Posts for Weatherton

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Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
what is preventing getting even more stars from other levels? And, didn't he only get one of the Princess Secret Slide stars?
Current Project: - Mario Kart 64
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Joined: 10/23/2004
Posts: 706
Notice that run has not been accepted. Of course, I've never understood what is so bad about resetting the emulator rather than the game. Isn't that akin to turning the system off and then back on again? If so, what is so bad about that? Obviously, it would be best to be able to achieve both a soft reset and a hard reset (be able to choose either) but... what's wrong with a hard reset? That could be done on an actual system...
Current Project: - Mario Kart 64
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Posts: 706
Waffle wrote:
I'd be glad to make a video showing all of the fastest strategies thought of for each level.
That would be very useful.
Current Project: - Mario Kart 64
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Waffle, are there any strategies that you can think of that were not possible (or ever achieved) in real-time but may be possible in TAS?
Current Project: - Mario Kart 64
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This game is amazing and has great a multi-player mode. That said, it may get repetitive in a full TAS. I'd love to see some test run material though :)
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Control was HILARIOUS. (yes vote)
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
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Posts: 706
Donkey Kong Land 100% is my most anticipated run (for which no current run exists)! DKL is the only game boy game that is an entirely unique adventure.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
HILARIOUS! (meh vote due to crazy repetition)
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
YES! This will make for a great TAS :)
Current Project: - Mario Kart 64
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Voted "meh" as this is most of this is the same as the current small 100% run.
Current Project: - Mario Kart 64
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Joined: 10/23/2004
Posts: 706
There were some really amazing comparison videos made for Super Mario World. They re-baselined at each level and had a running tally of the distance each run was ahead with the slower runs having Mario ghosts... it was awesome, but I'm not sure where it was uploaded...
Current Project: - Mario Kart 64
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Joined: 10/23/2004
Posts: 706
Flygon wrote:
Easy, make the final flagpole overflow the 999,999 counter.
Perhaps this was intended to be tongue-in-cheek. But this would obviously not be within the spirit of "lowest score." Any reasonable person would include the aggregation of points regardless of the number of times the score rolled over...
Current Project: - Mario Kart 64
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Voted "yes." I think Happylee came up with a good goal that supported a playaround style and he executed it very well.
Current Project: - Mario Kart 64
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I'm looking forward to the results :)
Current Project: - Mario Kart 64
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henke37 wrote:
But I still have my doubts about it looking super human.
You, sir, obviously haven't played this game...
Current Project: - Mario Kart 64
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Kitsune wrote:
Voting no on this. I don't know why you decided to run only a single track from this game.
This is the only "obstacle course" in the game. It is a very different type of race from the rest of the game. Having said that, I do think the movie should start from power on and would like to hear the author's response from the speed boost code suggested above.
Current Project: - Mario Kart 64
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That was cool, I didn't even know about this mode in the game. What plugins did you use to get the game to run well (including sound)? P.S. You may want to add "2049" to this topic title...
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ElectroSpecter, I am SO pumped that you're making a run of the Special Edition :) Keep up the great work!
Current Project: - Mario Kart 64
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Wow... totally worth the wait!
Current Project: - Mario Kart 64
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I'm not sure how much more "dull" a Shinobin run would be compared with a Tommy run. there would probably, actually, be less repetition since you wouldn't have to unlock things.
Current Project: - Mario Kart 64
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This game absolutely rocked in multiplayer. I'm not sure how a TAS would turn out, but how do people feel about using a code to unlock the best boards and the best player (Shinobin)?
Current Project: - Mario Kart 64
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rhebus wrote:
I'm aware of the rule that a submitted run must have no known improvements at time of submission
No such rule exists. If it did, a large number of the runs on this site would not have been published. Submission texts often include a section for improvements (known or possible). TASing is an iterative process, it is understood that a run can probably be improved. Throughout any one TAS a runner will typically learn new tricks and become better acquainted with the game engine. This is why runners so often obsolete their own submissions. I'm not necessarily saying that someone should work on a 120 star TAS, in light of the rate of discovery. However, I don't think the rate of discovery should preclude someone from making said TAS. A solid effort, with the currently known strats, would easily obsolete the current 120 star TAS and be entertaining and it would be faster than a real time speedrunner could achieve.
Current Project: - Mario Kart 64
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Here are all of the useful / interesting codes that I've collected over the years. SPEED CODES Minimum Speed Modifier (Player 1): 810F6A10 45?? Maximum Speed Modifier (Player 1): 810F6BA4 ???? 810F6BA6 0000 Speed Values: 439B Time Trials 4391 50CC 43A0 150CC 43F0 >100Km/h 43C0 100Km/h 4360 40 Km/h 4310 20 Km/h Note: there is also an interesting video on youtube about speed: http://www.youtube.com/watch?v=2TvllTwY__E LAP CODES Lap modifier (Player 1): 80164393 000? (modifies the low byte of a 32-bit signed integer, which starts at -1 and advances when you pass the finish line). No Laps To Race (Player 1): 81164390 0000 81164392 0002 Press GS Button For One Lap To Race (Player 1): 89164390 0000 89164392 0001 Wins Instantly (Player 1): 81164390 0063 WEAPON CODES Weapon Modifier (Player 1): 80165F5D 00?? 80165F8A 00?? Unlmited weapons of specific type: 80165FBD 00?? Alternative of unlimited weapons of a specific type: 8016609D 00?? Quantity Digits to Accompany Weapon Modifier Codes 00 - Nothing 01 - Single Banana 02 - Multi Bananas 03 - Single Green Shell 04 - 3 Green Shells 05 - Single Red Shell 06 - 3 Red Shells 07 - Blue Shell 08 - Lightning Bolt 09 - Upside Down '?' 0A - Star 0B - Ghost 0C - Single Mushroom 0D - 2 Mushrooms 0E - 3 Mushrooms 0F - Gold Mushroom JUMP CODES Useful, in various combinations, for exploring the level and testing things Press L for Moon jump (Player 1): D00F6A55 0020 810F6B08 4000 Alternate Press L for Moon jump (Player 1): D00F69150020 810F69C84000 L Button Doesn't Affect Music Level: 800F699D 0000 Able to steer while in mid-air (helpful for testing in conjunction with moon jump): 800F6A4F0000 LOCATION / TERRAIN CODES Player 1 Coordinate Modifier 810F69A4 ????, 810F69A6 ???? (X) 810F69A8 ????, 810F69AA ???? (Y) 810F69AC ????, 810F69AE ???? (Z) Debug Coordinates (Shows direction in North, South, East West): 800DC515 0001 81001630 2400 81001634 2400 Terrain Height Modifier (Japanese version only): 800DCED9 00?? OUT OF BOUNDS CODES Useful for understanding levels and playing around (especially Frappe Snowland) Press C-Up while Lakitu is onscreen to freeze him (able to drive out of bounds after doing this) D00F69150008 80165DD00002 Hold L to Race Out of Bounds: D00F6915 0020 800F6A5B 0000 PLAYER STATUS CODES Status Modifiers 800F6990 00?? Player 1 800F7768 00?? Player 2 800F8540 00?? Player 3 800F9318 00?? Player 4 800FA0F0 00?? Player 5 800FAEC8 00?? Player 6 800FBCA0 00?? Player 7 800FCA78 00?? Player 8 The status values are a bitflag: Bit 7: 1 if the character exists. Zero wipes them off the face of the Earth. Bit 6: 1 if the character is human-controlled. Bit 5: 1 makes the character unable to move. This is set when the race hasn't started yet. Bit 4: 1 if the character is computer controlled (overrides bit 6). Bit 3: 1 if the character has finished the race. Setting it makes the camera move as it would at the end of the race, the character can't use items and their position is locked. Bit 2: Unused? Bit 1: 1 if the character is driving to the starting line at the start of the race. Doesn't seem to do anything afterward, but clearing it might let you leave early. Bit 0: 1 if the character is a ghost. Setting it makes them transparent and able to go through people and objects, but unable to use items. Setting both bits 4 and 6 makes the character behave strangely. Setting bit 6 for player 2-8 during a 1-player GP match doesn't allow the characters to be controlled with controllers 2-4 (they just sit there), but does allow those controllers to pause the game. MULTIPLAYER CODES All Players Can Choose the Same Driver" 810B3924 2400 810B3936 7FFF 810B39A4 2400 810B39B6 7FFF 810B3A38 2400 810B3A4E 7FFF
Current Project: - Mario Kart 64
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Anavrin, I appreciate your help. FYI, the addresses I am currently interested are:
  • Actual speed
  • Item to be obtained by pressing Z
  • Item to be obtained while dragging another item (may not exist)
  • Mini Turbo charge level
  • Height above surface
  • Height above water level
  • CPU player speed
  • CPU player percent of track completed
  • Current Lap
P.S. If you could describe the process / functions you use with MHS, that would help me search for them as well. P.P.S. I know some Gameshark codes to manipulate some of these, would those be helpful?
Current Project: - Mario Kart 64
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I'm working on finding some useful memory addresses and I currently haven't made much progress. I am using MHS but I am not sure what process I should use to find an address with this software (it seems a bit more complicated than what is described at http://tasvideos.org/MemorySearch.html ). If anyone could point me to a good resource or describe it to me, I'd appreciate it. The reason I'm posting this here is to mention that I have confirmed that the speed address mentioned a ways back by Xenos (00A5121D) is definitely the speedometer (not the actual speed). By locking this to various values, I am able to affect the on-screen speedometer but the character speed is not affected. Oddly enough, the speedometer only takes on the locked value every few frames... I'm not sure why that is. The values are mapped in a circle around the speedometer:
64
0 128
192
Current Project: - Mario Kart 64
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