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ALAKTORN
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Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
ALAKTORN
He/Him
Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
I’m not sure if it’s even necessary at this point, but since the last update was almost a week ago: we’ve passed the last biggest hurdle, the 50-star door skip, so now the road is all downhill, the movie should be ready for submission in the weekend :) current movie length: 13′06″ entered BitS: 13′20″
Experienced player (647)
Joined: 5/16/2009
Posts: 235
Having some problems in BitS at the moment but hopefully we will be able to finish it soon.
ALAKTORN
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Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
mkdasher wrote:
Having some problems in BitS at the moment but hopefully we will be able to finish it soon.
well I finished it up, not sure how good the strategy is though… I believe it to be the best possible (it looks bad due to unavoidable wait times), except maybe the last 2 LJs, I’ll let you look into that as I’m going to sleep now
ALAKTORN
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Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
Bowser is incredibly hard to optimize, it’ll take some more time and we have to redo Bowser’s fight in BitFS due to new discoveries, hopefully it’ll synch but it probably won’t… so that’s like 10 frames we’ll have to give up on
Editor, Experienced player (608)
Joined: 11/8/2010
Posts: 4012
ALAKTORN wrote:
and we have to redo Bowser’s fight in BitFS due to new discoveries, hopefully it’ll synch but it probably won’t… so that’s like 10 frames we’ll have to give up on
Take your time; everyone is going to want to see it optimized. You'll be glad later when it's fully optimal and you won't ever have to TAS the game again (or at least for a while).
Experienced player (647)
Joined: 5/16/2009
Posts: 235
CoolKirby wrote:
ALAKTORN wrote:
and we have to redo Bowser’s fight in BitFS due to new discoveries, hopefully it’ll synch but it probably won’t… so that’s like 10 frames we’ll have to give up on
Take your time; everyone is going to want to see it optimized. You'll be glad later when it's fully optimal and you won't ever have to TAS the game again (or at least for a while).
Fixed it. 11 frames saved.
ALAKTORN
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Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
CoolKirby wrote:
Take your time; everyone is going to want to see it optimized. You'll be glad later when it's fully optimal and you won't ever have to TAS the game again (or at least for a while).
this game is so complicate and hard to TAS, that you can’t expect a fully optimal run at the first go, SM64 itself is still being improved upon for one, the glitches used in the run are extremely hard to simply even trigger, and we most certainly couldn’t optimize them at all the 11 frames improvement in BitFS synched, unexpectably
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Joined: 11/8/2010
Posts: 4012
OK, well, good luck with the rest of the run!
Joined: 12/30/2009
Posts: 49
http://www.youtube.com/watch?v=r0PwmIs80UE Probably everyone really interested has already seen this, but it makes 1 star possible apparently. This will end up being faster than the N64 run! Also I think using this improvement will be the biggest improvement of a well made run in such a short time.
ALAKTORN
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Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
keatsta wrote:
http://www.youtube.com/watch?v=r0PwmIs80UE Probably everyone really interested has already seen this, but it makes 1 star possible apparently. This will end up being faster than the N64 run! Also I think using this improvement will be the biggest improvement of a well made run in such a short time.
I think MKDasher plans on redoing the TAS using it. I’m not sure. he redid the outside saving 48 frames with a new strategy, and saved some frames in SSL too (that’s the 1 star you take for the route). I ended up joining him and saved 4 frames over his attempt in SSL using a completely different strategy, but I didn’t plan on doing a 1 star TAS. why is this happening I think we might work some more on the SSL star, not satisfied yet. before trying the 1 star route I really wanted to test glitching the 8 stars door rather than what that guy does, I hope I get the time to do that before MKDasher ends up finishing the movie
ALAKTORN
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Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
somehow MKDasher improved my 1star door entry by 4 frames O_o I kept working on SSL’s star, and with better optimization in the SK at the start, I saved a further 14 frames, bringing the star down to a time of 8″08 (unless I miscalculated). the goal is to sub 8″, now the star’s pretty good unless an even newer strategy is found, so I’ll be happy with a sub total frames saved in the SSL star compared to published movie: 44 frames says MKDasher edit: not much point in hiding the .dsm anymore, so here what we did so far: http://dehacked.2y.net/microstorage.php/info/161597870/1star.dsm
Editor, Experienced player (608)
Joined: 11/8/2010
Posts: 4012
It desyncs on both the v1.0 and v1.1 ROMs. It looks like the input for Yoshi's first long jump is pressed too early.
Experienced player (647)
Joined: 5/16/2009
Posts: 235
CoolKirby wrote:
It desyncs on both the v1.0 and v1.1 ROMs. It looks like the input for Yoshi's first long jump is pressed too early.
Make sure you're using the v1.0 ROM on DeSmuME 0.9.7 with Advanced Bus-Level Timing OFF. We had Advanced Bus-Level Timing ON for our previous TAS but setting it OFF causes less lag. I saved another 6 frames in Shifting Sand Land, so star is taking now 7.98, sub by 1 frame =P
Skilled player (1707)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
mkdasher wrote:
Make sure you're using the v1.0 ROM on DeSmuME 0.9.7 with Advanced Bus-Level Timing OFF. We had Advanced Bus-Level Timing ON for our previous TAS but setting it OFF causes less lag.
The lag frames shouldn't be taken as an "improvement", otherwise, anyone could've obesoleted your previous run just by turning Advanced Bus-Level Timing OFF. =P
Experienced player (647)
Joined: 5/16/2009
Posts: 235
jlun2 wrote:
mkdasher wrote:
Make sure you're using the v1.0 ROM on DeSmuME 0.9.7 with Advanced Bus-Level Timing OFF. We had Advanced Bus-Level Timing ON for our previous TAS but setting it OFF causes less lag.
The lag frames shouldn't be taken as an "improvement", otherwise, anyone could've obesoleted your previous run just by turning Advanced Bus-Level Timing OFF. =P
Obviously, I never said that. But since we're trying to improve our TAS with a new strat we just decided to set that off since both settings are accepted by the site.
Experienced player (599)
Joined: 2/8/2009
Posts: 656
I've got some interest in TASing this game. To get used to this game some momery addresses like speed and position would be really helpful. would you mind sharing those with me, mkdasher and ALAKTRON?
ALAKTORN
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Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
MrGrunz wrote:
I've got some interest in TASing this game. To get used to this game some momery addresses like speed and position would be really helpful. would you mind sharing those with me, mkdasher and ALAKTRON?
http://tasvideos.org/GameResources/DS/SuperMario64DS.html here’s the .dsm so far http://dehacked.2y.net/microstorage.php/info/241734585/1star-strat.dsm btw, you mistyped my nick
Experienced player (647)
Joined: 5/16/2009
Posts: 235
http://www.youtube.com/watch?v=0XIEaU5j1JI We still want to glitch next to the 8 star door, not here, but we don't still know if it's possible though.
ALAKTORN
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Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
we’ve tested a lot trying to glitch next to the 8star door, but it doesn’t look possible http://dehacked.2y.net/microstorage.php/info/228883289/new1strat2.dsm bunch of improvements, I think David hexed up to Gomboss win
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Joined: 11/8/2010
Posts: 4012
ALAKTORN wrote:
http://dehacked.2y.net/microstorage.php/info/228883289/new1strat2.dsm bunch of improvements, I think David hexed up to Gomboss win
Looks great!
ALAKTORN wrote:
we’ve tested a lot trying to glitch next to the 8star door, but it doesn’t look possible
You mean trying to glitch into the Mario door's loading zone?
ALAKTORN
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Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
no, I mean doing the 8star door skip from a corner adjacent to the door, which would be faster than the current method, but the best we got was a glitched death… I don’t know why, but there’s no loading area behind any of the characters’ doors David TAS’d up to Mario’s outside http://dehacked.2y.net/microstorage.php/info/420172550/new.dsm
ALAKTORN
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Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
the first bunny desynched in the worst way possible… http://dehacked.2y.net/microstorage.php/info/742688681/total.dsm to try and fix it I found the RNG, but we haven’t tested much yet and it’ll probably be too hard for us to manipulate the rabbit, but it does look very possible at least
ALAKTORN
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Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
http://dehacked.2y.net/microstorage.php/info/1651784192/synched.dsm we’ve implemented a new strategy by a YT commenter, which is killing ourselves off while taking Mario’s key, other than that David TAS’d up to BitFS entry but the bunny, glitch and swimming were all bad so we’re not gonna keep them, but we also have no idea on how to manipulate that bunny…
Editor, Experienced player (608)
Joined: 11/8/2010
Posts: 4012
That's a neat trick. Glad that person's comment was of use. Good luck with the rabbit manipulation and the rest of the run!
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