the cheato entrance area? The sides look funny with talon trot, but not getting any clips yet. EDIT: Another possible area: Talon trot clip here (outside fp puzzle area)? https://imgur.com/Hd6Yzoh No luck, but I feel like it is harder because of the swamp water. Also, new idea for spiral mountain. After boulders, roll onto 1st level of mountain and go to stumps (skip underwater honeycomb). do same stuff until after waterfall honeycomb. Use this glitch (it is possible to get ground after 1st diving animation + 1/2 swimming animation) https://www.youtube.com/watch?feature=player_detailpage&v=KhBl53_b-DQ#t=16. normal jump to resurface and then follow same route. I think it saves like 0.5-1 second, but anyone else can check if it does. EDIT 2: No luck with bgs still, but are these crevices graphical bugs, or actual openings? https://imgur.com/a/XEA7S
Player (195)
Joined: 8/10/2013
Posts: 161
I've spoken with Cronikeys and it appears that bizhawk will be a while longer, so I am just going to work on any% for now. After a couple hours, I have come up with a (mostly) final jiggy/note list. There's been a few changes from Kirk's route I found. MM: 100 notes, 10 jiggies TTC: 99 notes, 8 jiggies Skip 1 note in alcove, X jiggy, sandcastle CC: 98 notes, 7 jiggies Skip 2 notes in alcoves, jinjos, long tunnel, rings BGS: 83 notes, 0 jiggies Skip vile notes, tanktup notes, hut notes FP: 100 notes, 3 jiggies Pipe jiggy, boggy sled, buttons GV: 77 notes, 0 jiggies Skip notes in inaccessible pyramids MMM: 90 notes, 8 jiggies Skip church notes, motzand, tumblar jiggy RBB: 89 notes, 0 jiggies Skip notes in anchor room, navigation room, captain's quarters CCW: 74 notes, 0 jiggies Skip notes in winter, Gnawty's in fall, Mumbo's hut, fall beehive Lair: 5 jiggies Skip FP, GV, MMM, RBB, CCW Total: 810 notes, 41 jiggies GV witch switch is ~30 seconds with a token and FP is 27~ without a token and it uses some extra feathers and takes a damage which is bad for MMM. Getting extra health somewhere takes at least a second. I timed loggo at 25.8 seconds as opposed to Kirk's timing of 29.5. I also time everything individually instead of averaging how much each collectible is worth. Tokens are almost done, just need to min/max them a bit. EDIT: Just had the idea to get 4 extra notes in RBB with a clip and skip the 4 notes in the beehive in fall. Should be faster but I need to time it.
Projects: Banjo-Kazooie Any% with FFM
Player (195)
Joined: 8/10/2013
Posts: 161
So due to reasons, I never realized that the physics problems that required the fix I thought I needed actually were already fixed in the most recent version of bizhawk. I wish I would have realized this sooner but there have been recent route changes to 100% so I'm glad I figured those out. BUT this means I no longer have to wait to start this project, and everything is 99.5% planned out. I know what I have to execute in almost every situation. The only thing I need to confirm is how many eggs I will be able to pick up during the final battle, since I intend to skip the egg refill next to dingpot. So from here on, I should have nothing stopping me and I can consistently work on this without the burden of school taking up too much time. The *official* BK 100% TAS is underway (I wish I could have said that a while ago but planning this was a massive project and I was finishing up my last year at college. Not to mention I was idly waiting for something unnecessary :p ). I will probably post a WIP or two but not too many because I would like plenty of things to be a surprise. I'm curious about people's final time predictions :) (stiv's WR is 1:59:44 game time for reference and 2:07:45 real time)
Projects: Banjo-Kazooie Any% with FFM
Editor, Expert player (2015)
Joined: 8/25/2013
Posts: 1199
low 1:40:00 is my guess
effort on the first draft means less effort on any draft thereafter - some loser
Experienced player (601)
Joined: 10/23/2004
Posts: 706
good luck!
Current Project: - Mario Kart 64
EgixBacon
He/Him
Player (181)
Joined: 4/15/2013
Posts: 331
Location: In the attic
Hyperresonance wrote:
The *official* BK 100% TAS is underway
Hype mode activated. This is probably going to be the best thing since YotD-117.
FanFiction|Youtube Still on Win7! Take that, Microsoft!
Player (195)
Joined: 8/10/2013
Posts: 161
Thanks! I'm hype just to be able to finally work on this. Thankfully now that i have all my actions pretty much planned out, progress on this should be relatively quick. I think SM and MM will take me longer though because of the amount of actions per minute and there's still a couple things about conga I would like to incorporate and I know are possible but I don't know how to make them work consistently. Past that, things should move very fast. Especially the lair movement. 1:40 isnt a bad guess for the game time, but real time won't be lower than 1:5x:xx because I have to start from power on and watch the intro cutscenes.
Projects: Banjo-Kazooie Any% with FFM
Player (195)
Joined: 8/10/2013
Posts: 161
I'm more than halfway done with spiral mountain so far and expect to finish it within a few days and I will release a WIP when it's done so get prepared for that :) I think you guys will really enjoy it. Spiral mountain is pretty entertaining to watch.
Projects: Banjo-Kazooie Any% with FFM
Joined: 10/19/2014
Posts: 17
Location: France
Hyperresonance wrote:
I'm more than halfway done with spiral mountain so far and expect to finish it within a few days and I will release a WIP when it's done so get prepared for that :) I think you guys will really enjoy it. Spiral mountain is pretty entertaining to watch.
Good Luck Hyper , I'm sure it will be pretty entertraining !
Lakitu is the only person to follow a BLJ :D My English is bad .....
Player (195)
Joined: 8/10/2013
Posts: 161
Actually this might get pushed back a bit more now. I'm currently at the tree honeycomb but a new strat was found for the water honeycomb that saves what I think is over a second. So I have to go back to fix that. Though I wanted to redo the stump honeycomb anyways so that works out fine.
Projects: Banjo-Kazooie Any% with FFM
Player (195)
Joined: 8/10/2013
Posts: 161
So I've been considering making a verification video and in this creating a file on file 2 and watching the intro cutscenes, so that in the real tas I don't have to watch them. This would save 5 minutes of cutscenes and a console reset. It also makes it easier to compare to RTA runs which start at file select. Would this be appropriate for a movie like this? I'm not sure.
Projects: Banjo-Kazooie Any% with FFM
ALAKTORN
He/Him
Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
Any% TASes must start from clean SRAM. So no, it wouldn’t be allowed. I’d also like to be able to skip cutscenes for Mega Man ZX so it’s comparable to RTA, but that’s not how TASVideos works.
Player (195)
Joined: 8/10/2013
Posts: 161
This is 100% but I doubt that changes the answer. Thanks for the reply!
Projects: Banjo-Kazooie Any% with FFM
Warepire
He/Him
Editor
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
I don't see a problem with watching the cutscene. It's not like you have to sit through it for every attempt like with an RTA. You pass it once, and save-state past it.
Player (195)
Joined: 8/10/2013
Posts: 161
Yeah its no problem. Someone proposed this idea to me yesterday and I was curious if it was allowed. My current progress has the cutscene so no worries, I just am probably going to restart SM and really try to get a better colliwobble. Would be kind of lame if I lost a second to rng in the first minute of the game.
Projects: Banjo-Kazooie Any% with FFM
Player (195)
Joined: 8/10/2013
Posts: 161
https://www.youtube.com/watch?v=v5Fn6WqpHgE Here's a WIP for you guys. :) Sorry I don't know how to embed the video.
Projects: Banjo-Kazooie Any% with FFM
Samsara
She/They
Senior Judge, Site Admin, Expert player (2121)
Joined: 11/13/2006
Posts: 2793
Location: Northern California
Looking awesome so far! If you want to embed, just put the youtube URL in between video tags, like so:
[video]https://www.youtube.com/watch?v=v5Fn6WqpHgE[/video]
Here it is embedded: Link to video
TASvideos Admin and acting Senior Judge 💙 | Cohost
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Player (195)
Joined: 8/10/2013
Posts: 161
http://gyazo.com/9855f88ec249561529852b4520663d1a I have to kill the termite here after getting the jiggy to set up the conga jiggy spawn, but no matter what I do, I can't seem to manipulate it to be closer to the notes. The termite doesn't actually move while I am up top as it is too far off screen, so camera manipulation doesn't work. Changing when I enter the end of ticker's tower doesn't seem to help either unless I wait a ridiculously long time. I may have to just eat the RNG timeloss unless myself or someone else can figure out how to get him to be closer.
Projects: Banjo-Kazooie Any% with FFM
Joined: 8/1/2006
Posts: 428
Can't you use one of the termites in the tower instead, either to manipulate the jiggy directly or the outside termite ai?
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Joined: 9/18/2012
Posts: 48
the "jiggy angle" resets when you enter/leave a loading zone thing, so it has to be a termite outside. Don't know how to solve it to bring the termite closer, unfortunately. although it will waste time, maybe try to do the bounce thing on the termite (push the termite with the "wee" animation that happens when you don't press anything but a when jumping towards and enemy).
Player (195)
Joined: 8/10/2013
Posts: 161
Anotheruser is correct. I have to kill the termite after ticker's and before conga. Also, in my picture, I have to kill it while facing towards the wall (its more specific than that but towards the wall is the general direction) just FYI. I'll play around with it more today, but if I can't figure anything out by the time I hit around 9k rerecords I will probably just move on.
Projects: Banjo-Kazooie Any% with FFM
Joined: 8/1/2006
Posts: 428
And killing the tower termites differently doesn't change how the outside termite behaves?
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Player (195)
Joined: 8/10/2013
Posts: 161
I haven't tested that yet. I'm not sure if killing that termite at a different angle would affect the one outside but I really doubt it. I have to investigate the RNG in this game a bit more to fully understand it.
Projects: Banjo-Kazooie Any% with FFM
ALAKTORN
He/Him
Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
Do you have the RNG address? I’ve done tons of RNG manipulations with very minimal knowledge. All you need is the RNG address, figure out its formula through maths, then make a simple Lua that calculates the number of steps the RNG advances each time. Ends up being plenty useful most of the time.