Posts for Weatherton

Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
I recommend you drive up to an item box and stop and filter to memory addresses that are not changing. Then drive over the item box, wait a couple frames and then check for memory addresses that are now lower (since the item box gets replaced by one that begins below the ground) Then frame advance and filter to addresses that are increasing as the new item box rises back up to the road. Rinse and repeat until you find the value.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
I know there is a hard-coded object limit for items. So they probably occupy some set table. The position would be easy enough to find because you can move and throw items and you can force item boxes to come up through the ground.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Are you asking for the coordinates for the items and boxes? Or something related to their type?
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Did you run the prerequisite installer first?
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Great to see this on the workbench. Voted yes and am hoping eventually the K Rool fight can be skipped as it was far less interesting than the rest of the run. P.S. Thanks for the commentary video, that was very helpful for those of us who have not kept close tabs on strat development.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
I also thought it was a typo but the later table (Real Time Table Of Times (frames saved)) seems to confirm that it's only 3 frames saved. I'm still confused by what's going on in that table though.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
What a tremendous honor. Thank you to everyone who voted and for all the support this community has given me over the years. It has been quite a journey to complete this movie and to improve as a TASer through several publications here.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Awful block would a nice change of pace!
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Wow. Can you explain what's going on? It looks like you're using moon jump but I assume you are not.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Thanks Mothrayas! And thanks to everyone for your comments and "yes" votes. It's hard to believe I was finally able to submit this run and it's been published (and with a star!).
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Please replace the YouTube module with this: https://youtu.be/ZBNgbJ5hXtQ
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
feos, understood. The encode I referenced above was just a quick example. 60fps was the result from Aktan's script, I've reached out with him to confirm whether there was a reason for that. *Edit, having said that, It looks like the youtube module is still for Spikestuff's old encode. I'd like that to be updated to the one I included in my submission text until I can complete working with Aktan for a proper 30fps encode.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
andypanther, you bring up a good point. I agree that 100% is not an appropriate tag for this particular run. Looking at the SMK run (with a similar goal), [1126] SNES Super Mario Kart by cstrakm in 21:27.02, it also does not have that particular tag. Regarding widescreen hacks, some video plugins do offer this. Alternatively the game actually has an anamorphic scalar value that can be adjusted arbitrarily (though the on-screen HUD and menus would also be stretched). *Edit, thanks to Aktan I was able to make an encode that samples to 30fps without losing any frames. Here is the initial result: Link to video (yes, that is 60fps encode but step through frame by frame (hit the "." and "," keys) and you can see that each frame is on-screen for 2/60th of a second even during that 10-13 seconds of section of Luigi Raceway. I'm also encoding a version natively to 4K using GLideN64 using settings I have chosen. The dump is already complete. I agree that GLideN64 is a very nice plugin (heck, I was one of the Indiegogo backers). It's worth noting though that there are still some cases where Jabo 1.6.1 is a more accurate representation of the console. One need not look past the spinning "Nintendo" logo at the beginning to see an example of this. If it was not already clear, I would like my encode to be the official encode.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Spikestuff, please be sure to check your PMs regarding the encode before uploading additional versions. Edit: Since this is already published, I'm posting here as well as I am requesting that the published encode be switched to the one I posted ( https://www.youtube.com/watch?v=0XIvYyTgGMI ). Spikestuff and I have had an on-going discussion via PM and while I appreciate the efforts he put into his encode, I disagree with the settings he used. I chose to encode with Jabo 1.6.1 at 60fps while Spikestuff insisted on using Glide at 30fps. I disagree with this decision. I'll document some of the reasons here for your consideration. In looking at Spikestuff's encode ( https://www.youtube.com/watch?v=DvZXJByOXBo ) I noticed many situations that felt "choppy." I stepped through these areas frame by frame and confirmed that this is due to multiple missing frames. For example, if you watch Luigi Raceway starting at 10 seconds, you'll notice the timer jumps right over the following values: 10"03 10"10 10"33 10"56 10"96 11"06 11"20 11"36 11"49 11"56 11"73 12"16 12"29 12"49 13"29 ... These frames are present in my 60fps version. https://www.youtube.com/watch?v=0XIvYyTgGMI This is an issue that I expected with a 30fps encode and it's something that I discussed on the IRC chat with Mitjitsu and others and that I referenced in my earlier post in this thread. This happens because some frames only appear on-screen for 1/60th of a second and a 30fps may exclude these mistakenly. Spikestuff insisted that the command he used did not do this and that he had checked "every frame" of the video. I see the issue in many places in the video that has been published. There are also many video errors when using Glide compared to the console verification movie (issues that Jabo 1.6.1 does not have). The issues include jumbotrons (black on Glide), boost ramps (incorrectly animated), flowing water (incorrectly mapped and animated), polygon exclusions (too many polygons shown on screen at times for Glide), and Peach's castle (edges of the picture shown incorrectly). These are just some examples. I know Jabo is not perfect but the issues I'm aware of are less noticeable than those of Glide. For reference, everything I've mentioned above is available at: http://imgur.com/a/0WW0F Console verification video for reference: https://www.youtube.com/watch?v=TfcLIzYQSpM I also simply prefer the Jabo features such as anti-aliasing and anisotropic filtering. I'm requesting that the encode be switched to the one I uploaded and I'm happy to provide the downloadable versions as well. I'd like to hear others' opinions.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Spikestuff, I saw your PM but wasn't sure what to make of the imgur links. How do you use half the N64 fps to get the true 30fps? I assume that would have to be done while dumping otherwise how would you know which frames to remove? I dumped and encoded at 60 fps because the N64 actually runs at 60 fps and when lag occurs, it's often in 1/60th of a second increments. Also, when frames are on screen for 1/60th or 3/60th of a second, if you switch that to 1/30th or 2/30th it's not a totally true representation. I don't see any reason to approximate to 30fps when we can actually do 60fps as the N64 uses.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
I've updated the encode to this 60fps version after realizing that although Mario Kart 64 is generally a 30fps game, it frequently shows some frames for only 1/60th of a second. This usually happens in a way that one frame shows for 3/60th of a second, then one for 1/60th then another for 3/60th of a second. This means that a 30fps encode will sometimes miss these frames. Also, by encoding at 30fps the pacing of the movie is incorrectly represented since frames are updated in increments of 1/60th of a second, not 1/30th. The resulting encode is smoother, less laggy and does not overtly exclude frames: Link to video
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
I'll try unchecked the null frames... I bet that's the issue.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
I uploaded mine to youtube as losslessly compressed with lagarith and that wasn't happening when I played it locally. It seems that YouTube was messing up on it... I guess maybe we can't upload logarith directly to YouTube?
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Updated encode is up, I'll modify the submission text as well: Link to video
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Correct.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
As referenced in the submission thread, I'm removing the branch name from my submission. This is consistent with SMK and it also makes sense as it's a reasonable default definition for Mario Kart 64. Having said that, here is a quick list of branches that I think are worth creating: 'Time Trials' (play 3-laps of each track as fast as possible) '2-Player GP' (both players have to finish each race, but you can trade places to get 2nd place items, draft off each other and hit each other with items) '4-player versus, best ball' (4-player mode with all players collaborating to get one player through each course as quickly as possible) 'Time Trials, no skips' (play 3-laps of each track as fast as possible without using shortcuts) I've listed these in my personal order of priority. I will say, any one of these would be a large undertaking so I'm sure we won't be seeing an influx of runs. I just wanted to put my ideas down. *edit: one other idea is some type of new game+ where you play just Toad's Turnpike on Extra mode, since that's the only level that differs in any meaningful way in Extra. Maybe it would be best to do that itemless. Maybe even with two players so they can bother have a bunch of close calls.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
FYI: I'm uploading an updated encode that changes two things based on feedback from Spikestuff: 1. Moving back text overlays to begin when Lakitu is on-screen 2. Branch name removed to be consistent with the published SMK run. (if a future 2-player run is produced, it should be a different '2-player' branch as it completely changes item and CPU strategies). I'm going to make a post about potential branches over in the Mario Kart 64 thread. Edit: Just for fun I tried making an 8K encode but received encoding errors referencing that I needed more RAM... I have 24GB of RAM!
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
I was thinking through a similar approach. I'm also curious if that's feasible or if your speed is lost no matter what where you collect a star.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
I'd say 255 coins since that's the max that is actually stored... I'm not advocating for such a run though, just pointing out 100% is very different and tougher to define than 120 stars.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
While I see where you're coming from, the definition of 100% would be tough to build concensus on. It would probably mean max coins on every level. Opening every canon even if you don't need it. Opening every star door even if it's faster to glitch through it. It may even mean beating the fat penguin even though you get nothing new. It would be a very different run from 120 stars.
Current Project: - Mario Kart 64