Posts for CoolBumpty

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Joined: 12/12/2004
Posts: 158
Well, that's obviously a lot slower than the poe boost, but it's great that it's actually doable (within reason), and that'll be a lot faster than having to buy beans, I think. Edit: Actually, this sort of changes everything, assuming that these tricks were known from the start. There's a way to skip 4 rooms in Deku Tree now. . . . http://www.youtube.com/watch?v=vYU7g9NxDH0
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Posts: 158
The ground jump just lets you do a small jump when you're not in an area where you can normally jump. Since there's that railing in the area that Link jumps off of, there's no use for the ground jump for the poe boost. If you end up having to wait around for 10 seconds or so to make the poe be manipulated in the right way, I'm sure that no one who has followed this thread would mind. Even though it may seem like the poe is in an optimal place and is attacking in an optimal way, it's likely that the first good looking opportunity isn't good enough. But other than that, I hope you don't give up. Feel free to just take it slow. It might take months to do. =( Good luck with it!
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Posts: 158
No save state is required. As for whether this is a test run or not, I don't know. It started out as a test run, but it wouldn't be crazy to submit it. It's sort of like the Mario 64 run with 16 stars, where after the test run was done people said that it should be submitted.
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Posts: 158
GuanoBowl wrote:
BTW mwl, why do I get squished by the last door in Dampe's tomb?
Actually, you can also get the door to close and have Link jump back into the room with Dampe in it and that will do the same thing as having Link be crushed. I wonder which would be more entertaining?
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Posts: 158
Wow, that was fast. O_O Yeah, you only need two more bombchus, then you'll do bombchu bowling to get the upgraded bomb bag.
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Joined: 12/12/2004
Posts: 158
It's just that if you have time you can do a jumpslash with a deku stick that doesn't hit anything, then afterwards do a crouch stab. That should do as much damage as hitting him with a deku jumpslash, and it has the benefit of not wasting a deku stick, though I don't think it'll matter at that point, so it doesn't really matter. You can just hit him with the deku stick on the first go around just for show. =P
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Joined: 12/12/2004
Posts: 158
Going down the river plus walking a decent bit in Hyrule Field will most likely take longer than simply walking around the house in Lake Hylia and walking along the bridge to talk to the owl. And we're not one bombchu short. The bombchu to get into Goron City is taken into account. Maybe you're thinking that a bombchu will have to be used in one of these locations: To open Dodongo's Carvern or just in the entrance: There are Goron's Crop there To open up the cave to talk to the Great Fairy: It's possible to seamwalk and get over the cave entrance, then jump off and jumpslash to enter the cave To open up the Well's supply of bombchus: That will be skipped and instead bombchu bowling will be done to get bombs for the adult portion. Although, was a bombchu used to get onto the Graveyard cliff, or was it a normal jumpslash onto the poe? Well, either way it should be possible with normal bombs, but that might make it even harder. And if there's another run, we can test out that backwalking speed up, though it may not make enough of a difference to make Jabu Jabu possible before Zelda.
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nitsuja wrote:
CoolBumpty wrote:
Yeah, he just meant that you can't put in a new note each frame and have it play all of the notes you put in.
But you can put in a new note every 6th frame. Frame advance is perfect for that.
Yup. It would have been better if instead this was said: "Remember that the game doesn't accept input in every frame, such as when you're playing ocarina songs." Or something like that, since taking what he said literally doesn't make too much sense. But well, I understood what he meant.
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Yeah, he just meant that you can't put in a new note each frame and have it play all of the notes you put in.
Experienced Forum User
Joined: 12/12/2004
Posts: 158
I felt that it was a lot clearer with both of them played side to side (or top to bottom). I watched just that hacked cam version before, and it was nice, but it somehow feels hollow not seeing the actual run of how it really looks. On the other hand, I couldn't see myself watching the actual run all by itself. It's nice to be able to see what Sonic's actually doing, and refer upwards to what the game actually looks like. Personally, I had no problem with a lack of division, though it may cause problems in future levels. I think that actually, the best option may be doing a duel release, but instead of having the movies for option 3, it should be both 2 and 4. That way people who like the duel screen view and those who only care about the actual view (which I think is a lot less than people who only care about the hacked cam) can download option 4, and the people who don't want the extra distraction and who wish to have a smaller download can have their version as well. But for me, I'd just download option 4 if there were movies of 1 2 and 4 all available. If there were just 1 and 2, I'd download 2 and not bother with 1, but it would feel kind of empty to me. Edit: Oh yeah, and to help people have less confusion, I think there should be a note in the movie file at the beginning that tells you that the top screen is the actual view of the game, and the bottom is a modified version that's used to see what's actually happening. That way it'll be clear to people who didn't go to this site to view the movie. Though I'm sure you've thought of that already.
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KroNa wrote:
Sorry, but what are all the places you use ground jump? Just there? BTW, the WIP desyncs right before the vine. Is it me? Same plugins, same rom, raw data checked...
That happened for me too when I used the save state attached with the movie. But when playing it from the beginning it was fine.
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It desyncs when you're trying to climb the vines when I use the save state. =( Let me try without the save state. This may take a while. . . . Edit: Okay, it worked when I played it from the beginning. That owl seems to always cause desyncing problems whenever he opens his mouth. The camera seems to angle itself really differently when you use savestates. I loved how awkward the jumping past the guards was. Jumping around in the prerendered areas looks odd in general, but the ending of that guard area took the cake for me.
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Posts: 158
You could also try crouch stabbing them, but yeah, the slingshot sounds easier. =P
Experienced Forum User
Joined: 12/12/2004
Posts: 158
When I was working on the OoT testrun a long time ago, I had the Rawdata unchecked, but it still would desync for me, so it's not entirely the rawdata's fault. And I have a problem where Mupen keeps closing when I try to load as or save as. The screen for saving/loading in a certain place shows up, but after about a second it often closes the program, which gets really annoying for me when I want to make a save state after fast forwarding for a long time. I guess I could use F1-F9, but I like to save that for my own testing and such. Actually, now that I think about it, I could work around it, but well, it's just a thing of convenience not having to go through the place where it stores save files and moving and copying and renaming them, but if I'm the only one with this problem, that's fine. I didn't seem to have this problem before, though I haven't used it too often before, but the times I had used it more than a few months before, it worked fine.
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IMPblackbelt wrote:
Ok, loading it up from the save state at Gohma... -.-; Right. Problem is that when I load a state, it starts recording. How do I fix this?
Check the Read Only box when you playback the movie, though you'll have to redownload it first.
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Hmm, that's an interesting thought. For most of the dungeons the key counts are different, but since the game would expect you to get all the keys in the fortress and use them all before going into the Spirit, it may count all of that as one dungeon. So it might be possible. I'm also thinking that th key count might overlap between the Spirit Temple for child and adult. I doubt that would help with anything, but you never know. There's also a good chance that none of it overlaps, so yeah, we'd need to test it out. =P
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mwl wrote:
Has anyone figured out what to do to get rid of the long pause in loading the status screens? Copy framebuffer to RAM or something?
Yes, that works, but when you try to play it on your computer it's really really slow. About 10 times slower, I think. So if you can fast forward though the game and get about a 3x speed from it, you'd have about a 30% max speed with that option on. So it's definately not something to be considered for a testrun, and the only way to reasonably watch it for most people will be through an avi.
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Uh, I believe that the mod to make the zipping lines in Mega Man 1 look solid is interfering with this game, making a line flicker across the screen every once in a while.
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Hmm, it said the video was removed, the link right above. Anyway, I'll look into the SDA topic now. Edit: This link works http://www.youtube.com/watch?v=gLSDZ0VhmLU Wow, that was WAY too easy. I tried doing bomb groundjumps there, but apparently the real answer was a lot easier.
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Posts: 158
Well, having 4 instead of 6 would be better for the screen ratio, at least for computers that don't have a widescreen moniter. And somehow I don't think that Mega Man 1 and 2 would end up looking that good. But I can also see the argument for adding them as well. Anyway, either way I'll watch it. =P
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Posts: 158
Well, I tried for a bit over an hour and got to the moat with my bombchu out right as the wolf howled, to no large surprise. And it's surprising that I did over 1000 rerecords from that. Though I guess it's not a huge surprise since about 900 of them were trying to get over that seam. As for the water, I'm not sure if there's even enough breath to try to see if there's anything that can be done. The countdown timer starts at 6 seconds.
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Wow, 3 seconds is a pretty long time. I'll see what I can do, but I can guarentee you right now that I won't be able to do it. ;)
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I wasn't able to run up the seam, and could only do it while walking forward. But I didn't spend a lot of time on it because back when I was doing that area, half a year ago, there wasn't a spirit before Dodongo technique, so I had to stall there anyway. ie, I don't know. =P
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If I remember correctly, it was mentioned that you can't beat Dodongo nor Jabu Jabu before talking to Zelda. You can only get the Lullaby by going to her before getting the gem from either of those dungeons. But I haven't tested it myself.
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Well, just as a note, I've tried about 100 times to light up both eyes at once using savestates. I doubt I got up to 150 tries, though. But it seemed like it was possible to get a bombchu right in between the two eyes, and neither would light up, but I wasn't sure since the camera angle didn't allow me to see what was really going on. But I don't know, it may be possible.
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