Joined: 11/26/2010
Posts: 454
Location: New York, US
Thanks for the update Weatherton!!! I'm definitely interested, I am following your twitch after all. :)
My name is Forensics.
Experienced player (608)
Joined: 10/23/2004
Posts: 706
I figured I should add some updates in here. I've been streaming a decent amount lately. Here are some outcomes: I managed to recreate a spinout chomp cancel jump that had only been seen one or two times before. This will be somewhat useful if we can recreate it off of the cars in Toad's Turnpike (should be possible as they put you in the same state as the chomps). I personally had a substantially larger jump that seems that it must be the "feather jump" state that is still in memory. We're still researching how this may be possible as that could have more significant results (specifically, a lap skip on Toad's Turnpike): Link to video I tested out an item box dash zone / fake item box cancel jump and it works to give you additional height but you lose the boost that gives you the necessary distance to make this useful: Link to video I completed a version of a first lap on Banshee Boardwalk but it's not fast enough so I'm working on some other versions. The first version (noteworthy for going left in the bat house) is at: Link to video I've revived my Magikoopa project thanks to some new tools that are available. Thanks to mib_f8sm9c, I'm finally able to add my Magikoopa renders directly to the ROM. They are required to be 64x64 resolution (same as the original characters) and I see I need to do some tweaking of the model, but I'm still pretty happy about this :) Link to video
Current Project: - Mario Kart 64
Joined: 3/24/2010
Posts: 26
Great stuff on the magikoopa weatherton. I remember seeing him in the beta screenshots, happy to see he's finally back in the game.
Experienced player (690)
Joined: 2/5/2012
Posts: 1795
Location: Brasil
he looks small compared to other characters,but very nice you inserted him in the game
I want all good TAS inside TASvideos, it's my motto. TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
Experienced player (608)
Joined: 10/23/2004
Posts: 706
Status update: Special Cup encode is coming this weekend. Just two races left in the Flower Cup.
Current Project: - Mario Kart 64
Experienced player (690)
Joined: 2/5/2012
Posts: 1795
Location: Brasil
noice,we'll have our bodies ready for it ( ͡° ͜ʖ ͡°)
I want all good TAS inside TASvideos, it's my motto. TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
Experienced player (608)
Joined: 10/23/2004
Posts: 706
Link to video Cup timings are as follows: 4'16"83 Power on to race finish Race Times: • DKJP: 15"34 (8"01, 3"77, 3"56) • YV: 28"73 (9"27, 9"73, 9"73) • BB: 45"10 (33"48, 6"57, 5"05) • RRd: 56"24 (29"74, 14"89, 11"88) • Total In-Game Time: 2'25"41
Current Project: - Mario Kart 64
Experienced player (690)
Joined: 11/23/2013
Posts: 2232
Location: Guatemala
Video is private.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Experienced player (608)
Joined: 10/23/2004
Posts: 706
I'm currently working on replacing the video. Part of Rainbow Road was flagged as being owned by Nintendo... Edit: Video successfully replaced.
Current Project: - Mario Kart 64
Experienced player (608)
Joined: 10/23/2004
Posts: 706
Also, I managed to successfully execute a theoretical improvement to my "Weathertenko" lap skip on Choco Mountain. This is a ~0.8 second improvement by setting up on the other side of the line. Unfortunately, for the three lap it's ~0.1 seconds slower than the standard setup (due to having to spend more time turning). So this won't be in the All Cups TAS but it seems doable in Time Trials so it does offer a possible improvement for the Time Trials flap: Link to video
Current Project: - Mario Kart 64
Former player
Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
Since yoiu've completed all the cups now, when can we expect a submission?
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Editor, Expert player (2098)
Joined: 8/25/2013
Posts: 1200
andypanther wrote:
Since yoiu've completed all the cups now, when can we expect a submission?
I believe he's been working on the submission comments.
effort on the first draft means less effort on any draft thereafter - some loser
Experienced player (608)
Joined: 10/23/2004
Posts: 706
I'm finalizing submission text and the encode. Also, Micro500 is working on console verification. I could have submitted a couple weeks ago but I'm being a bit of a perfectionist and also don't have a lot of free time st the moment.
Current Project: - Mario Kart 64
Editor, Player (44)
Joined: 7/11/2010
Posts: 1029
IMO take all the time you need on the submission text. The submission texts are a major part of the entertainment I derive from TASes, because knowing what's going on helps you appreciate the encode much more.
Joined: 3/1/2009
Posts: 64
Weatherton wrote:
I'm finalizing submission text and the encode. Also, Micro500 is working on console verification. I could have submitted a couple weeks ago but I'm being a bit of a perfectionist and also don't have a lot of free time st the moment.
I would propose myself to read you over with all the streams that I caught, but there are some people in the MK64 community that would be better than me at that :)
Experienced player (608)
Joined: 10/23/2004
Posts: 706
Current Project: - Mario Kart 64
Experienced player (608)
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
Joined: 11/26/2010
Posts: 454
Location: New York, US
In 2 player mode I'm guessing you can't quit with the second controller?
My name is Forensics.
Experienced player (608)
Joined: 10/23/2004
Posts: 706
Correct.
Current Project: - Mario Kart 64
Former player
Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
Time trial should be done next, I really want to see how far a TAS can push it!
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Active player (469)
Joined: 3/30/2012
Posts: 405
What characters would be chosen for each cup in a 2-player TAS?
MarbleousDave
He/Him
Player (13)
Joined: 9/12/2009
Posts: 1559
We can save ghosts of very short times. Luigi Raceway (1 of 2 shortcuts) Toad's Turnpike Choco Mountain Mario Raceway (famous shortcut) Wario Stadium Sherbet Land? DK Jungle Pkwy Rainbow Road (1 of 2 shortcuts) But we can't save ghosts of even shorter times (Oob Glitches) Kalimari Desert Frappe Snowland Royal Raceway Rainbow Road (possible via Chomp) Shortcuts impossible on time trial Luigi Raceway (shell shortcut is impossible outside cheating) Kalimari Desert (Starman trick) Bowser's Castle Banshee Boardwalk
Experienced player (608)
Joined: 10/23/2004
Posts: 706
I thought you all may be interested to see that Beck Abney successfully hit 3/3 "Weathertenko" Choco Mountain lap skips: http://www.mariokart64.com/cgi-bin/yabb2/YaBB.pl?num=1509320389 He streamed his attempts since August of this year, when he really got serious about hitting 3/3. On his 26,462nd attempt of this grind and after hitting 2/3 96 times, he finally nailed a time of 16"38. This puts him almost 40 seconds ahead of second place. Truly a remarkable speedrunning achievement.
Current Project: - Mario Kart 64
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
Wow dude, that is pure insanity!
MarbleousDave
He/Him
Player (13)
Joined: 9/12/2009
Posts: 1559
There are even more patch codes here: 2 Player Vertical Split-Screen D00DC533 0001 800DC533 0002 There is no speed fix for 2 Player Vertical Split-Screen as D.K.'s Jungle Parkway runs at 20 fps on 2-3 Players and 15 fps on 4 Players without them Widescreen (1 Player) D00DC533 0000 81150148 3FDF Widescreen (2 Player Horizontal) D00DC533 0001 81150148 4060 Widescreen (2 Player Vertical) D00DC533 0002 81150148 3F5E This is my contribution for a 2 Player Vertical Widescreen hack off an existing code Widescreen (3-4 Players) D00DC533 0003 81150148 3FDF 300cc 810F6A10 45FF 810F77E8 45FF 810F85C0 45FF 810F9398 45FF 810FA170 45FF 810FAF48 45FF 810FBD20 45FF 810FCAF8 45FF This is my version of the 300cc Speed Cheat Make Player 1 a Computer D00F6990 00C0 800F6990 00D0 Make Player 2 a Computer D00F7768 00C0 800F7768 00D0 Make Player 3 a Computer D00F8540 00C0 800F8540 00D0 Make Player 4 a Computer D00F9318 00C0 800F9318 00D0 Always show Speedometer (1 Player) 801657E4 0000 801657E6 0001 You'll also see the Top 4, the Lap and Time. Combine with the Always Show Map and Always Show Distance, everything will overlap with each other. Always Show Map (1-4 Players) 801657E8 0001 81165800 0101 Always Show Distance (1-4 Players) 801657F0 0001 Always Show Lap Counter (4 Players) 801657F8 0001 Multiplayer Grand Prix 810E86AE 0202 This is rather glitchy. Just use the screen modifier and set Players 3 and 4 to computer and you're all set. This could mess up the end celebration, focusing on Player 2 instead of on the one with the most points, as you can get gold without ever knowing. The scoring matters, the trophy is awarded after triggering the cutscene, not after it. Grand Prix Engine Class (3 Players) 800E86B8 000? Grand Prix Engine Class (4 Players) 800E86BB 000? In-Game Engine Modifier 800DC54B 000? 0 = 50cc, 1 = 100cc, 2 = 150cc, 3 = Extra You can even use this for 150cc Time Trial. This doesn't work with Battle mode. Mirrored Courses 800DC604 0001 Allows for 150cc races on mirror courses as Extra uses 100cc speed. Also, the traffic in Toad's Turnpike don't go the opposite direction. Combine this with the code above it for 150cc Extra. I like to thank the people who made the codes to enhance the gameplay experience.