Posts for Mukki

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petrie911 wrote:
You can get a pickup from the pots in the Freezard bridge room, or you can get it from the basement of the main room from the plants by the stairs. You could also manipulate some from a snowball or possibly a wolfos kill.
Cool. The basement and the Freezard pots are pretty out of the way. I'll look further into possibilities of manipulating inside if I really can't get get this to work.
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Ah, my favourite stage completely destroyed. I loved it. Nothing to improve as far as I could see. Keep up the good work!
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I am once again encountering massive technical problems. This time it is not a rogue Deku Flower but the entire second set of bomb hovers. Here is a list of the problems -- 1) Horrifyingly difficult to optimise. Different angles cause clearly different results when the wind is hit on a certain frame. This wouldn't bother me too much if it wasn't for the awesome second point... 2)...which is that this section is very very desyncy for reasons that I can't properly see. Firstly, because pretty much every key of input is within 6 frames of one another I have many save state which allegedly causes desync. Secondly, the wind causes very small variations in Link's position on screen if even one frame is dropped, but the desync doesn't usually show until much later. Neither of these would bother me greatly and are easily overcome, but this is a good one... 3) The White Boes. These cheery chaps like to get in the way of my bomb hovers, and when the explosion kills them the game lags for a few frames. Because I can't move I can't remove this lag in any way, I just have to take it. This mainly causes problems because their appearance seems to be controlled by something outwith my control. I have ran the exact same angles and exact same input on the exact same frame (I have noted the frame numbers down just to make sure), but have ended up with strikingly different results, even losing up to 20 frames in some areas. When I play back it always desyncs when the first set of Boe's appear. I am not quite out of ideas yet, but I am certainly running low. If I can't find out what is making the Boe's so random I am in trouble. 4) Also, getting the timing right with the snowball and getting to the right point in time adds to the fun. Although the other route up to the winding path is more wasteful of explosives could it perhaps still be faster? All I need is 5 to hover in Snowhead Temple, which could be picked up inside (off the top of my head I could get some in the freezard room), but whether there is a net gain of time needs to be tested. Since the real WIP could be tomorrow, two months from now or never,I have decided to just post up my blood and tears so far. http://dehacked.2y.net/microstorage.php/info/5164/Zelda%20Majora%27s%20Mask%20TAS.m64 This contains the redo, the first set of bomb hovers and all my testing and pain of the second. It desyncs on a Boe during the second set of hovers, so you can see what I was talking about. Then I run around in a rage for a while. Enjoy!
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Are you sure that the use of death was the best idea? Unless, of course, your momentum carries you into the water. I remember that happens in this game. Other than that I saw no problems and there was a good improvement on your previous movie. The concept of this game doesn't make it terribly interesting, so that may bring it down on the workbench. I think this is short enough though and well enough played. I'd vote yes. Unless you have any further improvement ideas you should submit.
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Voting yes on this submission. It's been a good few months since I last saw Genisto's run so I won't comment on how I thought it compared. As a TAS, however, it was great and very entertaining. What I like most about this game is the interesting form of movement (off the top of my head I can only remember also seeing it in Umihara Kawase) which adds good variety and action. Although I can't remember the real specifics of Genisto's run I do know that it was considered near perfection. This run shows large improvement from a technical side also, which of course is great. Excellent work JXQ and Cardboard.
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That looked good. No major problems. The first part of the coin route looked as if it could have been a bit tighter (could the dropped blue coin then line of coins then red coins in that order be faster than what you did?) but the rest of it looked great. Keep it up. Progress on this is extremely fast to say the least.
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Update - The redo is complete. - SoH played earlier to save ~30 seconds - From there until Pirate's Fortress pretty much the same. Tightened up Goron Rolling and Zora diving saving probably ~ 1-2 seconds. - Pirates Fortress tightened up. Jumped over fish rather than go around them. This means that I arrived at the sentry boat ~1 second too early to jump and dive off it :( Went underneath instead. Massive desyncs in this area which made this take a lot longer than it should have. - SoDT worked in nicely. Losing some time but I shall reap the rewards of this later. - Collecting of Zora Egg faster. Never took damage. - Road to Snowhead faster/cooler. Spent a long time trying to manipulate bomb drops from every snowball, but to no avail. Could only ever do it to one and even then it rarely synced so I chose to settle for a Lullabye skip with only 16 bombs and 20 chus. Goron Lullabye skip almost done. - Goron roll to second flag. Infinite sword glitch there. It is possible to get further, but wind and rolling snowballs make life difficult. I tested thoroughly and I'm sure that there is nothing to gain from going any further. - Backwalk to hovering spot. Avoid use of an explosive by hopping around snowball. - There are two ways to reach the hovering spot. One will get you there at the beginning of a wind cycle which keeps the hovers clean and consistant. The other (which I took) gets you there halfway through the wind cycle before the one stated above. This is faster but it makes for strange use of explosives which wasn't ideal. - First part of Goron lullabye skip done with 10 bombs and 11 chus. Leaving 6 bombs and 8 chus for the second part. I'm hoping to use 4 bombs and 6 chus. This will mean that I can use chus instead of bombs when hovering in Snowhead. - As of right now I am testing the best way to do the second part of the lullabye skip. - Snowhead Temple should be pretty straight forward so I shall post a WIP after Goht. I realise that it has been a long time since my last WIP, but I am still very active on this project. I have just had my progress hindered by annoyances, and also this is one of the more difficult sections of the run. Unfortunately, I am very busy next week so this next installment probably won't be ready for another week or two at least :(
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zidanax wrote:
What about the flying seemed off to you? I could probably tell you why I did what I did.
In the third (?) level ~ frame 13650 you hugged the ground quite closely as you descend. Whilst watching I thought it may perhaps have been faster to continue straight and then drop rather than descend so tightly. Your method was likely faster due to the shorter drop from being closer to the ground, but it is the only moment in your run that I really thought twice about. Also, good explanation on the damage.
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I watched this and will vote yes. I hadn't watched HotD's run yet so I can't comment much on improvements etc., but everything looked pretty highly optimised. The flying in places looked a tiny bit off (that's just me saying and i've never played it) and worst of all was the slow damage taking, which was made worse by the fact that in the auto-scroller level you seemed to do it for no reason. I also spotted similar examples and (perhaps they were the fastest way, I don't know) that annoyed me slightly. The game was OK, nothing spectacular, but colourful and (mildly) interesting enough to hold my interest. Overall this was well played and not overly boring, which is why I vote yes. Good job.
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Bablo wrote:
Bubble Man track from Mega Man 2. It really is lovely when played on the piano.
Seconded! You should also consider the the level 1-1 (also in many other levels) theme from SMB3. Other good themes you may want to consider include -- 8-eyes main theme. Legend of Zelda main theme. Mega Man 2 pre-stage theme (perhaps as an introduction to something).
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I watched the avi and it was great. You've definitely got me interested in this run and I'll be keenly following your progress. Keep it up!
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Cheers man. Appreciated :) I've seen nothing, so I'd like a full movie WIP, but it's up to you. Whatever you can manage is great.
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I tried it and the lag was massive and the graphics were none too nice. Neither of these things should come up in an avi so if you get the opportunity please record one. Was looking forward to this...:(
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I agree with Swordless Link. Unless I'm missing something there shouldn't be any benefit in Manty Ray's Reward after BitFS. Other than that it all looked good. I watched BBH and BitDW too as I've not had a chance to watch them yet. You seem to be making WIPs faster than we can watch them :D
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In relation to Gauntlets and Goron Bracelet then sure, if getting the Golden Gauntlets will automatically include them, skip them. Also, looking back at the route I posted, I think the Mask Sidequest could be left until later. We will have to return to child form at some point and the mask quest could probably be sped up with use of song warps. Because of this I'll try and write up an adult route and then test run it quickly in real time to make sure it works (rupees and bomb supplies) and give an indication towards time etc.
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I've had a go at formulating a possible route for the child section. This is definitely improvable, and I'm sure that I've overlooked/missed a few things, but this is just version 1.0. In case you're wondering, the Skulltula and Heart Piece numbers are based on those in the Gamefaqs in depth documents. Gold Skulltula here: http://www.gamefaqs.com/console/n64/file/197771/21898 and Pieces of Heart here: http://www.gamefaqs.com/console/n64/file/197771/3487 And of course, the route, here: http://files.filefront.com//;7124726;/
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I took the route that Comicalflop linked to and copied it into a document. This only contains the child segment, this is very improveable as Comicalflop suggested and this way everyone can pick at it and modify it. http://files.filefront.com//;7096190;/
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Here is a glitch I found a few months back. I'm almost postive it's worthless, but I'll post it just in case someone can make something of it. http://www.youtube.com/watch?v=h0ltzJX1S9Q
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I googled mine's and got this. Aside from that it's mostly just me and a bunch of German sites.
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There seems to be enough interest to start formulating a route. I say the sooner we get to the drawing board the better. Also, Flop, you should still be good with using the TAS input plugin. Frame advance can have the same effect as turbo fire so it should be fine. I can't really think of anywhere in a Zelda 64 game where you'd need turbo fire.
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The main difference between OoT and MM is that through just playing OoT you'll see most of the game, whereas through playing MM you'll see very little. OoT was based strongly on the quest whilst MM is more concerned with sidequests etc. For example, an MM 100% will collect all the masks which will then lead to Fierce Diety Link, something few players get to see (and I can assure you that it is very impressive). Plus all the heart containers, items etc. and you have a much more varied run. Having said that, I think an OoT 100% would be very interesting and I'd be happy to talk routes,even if no one picks it up, it would be good fun (I'd consider it, but my plate is so full and my stomach is so small :( ) . Runners for such things turn up so I see no harm in discussing it.
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I agree that 100% is much better than the all medalions. I've seen a few of YE's segments and it does look spectacular. I think finding a TASer could be difficult because 1) they would need insane patience to deal with a 6 hour movie that regularly desyncs and 2) they would need to know Zelda to optimise at this level. Such runners are hard to come across. If we were to throw a route together (which would probably be done anyway out of curiosity) then a runner may pick it up eventually. I still think Majora's Mask would be much more entertaining as a 100% :) anyone?
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As of now I've just shot the wasp hive and am about to enter the room below. I've been pretty busy recently so I haven't got much done and I'm pretty busy for the rest of this week. I changed a few things here and there since the Mikau speech which meant that I had to fully redo. Also, I experienced a few desyncs in Pirate's Fortress which pissed me off as it resulted in doing the bomb hovers three times. I'll post a video of the lullabye skip and a full WIP after Snowhead Temple. Depending on how much overtime I 'm offered I should have a good bit of spare time over Easter in which to accomplish this.
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http://www.youtube.com/watch?v=-Gg7tMK8mr4 I managed to replicate the fighter jet skip. I was also able to do the tank skip, but never recorded it. I'll see what else I can dig up, the miniboss battles seem very glitchy and most of them can probably be skipped.
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zefiris wrote:
and tank at the end of vertical level mistycally vanished :D
This is a glitch that I came across against the fighter jet at the start of the level. It is caused by (I think) luring another enemy into the screen at the time when the miniboss is set to appear. I did it by accident and that was the situation so that's what I think caused it. I'll try and replicate it and make a video.