Ok, with Rice's plugin turned on, this is what I see from the Goomba near the starting point of the game:
"I'mnslad you're here, so ething terrible has happened! Our precious power star has beit broken into 38 pieces, scattered all over the town agd ses esurrlund You gyoutta help us fg dang the mssing stors o we can reboild it!"
Am I the only one seeing text that broken?
Is there any particular reason the text in this game was so fucking bad? It was like he picked what he wanted to say, blindfolded himself, and then mashed his hands on the keyboard as fast as he could to try to type what he wanted, with no time for corrections. I don't understand how you could go through the trouble of making a complete hack of a game and then leave even simple spelling and grammatical mistakes. This is just beyond words though, very often it is so bad that you can't even tell what he was trying to say.
Don't get me wrong, it's great that he made this hack, and I hope to see more people going to the trouble, I appreciate their effort but, I just don't get this. Is there something about the editing of text that I don't know about that explains this, or something? I think I ran into one text box that didn't have a mistake in it, "Town Exit."
Perfectly understandable. Video games should take a backseat to real life at all times. Just go at whatever pace works for you, think nothing of it. It is far more important to deal with problems as they arise, don't feel bad about this, it's a part of life.
I have nothing useful to add but a bit of encouragement. I'm extremely interested in this project and have been following it closely.
This has a lot of potential, so I'm glad to see you giving it a serious treatment. I wouldn't expect you to restart it if you didn't think it would be worth it, so I'm excited to see where this goes.
So that's really all I came here to say. Good luck, thank you for doing this, and keep up the good work.
Wow, there was so much misunderstanding going on the last page of this thread. The internet is a train wreck sometimes.
Comicalflop, I see what you meant this whole time. You didn't say anything offensive or rude, Mezzo misinterpreted your tone, which was in response to Mezzo's tone. However I'm guessing you misinterpreted Mezzo's tone as well, as I think there may be some language barrier issues subtly coming into play. Mezzo Dragon, is English your first language? I'm not saying your English is bad, it's really quite good, but it reads a bit strange in a few posts up the thread, and I think that's what Comicalflop was responding to, mostly in a joking way.
Carry on with the waiting for news which hasn't arrived yet.
You know, I think when people said they didn't want camera rattling, they didn't mean you should replace it with the camera error sound...
Other than that, looks very nice.
Wait...some people watch SM64 TAS's with sound? You're kidding. Huh, I would never do that with SM64. Weird.
I'm not even getting anymore stars in BOB :P I'm using robz's route. Also I'm redoing everything with less gay camera spazzes and more optimization. :)
Personally I'd say adjust the camera on every frame if you want to. I wouldn't worry about an arbitrary limit on how often you change the camera. Just focus on an overall artistic effect of your musing and do what is necessary to achieve it. Obviously reducing lag is good, if that's possible, but otherwise, just do what you want with the camera. This is your work, we'll enjoy the end result regardless.
No, we won't enjoy the end results if he taps R through the entire run.
I don't know, seems a bit closed minded. What if the timing of the tapping produces a visual effect that is actually interesting? Not saying tapping R is a good idea, but it wouldn't be impossible to make it work. I was thinking more along the lines of using the c buttons in combination with R to make a smoothly varying camera style that a human player couldn't possibly reproduce. Think rapid, but subtle.
I'm not even getting anymore stars in BOB :P I'm using robz's route. Also I'm redoing everything with less gay camera spazzes and more optimization. :)
Personally I'd say adjust the camera on every frame if you want to. I wouldn't worry about an arbitrary limit on how often you change the camera. Just focus on an overall artistic effect of your musing and do what is necessary to achieve it. Obviously reducing lag is good, if that's possible, but otherwise, just do what you want with the camera. This is your work, we'll enjoy the end result regardless.
Does this improve R_z's WIP?
If so how much by?
One thing, try not to overdo the camera changes, I don't mind much if the camera zooms out or rotates, but the constant switching from Lakitu >> Mario and vice versa is a little overdone.
Of course it beat's his WIP (assuming you're referring to his old 70 star WIP)
Yeah i'll stop the frequent camera changing.
That's funny, because I actually prefer the frequent camera changing. Huh.
I hate to be a bother, but would somebody mind posting the most recent WIP not in a different compression than .rar? winrar just bothers me and i don't have installed on this computer.
It would be very much appreciated, if possible.
Well, that video only proves that that specific wall can't be blj'ed against. The invisible walls behind the upstairs key door on the side can also be bljed against. Has anybody tried the walls on the side behind the key door in the basement? It's worth a shot.
That's actually one of the most lucid theories for a 1 star run that I've ever heard. Good thinking there. If you could provide a savestate behind the door in the basement, maybe somebody will have better luck.
Sadly it's more or less a matter of chance whether or not there is a section of wall/invisible wall that blj's can be done on.
There probably aren't any, but you should probably double check that there are no other points on either carpet ride that will get you up there, as it takes so long to get to the top of the house.
Don't sweat not using the lobby glitch. You have to do what follows the guidelines.
Really fantastic run....Congratulations on completing this epic project.
Out of curiosity, can you slow your rate of descent while wearing a wing cap during a long jump? If so, at least one of those "catch and quickly pull yourself up" in Somewhere Over the Rainbow could have been avoided. I know you can do it from a normal jump by holding A. Maybe you tried this though.
Hopefully I can find a chance to watch the whole thing in one go.
AKA: Got a chance to watch the run, great stuff.
FODA: THANK YOU! for finding the way up to the red bob-omb faster than wallkicking the old way. As for the big house in the sky, I'm sure this is too obvious to work, but has anybody tested the cannon? Chances are it doesn't shoot far enough and/or doesn't aim that direction. I liked all the wall kicking while waiting around on the carpet though. Hopefully in the optimized version it will be even more crazy and dangerous.
Tick Tock Clock of course turned out great. If a 70 star TAS is ever made, I think a lot more of those stars than previously considered would have to be used.
That's all. Wow, lots of SM64 finished/finishing around now. Can't wait for the full run, and congrats on being more or less finished with this monstrous project.
Well, there's a warp to the balcony of the house from the top of the maze, but you'd need to find some way to wallkick up there...doesn't look promising.
BoMF: Too wide.
That warp doesn't get you to the top of the house, though. You'll still need the magic carpet to get up there.
Right, which is why I said you'd need to find some way to wallkick to the roof from the base of the house. I wouldn't necessarily say that there is absolutely no way to get up there....it might just be too tricky for the most creative of us :p
Well, there's a warp to the balcony of the house from the top of the maze, but you'd need to find some way to wallkick up there...doesn't look promising.
BoMF: Too wide.
FODA: I can't honestly tell you if this is faster or not, but it has a chance.
In SL, instead of taking a direct route to the area with the shell, if you head more left, then triple jump up the green slope, you can gain a lot of speed on a small downwards slope. You can then jump all the way to the boxes with the star and shell if you slide on the right part of the slope and jump at the right time. Taking a direct route may outweigh the benefits of the slope jump.
Looking good, AKA.
Edit: Sorry, I meant Snowman's Land, SL, not SSL
And out of curiosity, is it really faster to long jump and wall kick up to the first platform in CCM's Wall Kick's Will Work than it is to do a simple side jump? I would think the optimal method would involve a forward side jump coming from the side and the double jump for the wallkick starting on the first platform. Perhaps a triple jump from the side would work as well.
1. Bowser red coins [1 star]
1.1. Re-enter and exit boss area
2. Wompa's Fortress;
3. Get the usual 5 stars [6 stars]
4. Enter basement and go to SSL
5. Get usual 2 stars [8 stars]
6. Head for LLL
7. Get three stars [11 stars]
8. Head for HMC and talk to Toad [12 stars]
9. Get three stars in HMC [15 stars]
10. Continue as normal
That Toad isn't there until you have 12 stars, so you'd have to get one in HMC, the Toad star, then go back to HMC, because if you get your 15th star in the same loading zone as MIPS, it won't appear until you reload the area.
Also, I really don't see how the lobby glitch will save any time at all. The setup time has to be longer than the door opening sequence. keep in mind you have to travel to the door to the basement, which in many cases will be as long or longer than travelling to the door of the course. Then you have to travel to the correct position on the stairs, and climb up. You then start the longjump, and build up speed. Theoretically, I guess if you could enter any course on the very next frame, it could be faster in extreme cases where you'd have to travel across the whole lobby. Maybe i'm overestimating the setup time and underestimating the door opening animation. Has anybody done any optimized timing between the two methods for the proposed route? And I think skipping BoB is a bad idea...two quick stars and no door opening cutscene...that's hard to beat.
Well, the route I've thought of for the new 16 star run is
1. Bowser red coins [1 star]
1.1. Re-enter and exit boss area
2. Wompa's Fortress;
3. Get the usual 5 stars [6 stars]
4. Enter basement and go to SSL
5. Get usual 2 stars [8 stars]
6. Head for LLL
7. Get three stars [11 stars]
8. Head for HMC and talk to Toad [12 stars]
9. Get three stars in HMC [15 stars]
10. Continue as normal
I think leaving BOB out altogether is a bad idea. Chain Chomp and The Island In the Sky are probably faster than some stars in LLL or HMC.
Also, don't you need 12 stars to get the star from the Toad in the HMC entrance room?
Because of the setup time for this glitch, I really don't see how this will save any time. Just seems like moving the order of stars around. The time to enter BoB is basically negligible due to the short stars, in comparison to glitching into Bowser 1.
I think people have tried to get through DDD before, but with no luck.
I was testing some things around the first Bowser door to see if i could get through that wall. The closest I came was on the left side of the door where the railing hits the wall next to a very slightly angled wall. I got caught in a seemingly infinite loop of smashing between the wall and the railing after a dive. I eventually stopped, after slowly sliding into the wall. When I stopped, it gave me the animation you get when you try to grab onto a wall that you can't pull yourself onto, but then I fell to the ground instantaneously and fell out of the wall. If somebody can get through there, it wouldn't accomplish much. If a trick is used to get through that door that also works on the similar door downstairs, however, a 1 star run could be accomplished. This to me seems like the most likely way to cut stars. Even still, getting through the first Bowser door would be cool and would allow more flexibility in choosing routes.
Yay, the .avi just finished downloading. Time to watch.
Edit: Ok, I watched the last WIP, and it was very good. Loved THI. Glad to see the going through the wall trick on "make wiggler squirm" worked out. I'm sure that will make a few people wonder what the hell just happened. One thing i noticed in your comments and from watching the video that I feel I should say, though, just so you don't make a very easy to correct mistake. You seem to think you need to tap a while spinning to stay up longer. You just hold a the whole time in order to drop slower.
I'm not sure if there is some confusion in the topic or not, but this is what I'm talking about, more specifically:
It is definetly possible to enter the side of the mountain next to the Chuk-ya when the island is Huge, swim to the surface, and jump into the loading zone for the Wiggler fight. Whether or not this is faster than getting up top and jumping into the hole needs to be tested.
What I'm wondering is if it would be possible to get up to the pipe, make the island huge, jump through the wall next to the chuk-ya, and jump into the loading zone from inside, even though the water isn't drained. You wouldn't be big mario while doing this, if that's what you meant, FODA, because i'm not sure what you meant by the hole being too small.