ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
You can control the kart after pausing to quit out. The fastest way to quit out is Start on frame 1 and using the touch screen on frame 2.
Player (58)
Joined: 3/15/2011
Posts: 28
ALAKTORN wrote:
You can control the kart after pausing to quit out..
Oh, really? It's pretty surprising!
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
ALAKTORN wrote:
On a related note, I saved 1 frame on 4-4, lol.
Suuper re-did the latter half of the mission and improved 8 frames, then I re-did the ending and improved a further 6 frames. The ending still looks like shit but bounces optimization is really hard, Suuper tried a lot to improve it and couldn’t do it. There’s still a thing I wanna try out before the bounces which I’ll get to eventually. I think we’re up to 4-8 right now but there are still a bunch of older missions we’re trying to optimize further.
Editor
Joined: 8/6/2014
Posts: 37
ALAKTORN wrote:
bounces optimization is really hard, Suuper tried a lot to improve it and couldn’t do it.
It's not just the bounces (I have experience bouncing on courses like rCM), but the slippery road as well. Without that it'd be easy to go both straight and fast at the same time.
DwainiumB
He/Him
Player (58)
Joined: 2/2/2013
Posts: 316
Location: Where the world can see me.
By Suuper Link to video
Perception is the greatest deception. nitrogenesis: 04:43:04: but TAS is life nitrogenesis: 04:43:23: TAS everyday MKWii TAS Discord: https://discord.gg/z5bu44H MKWii TAS Records: https://goo.gl/ZrGKgt Currently Trying to TAS: On Hold: The Incredibles (GC) The Incredibles: Rise Of The Underminer (GC) Future: (GC) Egg Mania: Eggstreme Madness (Wii) The Adventures of Tintin: The Secret of The Unicorn Mario Kart Wii 32 Track GP
Active player (476)
Joined: 2/1/2014
Posts: 928
at :09, is the sharp turn supposed to just stop yoshi ? Almost looks like he hits the wall and loses speed.
Editor
Joined: 8/6/2014
Posts: 37
That's a wall clip. Hitting a wall very quickly changes your trajectory so that you're going perfectly straight (the way you are facing). Normally I can keep from slowing down that much, but this corner is particularly tricky largely due to not being off-road. If you want to see more wall clips, watch my TAS of GBA Luigi Circuit.
DwainiumB
He/Him
Player (58)
Joined: 2/2/2013
Posts: 316
Location: Where the world can see me.
By Suuper Link to video Suuper explaining the strats used in the TAS: https://www.youtube.com/watch?v=fTT_0FKYFAo
Perception is the greatest deception. nitrogenesis: 04:43:04: but TAS is life nitrogenesis: 04:43:23: TAS everyday MKWii TAS Discord: https://discord.gg/z5bu44H MKWii TAS Records: https://goo.gl/ZrGKgt Currently Trying to TAS: On Hold: The Incredibles (GC) The Incredibles: Rise Of The Underminer (GC) Future: (GC) Egg Mania: Eggstreme Madness (Wii) The Adventures of Tintin: The Secret of The Unicorn Mario Kart Wii 32 Track GP
GloriousLiar
He/Him
Player (168)
Joined: 4/20/2016
Posts: 63
Location: Texas
That looks sick :o
I am a sad avian
Editor
Joined: 8/6/2014
Posts: 37
I TASed Tick Tock Clock 3lap. https://www.youtube.com/watch?v=WUbkZoPeG5Q I also made an explanation video for it. https://www.youtube.com/watch?v=lzst66t8Og4
Editor
Joined: 8/6/2014
Posts: 37
Wario Stadium done 9.2 seconds faster than current WR: https://youtu.be/mpe-j-dNCWs
GloriousLiar
He/Him
Player (168)
Joined: 4/20/2016
Posts: 63
Location: Texas
Are you planning a full game TAS or just sticking to time trials?
I am a sad avian
Editor
Joined: 8/6/2014
Posts: 37
A missions TAS is in the works.
Joined: 2/5/2016
Posts: 10
GCN Luigi Circuit 1:07:461 by Rupa Link to video
Joined: 2/5/2016
Posts: 10
GCN Baby Park 41:626 by Rupa Link to video
Joined: 2/5/2016
Posts: 10
GCN Luigi Circuit (Flap) 22:304 by Rupa (and 1:07.406?) Link to video
Puddings
She/Her
Joined: 8/3/2023
Posts: 8
Location: Vermont
Hello, My name is Puddings and I guess I could be called a very passionate Mario Kart DS enthusiast. I have experience in competitive time trials, full game runs and have dabbled a bit in TASing for the game but I'm just really hampered by the complete lack of any resources or help for this game. We've had TASers for this game in the past but unfortunately they're completely gone for 10+ years, banned from the community for "reasons" or disinterested in sharing any of their resources. I was hoping that at least someone on this forum had tried something with this game since 2017 but not so... I'm not very knowledgeable on the ins and outs of BizHawk and the like and I guess I have a few questions (or as I call them shouts into the void) How can I "translate" an AR code into a form that bizhawk could understand? - mainly want to do this cuz the only other way to access most of the karts is to play through the entire game on keyboard at like 40fps and I just don't want to do that How could I import a .sav file into BizHawk and proceed from that? - this seems even less plausible but I have tons of full game complete saves and a save that literally contains every single TAS best known time on it but I can't do anything with it other than replay it on other emulators How can I publish TASes that I make and add resources to the game that I've created? - I've made a few rough TASes both in BizHawk and by manually editing a .dsm (desmume movie file) in notepad and continuously replaying and editing it. I'd like to share these with the site and help anyone else with TASing this game or give them something to go off of. This game has literally no TAS attention but plenty of people who want to create TASes but are completely stifled due to a complete lack of resources and forum. If anyone on this forum can help answer my listed questions or just give me a better idea on how to navigate this site or the bizhawk interface I'd be so grateful. Thank you
Editor, Active player (458)
Joined: 2/11/2018
Posts: 240
I don't know the answer to most of your questions. However if you're not aware, BizHawk accepts .dsm movies with the Import Movie option. However you'll still need to resync it to the melonDS core
Puddings
She/Her
Joined: 8/3/2023
Posts: 8
Location: Vermont
Randomno wrote:
I don't know the answer to most of your questions. However if you're not aware, BizHawk accepts .dsm movies with the Import Movie option. However you'll still need to resync it to the melonDS core
Honestly, that tip alone helps a lot! Thank you and I hope I can eventually answer some of my own questions here soon :D
Emulator Coder, Judge, Experienced player (729)
Joined: 2/26/2020
Posts: 779
Location: California
Converting AR codes to something BizHawk understands would require looking into the AR code format and seeing what the code exactly does. If it's just freezing some memory address unconditionally, it's relatively trivial to do the same in BizHawk with its own cheat interface. If it's doing something more complex, it may require some lua scripting in order to implement it. .SaveRAM files are .sav files with a different extension. Importing .sav files is nothing more than renaming them and placing them in the correct folder (NDS/SaveRAM folder) I assume you just want a place to save whatever TASes, whether complete or not, onto the site, and not what we typically refer to as publications (a completely separate ballgame). You probably want to just look at the userfiles here. For adding resources to a game, look at the game's own game resource page. You may need to ask a staff member for editing permission on game resources here however, as you lack the Published Author role which normally is what gives permission to edit game resource pages.
Puddings
She/Her
Joined: 8/3/2023
Posts: 8
Location: Vermont
This is fantastic, thank you so much!
Puddings
She/Her
Joined: 8/3/2023
Posts: 8
Location: Vermont
CasualPokePlayer wrote:
.SaveRAM files are .sav files with a different extension. Importing .sav files is nothing more than renaming them and placing them in the correct folder (NDS/SaveRAM folder)
actually an updated question on this... I've put saves in the saveram folder and changed the extension but I can't load them? do they have to be named a certain way?
Puddings
She/Her
Joined: 8/3/2023
Posts: 8
Location: Vermont
also is there a discord or something I could join to ask questions as I come across them and when I actually have time? I love message boards but I don't always have the luxury of being able to immediately act on a reply once I receive it ;)
lexikiq
She/Her
Active player (400)
Joined: 8/13/2018
Posts: 109
Location: United States of America
Puddings wrote:
CasualPokePlayer wrote:
.SaveRAM files are .sav files with a different extension. Importing .sav files is nothing more than renaming them and placing them in the correct folder (NDS/SaveRAM folder)
actually an updated question on this... I've put saves in the saveram folder and changed the extension but I can't load them? do they have to be named a certain way?
They should be named basically the same as the ROM file you're loading, just with `.SaveRAM` for the extension instead of `.nds`. Edit: turns out they're named after the "proper" (GoodTools?) ROM name? Interesting 🤔
Puddings wrote:
also is there a discord or something I could join to ask questions as I come across them and when I actually have time? I love message boards but I don't always have the luxury of being able to immediately act on a reply once I receive it ;)
Yep!
Post subject: Shine Runners and Balloon Battle TASes
Experienced player (928)
Joined: 7/18/2016
Posts: 106
Location: United States
The two potential TAS categories I see discussed for this game the most are for Grand Prix mode and Mission mode. It's also not difficult to see why a TAS of either has not been finished yet: there is a significant amount of effort required to optimize each of these with 32 tracks and 63 missions to work on. However, there are two other potential TAS categories that I think would adhere to the rules of the site which would require significantly less effort to make: Shine Runners and Balloon Battle. I'd imagine a TAS of each would simply consist of beating 7 Hard CPUs on each of the six battle maps. Shine Runners would be by far the easier TAS to make as each stage would only last exactly 1 minute as the player collects all 9 shines and the CPUs get none. So, the TAS time is relatively trivial to optimize. The high-effort part comes to play in how entertaining the TAS author wants the movie to be. Interspersing the TAS with powerslide turbo boosts and sniping CPUs with green shells, bob-ombs, and banana throws might increase the entertainment value of the run, but also the level of effort. And then there's Balloon Battle. Unlike Shine Runners, there are no fixed-timer benchmarks to meet here, so every frame counts. The Nintendo DS, Twilight House, and Palm Shore stages might be the quickest stages to TAS because you can get CPUs to lose 3 balloons practically at once by first hitting them with an item, then shrooming into them before their I-frames start, and simultaneously knocking them off the stage with the shroom. Tart Top on the other hand might be a nightmare to optimize because there is no out-of-bounds to knock CPU players into and the inconvenient locations of the item boxes do not allow for sandbagging. But with only six battles to work on, I still see Balloon Battle as an easier TAS effort than both Grand Prix and Mission Modes. I bring these two modes up because we still do not have a TAS of MKDS up on the site yet, but if someone had the motivation to do a Shine Runners or Balloon Battle TAS, it might be a relatively quick way to finally get one published to the site. I would volunteer to make such a TAS myself but I don't have the MKDS TASing know-how to pull it off. Let me know what you think!