Posts for Weatherton

1 2
11 12 13
28 29
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Glide 64, Wonder ++ or something, the latest version when I started in early 2010. The Glide plugin are the only ones that rendered the tire tracks reasonably well.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
What text? The pause only showed up as staying too long on one frame?
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Sorry. I don't know off hand. It's on my desktop at home. The size was on the order of 100GB, I believe. It had one issue. Near the beginning I paused the playback, not realizing that would be visible in the encode. But, if I'm removing duplicate frames anyway when compressing, would that pause be automatically removed? I wasn't successful at encoding again after that time.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
I was able to get it to capture with an older version of the video plugin. I'm currently traveling but can probably get that 1280x960 version formatted and compressed week after next. I had also had issues with the version of the plugin recommended in the encoding guide.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
henke37 wrote:
Can't you do something about that rumble pack notice? Like say, add the rumble pack?
To my knowledge, it is not possible to record the rumble pack being present with the TAS Input plugin. The options I see are "active" and "mempak". It's possible that a few frames could have been saved at the very beginning of the movie by having "mempak" present, but there is a risk that the game will ask me to save at points later if it is. I also had problems when I tried to record the movie with "mempak" checked in the TAS Input plugin.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Any preferred image resolution? Edit: I went with 800 pixels wide and cropped out unnecessary content so it's pretty short.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
I guess hidden tabs aren't terribly useful for submission texts... I've removed the hidden tab and changed the image to a link.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
feos wrote:
Please don't embed huge images.
feos. I agree, this doesn't look good in the forum version, but I had placed it behind a hidden tab on the submission text. It seems to function well there, but didn't translate into the forum post. What would be the preferred approach? Can I embed the image at a lower resolution and allow the user to click on it to see the full resolution version? If yes, what is the syntax to enable that?
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
CoolKirby wrote:
Hope you'll be able to get back to MK64 soon too.
Now that I've completed this TAS, I have been working on MK64. I'm currently on Kalimari Desert.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Fantastic to see some solid progress on this, Tompa!
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
I'm really enjoying your progress. This game lends itself very well to a TAS. Edit: What does the highscore screen (the one with the bananas tossed into the tree) look like when you get crazy high scores like this?
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Wyster wrote:
Just some quick thoughts: Should the minus world be included in a warpless Super Mario Bros run?
Nope, the minus world is accessed through a warp pipe so... it wouldn't belong in a warpless run.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
I can recall several movies that do not aim for speed, here is one of the more popular ones: http://tasvideos.org/2990S.html Edit: Having said that, a TAS for this site is still expected to complete whatever goals it has as fast as possible with any speed tradeoffs made for a good reason (e.g. entertainment).
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Very nicely done. This looks great. Though, shouldn't this belong in the Super Mario Kart topic?
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
I just came across this video showing 30 hearts on the HUD. Of course, this uses RBA to get extra heart pieces (so most of those extra heart don't count as actual heart pieces collected) but I had never seen what happens if you get more than 20 hearts on-screen. Pretty weird. Link to video Edit: check out the very end of that video, the extra heart pieces are added to the medallion row on the file selection screen and one of them appears on its own on the very end. Very odd.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
I definitely wish the game had a better menu system, or some sort of stage select menu cheat like Sonic games have. However, I don't think that 3-lap races would remedy the problem. Each lap would be nearly identical.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
So, that encode never completed properly and I gave up on it. But, I've since gone and hex-edited the fix for between races. It's a trick to escape the "celebration" animation after each race. It saves about two minutes. I think I plan to submit this version here but I'll have to write up a description. For now, here is the link: Link to video
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Should a 100% run collect the Gerudo heart piece that is only accessible as a child? I think so, because it's awesome.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
The game is not at all hex friendly in GP mode. Maybe in Time Trials (the moles on Moo Moo Farm are the only truly random thing I'm aware of there).
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
It's interesting how opinions changed over the years to support separate cups being published. That was the primary reason my original MK64 Special Cup TAS was rejected. Secondary to that was the fact that I had created it as a test run so it wasn't as precise as it could be. For what it's worth, I'm on the third track of the Mushroom Cup for the Kart 64 TAS. I plan to reset between Cups, so I think it could be published as four separate or as one large one. I had to take a long break from working on it due to life priorities, but I've recently been able to find time to work on it.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Holy cow! That's fantastic news! Let the TASing begin :)
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Can the existing published DKR be used as a verification movie to create a savestate? I'm assuming if it cannot that it would at least provide a good starting point.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
So great to finally see this in its entirety. Some real surprises in this for me. I loved the "death star" in TTM :) (yes vote, of course).
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Wow. Keep up the great work!
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Very interesting approach. Wouldn't landing in the water like that mean that you can't trigger the shortcut on laps 2 and 3? Or, did you still manage to get it working? Normally, if you cut over the water or land in the water, Lakitu will not place you down below on the following laps (so, even if you had landed on the road, you would be much slower on the next two laps due to this).
Current Project: - Mario Kart 64
1 2
11 12 13
28 29