Hum I'm pretty sure the 1st can be skipped with the "new" dive glitch but indeed for the second one I couldn't find an improvement....
"Lol as far as I'm aware no distinguished TASer gives a f*ck what's accepted. I certainly don't like Bizhawk but I'm glad to hear at least some TASers are picking up the better emulator" a distinguished TASer
Working on:
-OoT No RBA/WW
-Zapper 100%
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But why 0.5 aren't counted at A? maybe I just understand the thing, If I'm correct 0.5 means A holding?
Current:
Rayman 3 maybe? idk xD
Paused:
N64 Rayman 2 (with Funnyhair)
GBA SMA 4 : E Reader (With TehSeven)
TASVideos is like a quicksand, you get in, but you cannot quit the sand
If I remember correctly, A presses are counted as 0.5 if you enter the stage with the A button already held down. So though you are technically not pressing A in the stage itself, holding it will have an effect on the game and it is therefore counted as 0.5.
That is, if I remember it right.
How does the BitDW Crystal Strat work? Mario needs to dive recover onto a rising surface, but the crystal isn't moving...
Also, how does the Google Doc state that BitS requires 0 A presses? The most recent video I can find still shows 2, which would make an any% run 3 A presses currently at the minimum.
Notice that even by managing to do BitFS 0x we still need 2 other 0x stars (Not including BitFS reds) (At first it was 4 but I chopped JRB Plunder in the Sunken Ship which also gave access to the eel star, Pannenkoek will upload the video when he will manage to get the trick I guess). The most likely ones to happen are these ones:
*VCutM reds (Which means also pressing the Invisible Cap Switch) which also brings to SL Into the Igloo 0x with Invisible Cap
*DDD: Chests in the Current
We have many ideas in mind but they don't seem to be realizable for now.
I would like to bring the attention to this:
Link to video
This is the list of useful glitches in ABC (done by pannenkoek2012), they all can be very useful.
► cloning objects (goombas, pokeys, bob-ombs, coins, stars, shell, fire)
► cloning techniques (transport, premature, interference)
► holding things hands free
► hat in hand displacement
► star dance clip
► vertical speed conservation
► 207 dive recover
► glitchy ledge grab
► shell hyper speed
► wind hyper speed
► hyper speed water sliding
► hyper speed walking
► frame walking
► edge grinding/diving to gain speed fast/do DRs/climb steep slopes
► horizontal speed conservation
► C^ trick
► overflow water level (in WDW)
► manipulating enemies to where you want them
► chuckya/exploding bob-ombs to clip through walls
► having chuckya throw you
► chuckya out of body experience
► bob-omb momentum
► handsfree bob-omb teleport (momentum, goomba pushing)
► amp clip
► midair fire bounce
► throwing a cork box into yourself
I'm very sorry to announce that the overflow water glitch will probably be necessary unless we find not 2 but 4 new stars to get improved to 0x (Not including BitFS reds).
Cloning goombas requires a bob-omb (by re-grabbing it right as it explodes), and there are none of those until after the pole, which is the big problem.
WDW water overflow would be a lot faster by reaching the crossover point in the downward direction, because then Mario doesn't have to make all those sidetracks to resurface for air, and can just wobble around in place between the wet and dry halves of the tunnel.
It's definitely possible, but pannenkoek said he went with the 11-hour version because it was easier to develop a movement pattern that ensured Mario's coordinates were exactly the same each time through the loop, so he could copy-paste the input in the m64 file.
Draining the water down will probably still take about 1 hour, but at least that's more in line with some of the long cloning stars.
Well, if it saves 10 hours, imo its worth a bit more trouble finding a movement pattern for this than grind half a day. Ideally not using this star (or even not needing 70 stars without BLJ) would be nice though.
@Plush
What's negative VSC? What was stopping 0 presses from this before?
It looks like the thing where you dive recover and land while ascending, except you dive recover and land while descending, and the next time you fall off you start falling faster.
VSC stands for Vertical Speed Conservation. You might know it as an useful tecnique to ascend heights greater than 158, but you can also use it to keep negative speed from when you fall. Basically I dive recover, precisely land on the edge of the platform with -58, punch (standing still or punching keeps your Vertical Speed) and when I leave the platform I quickly get to -75 (Which is max)
The problem was that there was not enough time to do this. Notice:
Link to video
I'm sorry if I'm not clear. English is not my native language.