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Player (80)
Joined: 7/7/2008
Posts: 873
Location: Utah
Oh...too bad. (I know I'm not being supportive.)
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Joined: 8/22/2008
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Location: Brazil
And about Mario Kart 64 with Xenos, flop? Would be awesome you 2 continue. Talk with Fried, he've incredible knowledge in this game.
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Joined: 6/13/2006
Posts: 3300
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Xenos and I weren't going to work together on that anyways, due to differences in TAS styles (fast progress vs. painstaking optimization, respectively). I think now is a good time for me to finish a bunch of short runs after having spent a tough year on one game, yes? So that leaves out this and MK64. I know to talk with Fried. I talked with Fried constantly when I was working on that run. Um, is it me, or are the both of you caring just a bit too much about runs I'm working on/completing? I like that you're interested in what I do, but don't act like my mother. I'll work on what I work on, and we'll leave it at that. On topic: If anyone wants me to list the improvements per stage that I know of, I'll be sure to add them.
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I understand, I'll be quiet now.
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Joined: 3/31/2010
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I would like to know if anything has happened to this game in over four years. An old WIP Video http://www.youtube.com/watch?v=RbWDz6c2k0A
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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I haven't worked on it at all for 4 years. The last thing I ever did for the game was making a 2nd WIP that didn't even make it past the "this is GOLDWOOD FOREST SAVE THE TRIBALS cutscene. All I've done in glitch hunting since my old WIP was finding the fire-weapon-switch-spam trick, and jumping up into the darkened ceiling of doorways to load the next room faster. Even though I think it'll be a very good finished TAS product, here's my reasons for not working on it: 1. The overall level of optimization for 3D N64 TASing is set high with Super Mario 64. For a 4+ hour long run, I know that there could be improvements in lots of places, simply because for three dimensional movement, there's always some faster way to do a room. I'd be forced to write it off as "contains speed/entertainment tradeoffs" and that wouldn't be not ideal. There are so many ways that a complicated 3D shooter game like this can be optimized to the extreme (my old WIP is piss poor, every single room can be done with a much higher level of optimization, I could probably save minutes if I were to redo it), and I don't want to dedicate years to a project like that. Add that to the extra element of a second character that can help you kill stuff faster, and suddenly the optimal way to kill all enemies the fastest becomes even more complicated. 2. It's a big task (the final movie will be over 4 hours), and I kept looking for a TASing partner to help me with it, but never got one. 3. Now that I'm out of college and on the (painful) hunt for full-time employment while at the time juggling part-time work and an internship, I barely have enough time for my other hobbies, let alone TASing (it's slow, slow goign for my Mischief Makers Gold Gem TAS). That old WIP took me, I think, 4 months to make that 1+ hour progress, and I would go way more slower with the level of optimization I know now as well as way less free time. To compare, it took me over a year to finish Mischief Makers, and that's when I had a lot of free time on my hands. 4. The biggest reason is something I mentioned in the recent N64 Castlevania submission: the optimal fastest way to run in this game isn't a straight line. When you run with the joystick and use the left/right C buttons to strafe, you run faster, and it's possible to run in a straight line, but that straight line is actually a very long curve. You don't go in a 100% straight line like in, say, Goldeneye, rather you take a curved route. This sort of movement makes optimization over long distances insanely impossible, as when I first started TASing this game I'd just move the analog into one direction and tested to see if I'd reach my destination, not suspecting that I wasn't going as the crow flies, which in a finished TAS is extremely sloppy. On a minute, frame-by-frame scale, I'd have to keep adjusting the analog stick. It's too bad, because I really think this would have been a very entertaining movie despite it's long length. If anyone wants to ever take this on, please feel free, I may even help out where I can.
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Editor, Experienced player (860)
Joined: 8/12/2008
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Comicalflop wrote:
4. The biggest reason is something I mentioned in the recent N64 Castlevania submission: the optimal fastest way to run in this game isn't a straight line. When you run with the joystick and use the left/right C buttons to strafe, you run faster, and it's possible to run in a straight line, but that straight line is actually a very long curve. You don't go in a 100% straight line like in, say, Goldeneye, rather you take a curved route. This sort of movement makes optimization over long distances insanely impossible, as when I first started TASing this game I'd just move the analog into one direction and tested to see if I'd reach my destination, not suspecting that I wasn't going as the crow flies, which in a finished TAS is extremely sloppy. On a minute, frame-by-frame scale, I'd have to keep adjusting the analog stick.
Just saying, but it's fairly easy to TAS stuff like this when you have the facing address of your character. Just adjust the analog to generally face the same angle and voilà! You're walking in a straight line (pretty much the same thing for SM64 and Chameleon Twist). Or even better, with the proper address like x, y and z position, it's possible to write a MHS script that makes you go from point A to B without wasting a single frame. (RubixClan wrote one for Banjo-Kazooie and improved andymac's script for SM64 too. It works well for very long distance.)
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This game haunts me. Never beat it. I tried to watch the SDA run but the video quality is horrible. Can't see much of anything. The TAS WIP was clean and I could make out everything. I don't think I have what it takes to TAS this but I want to see it done.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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Joined: 10/31/2010
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Location: Honduras
since I knew this game and played it once I always thought this was one of the games with less glitches that and known but now I realize I was wrong in that regard, and here I found several glitches and strategies for a speedrun of this game and also can serve as much for a tas enter this channel and there you will find many things useful for a tas / speedrun http://www.youtube.com/user/xJimmie1717x/videos
mkTAScommunity website: http://mktascommunity.foromotion.net/ mkTAScommunity youtube channel: http://www.youtube.com/user/mkTAScommunity Working in Wario Land 2 and Wario Land 3 Speedruns NON-TAS My twitch channel: http://www.twitch.tv/vlacksr My hitbox channel: http://www.hitbox.tv/vlackSR
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Those were some incredible glitch videos. I watched the speedrun and my biggest question is: When you do the strafing motion with the weapons display (I'm guessing that's up C and left/Right C while holding R), it moves in a straight line, but does it go 40% faster than normal running like normal strafing? If so, it solves the longtime problem I had with TASing the game. I haven't fully watched through the speedrun, but I'm seeing a lot of improvements to the TAS. What are the time comparisons for the route changes compared to the SDA run (which is where I was basing my route)? Makes me motivated to consider the project again.
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Editor
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I wanted to bump this again. The current WR is around 3:33 I have seen the Japanese version (Star Twins) being used in RTA. I think the Japanese version is used for faster text. If I manage to find the WR RTA, I will link to it. Some questions: Has anyone tried a casual run through on newer Bizhawk (1.9.4)? Are there any issues with graphics? Would rainbow blood be allowed as a Speed/Entertainment tradeoff (when it's possible to enable it)?
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Kaylee
She/Her
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Here is the record in 3:32.
Former player
Joined: 4/18/2015
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Location: Canada
I was actually messing around with this game in 1.9.4 and didn't notice any problems. The game emulated really well but I also didn't play through the entire game. But as far as I can tell, it seems to work well on the current version of Bizhawk.
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Joined: 3/31/2010
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Location: Not playing Puyo Tetris
Weegeechan15 wrote:
I was actually messing around with this game in 1.9.4 and didn't notice any problems. The game emulated really well but I also didn't play through the entire game. But as far as I can tell, it seems to work well on the current version of Bizhawk.
Have you done any Floyd missions yet? I heard recently that Emulators may have issues with that by not showing a HUD/Crosshairs during them.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
Honestly, I didn't get very far. I just played around in the first world, trying to find glitches. I don't know how well it emulates the rest of the game but maybe someone who knows this game better than me should test it out.
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Joined: 3/31/2010
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I did find a small graphical issue starting out. The Pistol's "Clip" or whatever the green bar is, graphics are improperly rendered. It's supposed to have gaps, it's one block of green. Right shape and behavior but wrong appearance. Also, in the pause menu, the textures for each button are wrong unless you use Glide64mk2. I haven't gotten past Goldwood (first planet). I am just doing a casual run through to make sure it's working right. And to find issues.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
The main graphical issues I encountered back when I was using Mupen were the missing crosshairs, but the biggest was the Queen Bug Boss in the lava room in Vela's stage. In Mupen the entire screen was black during the boss fight, I actually had to switch to a different graphics plugin while recording
hegyak wrote:
I have seen the Japanese version (Star Twins) being used in RTA. I think the Japanese version is used for faster text.
As a whole I'm against using a Japanese version of a ROM solely for the purpose of faster text boxes. A change in ROM should be for new glitches only.
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GoombaHeart
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Joined: 7/11/2015
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Surely it should be based on if the faster text makes up for (in entertainment) for not understanding it, so it depends on things like the amount of it, and how likely the viewers are to remember it.
Shit tier TASer.
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