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Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
Great WIP. One question I have though is about some of the conversations the support characters have. I know each character has their own speech for almost all instances when they are suppose to speak, so would changing characters at some points give fewer dialog boxes? Removing 3-4 text boxes for really long conversations might be useful. Y'all don't switch to Goombella during the video, so that could possibly make the Hooktail, Prof. Frankly, and Punie conversations shorter (or longer if she actually talks more). Just saying so as a possibility for future WIPs, since this game is EXTREMELY dialog heavy.
Former player
Joined: 6/30/2010
Posts: 1093
Location: Zurich, Switzerland
This WIP looks amazing. It may have tons of text, but that's just how the game is. One of the highlights for me was the OoB trick with Goombella, I can't believe how fast this can be performed. Also, it always looks nice how the items from the blocks conveniently fall right in front of Mario. Good luck for chapter 2!
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Experienced player (970)
Joined: 8/30/2012
Posts: 373
jlun2, RNG can be manipulated by the height at which we jump and also wasting frames (both of which we had to do at some points in time). The first castle key is mandatory because it unlocks the room before Ms. Mowz. There's no way around it. SoulCal, each character will say the same general thing, maybe slightly changed to match the personality of the character, but each partner's dialogue is the same number of text boxes for the most part. In order to switch to Goombella for shorter text boxes (if any), that would waste quite a bit of time just to save a couple of frames (therefore wasting time in total). Andypanther, it actually took quite a bit of manipulation to make the blocks drop the items in the direction we were going lol. Thanks!
Previous TASes: Frogger's Adventures: The Rescue Paper Mario: The Thousand-Year Door any% x 8 Paper Mario 64 Luigi's Mansion Sonic Heroes - Team Sonic Mario Kart Wii ILs
Experienced player (970)
Joined: 8/30/2012
Posts: 373
Hopefully someone can help me, but does anyone know why the movie playback stops when I load a state sometimes? The state was saved during the playback of the run, so it wouldn't desync it at all I wouldn't think...
Previous TASes: Frogger's Adventures: The Rescue Paper Mario: The Thousand-Year Door any% x 8 Paper Mario 64 Luigi's Mansion Sonic Heroes - Team Sonic Mario Kart Wii ILs
Skilled player (1706)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Malleoz wrote:
Hopefully someone can help me, but does anyone know why the movie playback stops when I load a state sometimes? The state was saved during the playback of the run, so it wouldn't desync it at all I wouldn't think...
Try asking this either in the dolphin development thread or site for help from people who know more about the emulator. I don't know about the dolphin code, so I can't help you much. =/
Experienced player (970)
Joined: 8/30/2012
Posts: 373
Haven't discussed where we are in the run for a while. We were able to Punie glitch and get across the bubble room without having to blow them across. We got an amazing 10 Jabbi fight and 100 Jabbi fight. We're currently stuck on blowing the Punies down the hole in the cage in 1 try, so we'll hopefully make progress on that within the next few days.
Previous TASes: Frogger's Adventures: The Rescue Paper Mario: The Thousand-Year Door any% x 8 Paper Mario 64 Luigi's Mansion Sonic Heroes - Team Sonic Mario Kart Wii ILs
Masterjun
He/Him
Site Developer, Skilled player (1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
Also presenting to you: The Ultra Spin Jump (also as you can see there is this graphical puni glitch) (also that there is the cage that Malleo means)
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Experienced player (970)
Joined: 8/30/2012
Posts: 373
And we're finally finished with Chapter 2. Currently we're investigating badge manipulation because we need Power Rush to be on sale and mega rush from Charlieton. After that the rest of the intermission is easy, so it won't be long before we get to Chapter 3!
Previous TASes: Frogger's Adventures: The Rescue Paper Mario: The Thousand-Year Door any% x 8 Paper Mario 64 Luigi's Mansion Sonic Heroes - Team Sonic Mario Kart Wii ILs
TheKDX7
He/Him
Player (115)
Joined: 7/9/2011
Posts: 392
Location: Switzerland
Wow it is incredible to see to what extent your work quickly move forward. Shall we have an encoding?
Experienced player (970)
Joined: 8/30/2012
Posts: 373
I'll make an encode once we finish the intermission between Chapter 2 and Chapter 3. And thanks!
Previous TASes: Frogger's Adventures: The Rescue Paper Mario: The Thousand-Year Door any% x 8 Paper Mario 64 Luigi's Mansion Sonic Heroes - Team Sonic Mario Kart Wii ILs
Skilled player (1706)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Malleoz wrote:
And we're finally finished with Chapter 2. Currently we're investigating badge manipulation because we need Power Rush to be on sale and mega rush from Charlieton. After that the rest of the intermission is easy, so it won't be long before we get to Chapter 3!
Will the TAS farm Power Rush badges too?
Joined: 10/1/2013
Posts: 98
Location: My Basement
I don't think I've said anything so far, but this TAS is the most-hyped thing on my mind! I eagerly check this thread every day for news, and maybe even a surprise WIP or two! Seriously, I should just make this thread my homepage...
Editor, Experienced player (608)
Joined: 11/8/2010
Posts: 4012
Thanks for sharing that, Fishaman P. The only thing is, we don't post new information every day, or even every week, so most days you'll be disappointed to see nothing new here. If it's any easier for you, you can "Watch this topic for replies", which should've been activated as soon as you posted, and you'll get an e-mail whenever someone posts in this topic. That way, you won't have to come all the way here to see no new posts.
Experienced player (970)
Joined: 8/30/2012
Posts: 373
That actually motivates me to posts updates more lol. We'll post if we find anything funny/cool that happens. For example:
Previous TASes: Frogger's Adventures: The Rescue Paper Mario: The Thousand-Year Door any% x 8 Paper Mario 64 Luigi's Mansion Sonic Heroes - Team Sonic Mario Kart Wii ILs
TheKDX7
He/Him
Player (115)
Joined: 7/9/2011
Posts: 392
Location: Switzerland
Malleoz wrote:
That actually motivates me to posts updates more lol. We'll post if we find anything funny/cool that happens. For example:
How come that the door is opened while Peach does not know it?
Experienced player (970)
Joined: 8/30/2012
Posts: 373
The door opens on its own after a certain number of frames (only way to open the door). For 1 frame after the door opens the exclamation mark is still there, therefore you can still press A while at the door. By doing so Peach says this like she would while the door was closed.
Previous TASes: Frogger's Adventures: The Rescue Paper Mario: The Thousand-Year Door any% x 8 Paper Mario 64 Luigi's Mansion Sonic Heroes - Team Sonic Mario Kart Wii ILs
Skilled player (1706)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Malleoz wrote:
The door opens on its own after a certain number of frames (only way to open the door). For 1 frame after the door opens the exclamation mark is still there, therefore you can still press A while at the door. By doing so Peach says this like she would while the door was closed.
I wonder how many of these 1 frame opportunities are there in the game? :o
Joined: 4/13/2009
Posts: 431
It's awesome that we get a TAS of this finally. I just hope it's not another of those "abuse peril" sort of runs where the runner just puts Mario at 1 hp and puts on badges that increase his attack while in peril. They are just two turns massive damage, over. No fun :( Anyway, good luck and looking forward to more progress.
Masterjun
He/Him
Site Developer, Skilled player (1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
EEssentia wrote:
I just hope it's not another of those "abuse peril" sort of runs where the runner just puts Mario at 1 hp and puts on badges that increase his attack while in peril. They are just two turns massive damage, over. No fun :(
Well it's the fastest method so it's obviously in this TAS. On another note, Malleo is currently recording Chapter 2 and the video should be up soon (Chapter 2 is sooo laggy, good thing I don't make the encodes :D). Also there is this graphical Puni glitch that Malleo didn't manage to remove, so be prepared to see glitched graphics (not too bad though).
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Skilled player (1706)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
EEssentia wrote:
It's awesome that we get a TAS of this finally. I just hope it's not another of those "abuse peril" sort of runs where the runner just puts Mario at 1 hp and puts on badges that increase his attack while in peril. They are just two turns massive damage, over. No fun :( Anyway, good luck and looking forward to more progress.
Well, it's a TAS, so let's see how much different they can make it look.
Joined: 4/13/2009
Posts: 431
Masterjun wrote:
Well it's the fastest method so it's obviously in this TAS.
But that is the good part - TASes aren't necessarily limited to the fastest method. There are plenty of TASes that sacrifices speed for entertainment.
Masterjun
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Site Developer, Skilled player (1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
Yeah but I personally like to make like 16 damage with only one attack, so you can't say that it is really unentertaining for everyone. Also, we are already following the plan for these strategies so if we really wanted a run without them then we had to redo a lot of stuff, which we won't do.
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Joined: 4/13/2009
Posts: 431
Honestly, it is kind of boring when every battle is get mario's hp to 1, avoid attack, then use special attack and kill boss in one turn. No variation, you know? Well, everyone is different, I guess, but I stated my opinion. It's a shame you've decided to go down this route, but I'll still be happy to see a TAS using this method rather than none at all, so keep up the good work!
Masterjun
He/Him
Site Developer, Skilled player (1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
Hey, it's not EVERY battle that you get the HP to 1, that wouldn't be as fast. Actually I think there aren't really many battles where we use that. We basically follow the unassisted route only without all the safe strategies. Also, this game is also not only about battles.
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Joined: 7/6/2012
Posts: 84
Wouldn't it technically be faster to do this TAS on japanese, because you can leave your partner at 1hp between chapters? (whereas NTSC heals them) so you can use mega rush p with yoshi, for example? Or has that been looked into?
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