Posts for IDGeek121

IDGeek121
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Joined: 11/8/2017
Posts: 9
I made this while testing my Cheat Engine script. I found a couple bonks that gave me extra speed. Not sure how good the ring route I took was. The only real improvement I can think of would involve grinding for better AI movement to get enough rings for an earlier boost. Soon I'll work on the other two kart stages, and then I'll try to make a godly R280. Link to video
IDGeek121
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Joined: 11/8/2017
Posts: 9
I got a cheat engine script rigged up tonight, and I blew through this in an hour. Found a couple places where you can gain some speed by bonking into walls, particularly the ramp on lap 1. This doesn't even have the optimal boost route, so this could easily go down by at least another second.
IDGeek121
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Joined: 11/8/2017
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Does anyone have a way to take values from memory and do math with them? With R101 I was just working with separate X-Y-Z velocities, and if I were to improve on it further I'd want to be able to see the actual forward velocity (I couldn't find an address for forward velocity for karts). Is there a tool in Dolphin or an external program?
IDGeek121
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Joined: 11/8/2017
Posts: 9
Can you get over boost speed with that strat, or just up to the boost cap?
IDGeek121
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Joined: 11/8/2017
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The only wall hits I'm not confident with are the two u-turns on Lap 3. Those wall hits are unavoidable without slowing down, but I might've been able to save a tiny bit of time by trying different angles when hitting them. All the other wall hits are on purpose. They are used in two different ways: 1. To hit declines in a way that gives you much more speed than just driving down them normally (often close to full boost speed), 2. To stay on the ground at the big jumps. (If you boost in mid-air you lose a lot of the speed when you hit the ground.) The boost works off a counter which increases every time you get a ring or grab a balloon. When the counter hits 20 or greater, you get a boost and the counter resets to 0. Most balloons increase the counter by 20, effectively giving you a boost and resetting the counter. This is the reason why I don't bother grabbing the last line of rings on Lap 1 or the last two lines on Lap 3. The only exception is the balloon in the middle of Lap 2, which increases the counter by 10. The random amount of rings received from the balloons does not affect the boost counter.
IDGeek121
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Joined: 11/8/2017
Posts: 9
Link to video Lots of timesave came from slowing down at certain points to catch declines. This could probably go down to a 2:10. This loses time on lap 3 over the Hero Story TAS, and I'm not exactly sure how to improve that. I can also use the brake to speed up the slow-down parts. I'll try this again later, but I wanna try for a good R280 time first. Also, does anyone have an idea of how much time can be saved on the straightaways? Most of the time working on this was spent with cornering and stuff, and long straightaways were kinda an afterthought.
IDGeek121
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Joined: 11/8/2017
Posts: 9
Dang! I never would've thought to use the bounce at the end. Do you think this can go much lower with these strats?
IDGeek121
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Joined: 11/8/2017
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The gravity tube bounce drops your initial speed a bit. When you hit the tube, it's around 8. It's tanks to about 6 for about half a second. For the majority of the gap the speed is between 5 and 6. You can make it across before dropping below 5 speed. The previous TAS takes around 8.33 seconds IGT from the top of the first vertical tube to the platform across the gap. From the top of the first vertical tower, this TAS takes about 6.34 seconds. Also, I just realized that the old TAS gets to the top of the first vertical tube way before me because of a light dash earlier (18.22 compared to 19.00). AFAIK piner7500 was the one who first started messing with this strat, and shibakee tried for a few days to see if he could do it in runs consistently.
IDGeek121
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Joined: 11/8/2017
Posts: 9
Hey. I made this TAS last week. The goal was to beat the current RTA record, which is 1:46.94. Kinda salty that it was so close to a 1:42, but it can be optimized a bit more. I'm pretty sure I lost some time on the first jump, the tunnel of dashpads before the vertical tubes, and the last jump. Link to video