Posts for Weatherton

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I think it would be neat to do something similar to F-Zero VS Link to video For example, create two ROM hacks that pass information between two consoles to enable a co-operative game of some type. I think this would be particularly interesting if the two consoles were different models. So, for example, a competitive (or co-operative) Mario/Sonic game in which one player controls Mario using a SNES and the other player controls Sonic using a Genesis. Seeing these two classic worlds collide would be very interesting and would likely drum up a lot of interest and attention from people who remember these two characters / consoles as arch rivals. Blast processing vs. Mode 7; GO! Thoughts?
Current Project: - Mario Kart 64
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I'm interested in this project as well. Though I would say that losing music to save a couple frames seems not a worthwhile trade off.
Current Project: - Mario Kart 64
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Bizhawk has hotkeys for changing speed and advancing individual frames.
Current Project: - Mario Kart 64
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Blast Corp all platinum with developer commentary.
Current Project: - Mario Kart 64
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I had one that I had been working on for a while. Finally finished my Mario Kart 64 image :) Now, is anyone going to be helping micro500 and me convert all of these with his tool?
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Supermoon: Grail (Step 1): Kissing silhouettes (Step 2): Kissing couple (Step 3):
Current Project: - Mario Kart 64
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AngerFist. I have not forgotten either, but I guess for now I'm going to consider it one year since that post 0:) For now: Link to video Having just completed Bowser's Castle in my GP TAS, I decided to try it in Time Trials. I mentioned this to Beck Abney and within two hours he had set a new best first lap and sent me the ghost. So the ghost I'm racing here is Beck's ghost, the best ever realtime 1-shroomer first lap done in 44"10 PAL (36.68 NTSC) by Beck Abney. A couple notes. First, I had some trouble with the thwomps that track you in the second room. Because I was ahead of Beck's ghost, they chased after me (he did his run with a dummy ghost to divert them). I lost a small amount of time taking a slightly sub-optimal line to avoid being hit (note: I wouldn't use a dummy ghost in a real TAS, so this is a better representation of what would happen in a Time Trials all courses TAS). Also worth noting is that although I started one SSMT at the end of lap 1, I did this only to match the typical strategies. It's actually faster overall to do an MT around the last corner plus an additional SSMT right after starting lap 2. This results in a 0"04 slower first lap, but a 0"03 faster 3-lap. I'm not planning to finish the 3-lap anytime soon (and I expect I'll have some major challenges with the thwomps on lap 2 due to my fast pace) so I'm uploading this for now. Relevant discussion link: http://www.mariokart64.com/cgi-bin/yabb2/YaBB.pl?num=1408449475/175#175
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FaschZ wrote:
Also after looking into tapping the A button specifically in car, we found its faster to hold A until a certain velocity, then tap every other frame until a certain velocity, etc. Until you are tapping A every 4th frame. So using that we created this slightly unoptimized TAS Dino 1 TAS https://www.youtube.com/watch?v=W8KhZdVfcJE
Are you using a Lua script in Bizhawk to do this? If it is always based on velocity you could watch that memory address and change your tapping speed based on that. Would actually make this game fun to TAS.
Current Project: - Mario Kart 64
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[Placeholder comment for me to come back and upload the 4-player Choco Mountain Mario Kart 64 movie and tool... Not sure where else to put that in case people are interested.]
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Turns out I was able to do the lapskip twice without even waiting at all. Thank you banana bunch! Link to video
Current Project: - Mario Kart 64
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MUGG, are you somehow illuminating that bulb with your body?
Current Project: - Mario Kart 64
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So this is going to help a lot on Bowser's Castle :) Link to video
Current Project: - Mario Kart 64
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Glad everyone is enjoying these. Bowser's Castle is next, the only course that has no full test run completed. I'm experimenting with various CPU jumps to see what's possible.
Current Project: - Mario Kart 64
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lol_lee_lol wrote:
...since we're talking about this course, might as well link two theoretical videos ... Starting from the known shortcut but cutting it a lot sharper could be a good idea.
Unfortunately if you cut sharply enough to get to the land (which may actually be possible) you will also reverse past the finish line (which extends into the water) and decrement your lap. What I hope to be able to do (and have gotten quite close on) is to jump all the way to the land along the normal SC path. I've been within half a kart-length of making it and I think a Xenos slide may help. By the way, jumping at the top of the ramp (counter-intuitively) decreases the distance you jump.
Current Project: - Mario Kart 64
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Hey, yeah, I recently streamed a couple sessions. Though the breakthrough double lap skip came while I was sharing my screen with just micro500 over Skype. I thought we were just going to debug an issue with my script but ended up making a lot of progress :) I'll be streaming more.
Current Project: - Mario Kart 64
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Only took me 7-months to get by Sherbet Land... Link to video
Current Project: - Mario Kart 64
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I will be attending AGDQ in-person. Not sure what I could/should help with.
Current Project: - Mario Kart 64
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I've tweaked it quite a bit. How is this?
Current Project: - Mario Kart 64
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Here's a quick example of minimalist inverted all caps. It's even less space efficient than the consistent height lower case letters but it looks less weird. I still need to tweak the spacing to always be 4 pixels, but here is a quick look:
Current Project: - Mario Kart 64
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If we want to fit as much text as possible for the BSoD, here is a quick test, changing the first line of my version to a minimalist font. Thoughts? And here is the same approach but using a consistent height for each letter. This one requires a black four-pixel line at the top of the screen so we may lose a line but it looks a bit less wonky (and could still be tweaked a bit to make the letters look a bit more consistent):
Current Project: - Mario Kart 64
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micro500 wrote:
I will need someone to draw up a BSOD image soon. Here's a reference image if you need one. The error should start with "A problem has been detected...", with that text being cut off on the edge of the screen. Maybe mention an ERROR_MATH or something like that, and also include "TASBot" in the error message as well. If possible, I'd prefer it to be white text on a black background, but if that isn't doable that's fine.
How is this? I had to create an inverted text to do this. Here it is if anyone else needs it:
Current Project: - Mario Kart 64
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That is really cool!
Current Project: - Mario Kart 64
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So, I don't see anything wrong with the way Sonicpacker and the others working on this are behaving. They do in-fact, plan to share the movie file and actually submit it to this site. If they want to keep a small team and leak small amounts of information to build suspense without ruining the surprise, I say they should go for it! It seems it's the Japanese runners who often will not share their actual movie files. Not sharing the movie file when asked after you complete your run is bad sportsmanship at best and raises suspicions at worst.
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Keep in mind that "Tool Assisted" can be any number of tools. A script like this is certainly a tool that wouldn't be permissible in a standard speedrun.
Current Project: - Mario Kart 64
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Tangent wrote:
Tangent
ʕʘ‿ʘʔ
Current Project: - Mario Kart 64