Posts for Weatherton

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Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Excellent improvement. Castle Crush was wacky...
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
I'm reading back over this thread a bit and found that Xenos had shared the memory address for speed: 00A5121D Kyman, I am not against a partner, though I'm not sure any specific relationships need to be "established" at this point. I definitely appreciate your help thus far.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Much less waiting for the red shell :) http://dehacked.2y.net/microstorage.php/info/1656010027/MARIOKART64%20%28USA%29_LR-StartOver_AB-Spin_onGround_12%2739_20100510.m64 Of course, I'll be using a mushroom to avoid tumbling... btw, I just realized that I am now faced with the joy of making a perfect MyleStyle while manipulating a mushroom while towing an item... yeah, that's going to be a blast. Thankfully the red shell was amazingly easy, it was the first item I could get on the first frame. *edit* hmm, I seem to have over estimated the height that I can get off a shell cancel jump, I'm nowhere near jumping the wall. Still, I think a mushroom is the best second item to get so that I can catch the red shell faster after I shoot it.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Kyman, I managed to gain a frame on you by purposely bouncing off the second wall to gain momentum towards the item boxes. I wasn't able to get an early landing while doing the full rev start (only let go of A for one frame). I kept bouncing too far backwards off of Luigi, so I had to do the standard start (begin holding A at a specific frame). Your start (letting go of A three times) actually appears to be just barely faster than a standard start. In this case, slower isn't necessarily a bad thing (if it means landing earlier), I landed on the same frame, but a bit closer to the finish line (back and right).
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Kyman, great job, that does appear to be faster than my optimized wall tumble. I'm glad you were able to make the spin method faster, since it looks smoother and will also make the next laps less repetitive :) Why did you let off the gas multiple times before the race starts? You only need to do that for one frame to get the maximum boost. I'll play around with what you have there... the best part is that you actually can get two items, which opens up a whole mess of opportunities. For now I'm thinking it would be best to get a red shell and then a mushroom and use the mushroom to cancel the red shell tumble to get down to the lower road faster. It may be better, though, to get a mushroom and then shroom through the item blocks to pick up a red shell and use the shroom to avoid a double bounce on the MyleStyle. Less likely would be to get two red shells to avoid the trip to the item boxes... but my latest strategy for the other laps involves landing behind the item boxes. *edit* I was able to duplicate this last night, but without letting off the gas as much as you did required me to use different input. I will try some more to optimize this weekend. Oh, and you are 4 frames slower than mine in the menu (Comicalflop and Xenos' were also not optimized in the menu). You can alternate between the control stick and the c-buttons to navigate the menu faster.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Dom Dunc, it is an honor to hear that. Especially from you. Kyman, thanks for sharing. As you can see, that first jump is a fickle one. While you managed to hit the ground at 1.99 (as opposed to my 2.16) the bounce and angle you receive from it makes it so you can't get a good AB spin going until .2 seconds after mine. I'll take another look though. Thanks!
Current Project: - Mario Kart 64
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Kyman, yeah, triple tap A. In fact, you should begin triple tapping while AB spinning (it revs your engine sooner). So: <AB <AB <B <AB <B <AB <B <AB <AB <A <A A ... Under normal circumstances just: A A A A A ... Also, to brake faster (lesser known trick) triple tap B.
Current Project: - Mario Kart 64
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Joined: 10/23/2004
Posts: 706
FYI; my next LR completion will be several seconds faster than my previous... :) After this one, I plan to move on to MMF. I think I'm at about 15,000 rerecords for this course.... ugh
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
It would be faster to have a memory address to see what I would get than to keep trying different frames. It would save me about 30 rerecords per item and would allow me to focus on driving rather than trying to get the right item.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
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Thanks for your support guys. Does anyone have (probably Comicalflop or Xenos) some useful memory addresses handy? I think the most useful would be:
    Actual speed Item to be obtained by pressing Z Item to be obtained while dragging another item (may not exist) Height above surface Height above water level CPU player speed CPU player percent of track completed
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Posts: 706
Kyman, it looks like you literally did speak for all of TAS Videos... since you were the only one to comment ;) Thank you for the support though. I figured I'd share another strategy here, it turned out to be slower, but it looks cool and was quite hard to pull off: http://www.youtube.com/watch?v=ipH2EvqHfhY I have a couple other strategies going, one appears to be significantly faster than the 29"47 completion...
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
LR: 29"47: http://www.youtube.com/watch?v=oM80KFb1LHw I'm working on the start of a 150cc all cups run, this time beats Xenos' (29"71) but I currently have two other strategies that are faster after the first lap, so I'm still working on this. Those MyleStyle jumps are a BIG pain though....
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Very.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
I have read elsewhere that the reason is that the in-game clock does not lag even though the game is rendering frames more slowly. With some memory watching, we should be able to figure out the exact reason.
Current Project: - Mario Kart 64
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I enjoyed this; yes vote :) I like seeing odd games I've never heard of coming out of the woodwork.
Current Project: - Mario Kart 64
Post subject: Tetris-Bot; A Lego Robot Plays Tetris
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Perhaps, someday, a special (more limited) form of tool-assissted speedrunning will involved programming real robots and using real hardware... http://singularityhub.com/2010/04/19/first-video-of-lego-robot-playing-tetris/
Current Project: - Mario Kart 64
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Thank you for the comments. I agree the menus suck, but they are unavoidable. I disagree regarding game choice, I think this is more fun to TAS than most any game I have tried. I also think it is more enjoyable to watch than many of the published movies. If others disagree, I can respect that, but as long as I am enjoying it, I will continue :) mz, please take a look at the path I take in Interesting Voyage... Regarding other players, they were only in frame for a few seconds in your TAS, and they (the cpus) played so poorly it added nothing to the entertainment for me. I think the 360s I added to the large jumps demonstrated an interest in entertainment. Sure, I'm not honking my horn in tune to a song, but that would take too much effort...
Current Project: - Mario Kart 64
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Joined: 10/23/2004
Posts: 706
Well, I'm 8 courses into my 43 course TAS. I've posted the first 7 courses on: http://www.youtube.com/watch?v=Ko5bSbILCDQ A couple things to note. I had a lot of fun doing these, and I think I found a few unique strategies that will be entertaining to watch (especially if you've played the game). I was not able to manipulate the F1 in any of the 7 races, the best I could do was the "Flying Wedge" which I was able to manipulate 4 times (apparently you cannot get this car in a course that involves a boat, at least I wasn't able to). The flying wedge is nearly as fast as the F1 but, unfortunately, the controls are not nearly as tight. It will be quite difficult to optimize the courses with this vehicle, but it will probably make for a more entertaining run. I will need to strategically bounce of objects.
Current Project: - Mario Kart 64
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@nfq Goldeneye is a prime example of a game that makes a difference. In the standard control style (1.1) you can travel significantly faster if you realign the controller while playing. Players call it using "cruise control." Of course, this was just a stop-gap solution for players who were extremely accustomed to the 1.1 style as the 1.2 control style makes the control stick limitations less of an issue. The issue is this: When using the control stick, it is impossible to achieve the extreme corners of the control box [e.g. (+100,+100);(+100,-100);(-100,-100); and (-100,+100)] without realigning the control stick to reach them because the corners of the control stick are notched in. When using the C-buttons, in Goldeneye, the designers made it so that, for example, C-UP + C-Right = (+100,+100). So, by switching to 1.2, it allows players to use the fastest standard motion in the game; the full strafe. Of course, the players still have a limitation on the control stick due to aiming, but that is less of an issue in this game.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Noob Irdoh, that's a point that was made a small ways back in this (very old) thread, but thank you for providing an independent confirmation. The interesting thing about the controllers I linked to is that the beta controller (From not long before the N64 was released) actually appears to have offered the full 100% in all directions. I'm guessing that they realized that users would often need to be able to run exactly forward, backwards, or side to side, which is why they would have had to add the notches in those places, which would require them taking in the corners. It is a solid design choice but, still, that controller's joystick box is worth mentioning, I think. I also think it may show that some of the early games were specifically designed with 100% movement speed in mind.
Current Project: - Mario Kart 64
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Sorry to double post, but the two year break seems to warrant it: I just found some great pictures of the beta N64 controller and I thought it was very interesting that it appears that the controller allowed for the full range (i.e. a box) of input. Take a look for yourself: http://www.assemblergames.com/forums/showthread.php?t=17157 (The gray one is the one I'm referring to). I always thought that I would have preferred the larger control stick, the Ultra 64 one looks the best imho.
Current Project: - Mario Kart 64
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I don't know how the Sega Channel worked, but it is surprising to me that this would not be something that could be ripped to a file. The wikipedia info seems to indicate that it was similar to the SNES satellite system (which we have most / all ROMs from): "the subscriber would get an adapter, which plugged into the Genesis cartridge slot, and was connected to their cable television connection... The games would be downloaded in about one minute and play just like the retail versions." Is there seriously no ROM of these Sega Channel games? Does anyone have the Goodroms list handy? *EDIT: I read farther and it stated that these games were loaded to volatile RAM... so it is possible that no one managed to rip the games. However, the service ended in 1998, so there may have been people trying to rip the games by then. Also, I would imagine that developer copies exist... It looks like a special edition of Earthworm Jim was available, as well as the U.S. version of Golden Axe III, color me interested... anyone know more?
Current Project: - Mario Kart 64
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Why didn't you use the North American version? Just curious (haven't voted)...
Current Project: - Mario Kart 64
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I'm most interested in whether this affects our ability to get the last CCCless stars :)
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Antoids wrote:
I can't seem to find any games that have not already been TAS'd or are not already BEING TAS'd by people better than I.
Will somebody PLEASE TAS Donkey Kong Land (1) for the Game Boy? It's the only portable one that is not based entirely on a SNES version... and it kicks butt!
Current Project: - Mario Kart 64
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