Posts for Mukki

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I had this for my mega drive (don't know if the versions differ at all). It was fun and I'd be interested in seeing a TAS mostly because I've played the game. However, it may not be very entertaining to those unfamiliar with it. You should make up a WIP and post it up here to give a better idea of TAS potential.
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Great stuff Mr R_Z. It's excellent that you could still make it look new and refreshing even after it's been TASed so many times. I also couldn't see anything that looked improvable.
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http://dehacked.2y.net/microstorage.php/info/1212489772/Zelda%20Majora%27s%20Mask%20TAS.m64 I'm inside Great Bay Temple. This is also the final WIP. There's not much left and I want to keep what will be the best of this run until the submission :D Here's what's new this time; The Egg Quest Pirate's Fortress 2 In the Marine lab it's faster to roll to the tank. I can't roll until I'm a certain distance past the tank on the right otherwise Link will 'check' it (ugh, the desync this caused) which explains the delay before the roll. In pirates fortress I enter via the door on the right this time. To do this I need to hookshot from a sentry boat. Inside I skip the first two Pirate battles with jumpslashes . In the third pirate battle I let her hit me. I could hit her a few frames earlier, but then she does the backflip away after taking the damage. I delay my swing so that I hit her on the same frame she hits me, which means she doesn't do the backflip away. By doing this I can get a second shot in to finish off the battle very quickly. Pinnacle Rock I dive low enough so that I'm at the optimal height to swim down to the snake cave at the tightest angle. I therefore navigate the maze from quite a height which is impressive to those that know how difficult it is. I like the snake battles; I managed to get nice variety on how I tackle them each time whilst preserving the optimisation. I then break the pots for rupees at North Bay and then catch a Turtle ride to GBT. Yay! Question: I assume that I'll be using the seam walk Ikana Access strategy. I don't have the bombs nor the funds to do what Petrie posted up here a few months back. Or am I missing something? I guess that covers it. The last 25-30 minutes of this run should be the best considering how awesome the GBT and Stone Tower strats are. Also, the movie will run into the final 6 hours. I'd hoped this would happen from the start as it will mean an intense ending as Link races to the Clock Tower. Anyway, a big thanks to everyone who's given critique, help and support since I started this last November. I'll probably be finished within the next two weeks depending on how co-operative the game is with me. I honestly can't wait to see the final movie :D
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Can't wait to see this! After watching - Pure madness. I never thought the last run could be improved by so much. Even the simple things like "I defeated Koga!" were great. Yes vote. I look forward to the "Gotta catch 'em all" run :D
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I was considering doing this movie within the not too distant future, but hopefully someone gives this a shot. I agree with FODA and AKA. It should be 2P and contain considerable Speed/entertainment tradeoff. I think that entertainment should be the central goal in the run. In 2P mode there are more enemies, but the work split between two characters would make makes it relatively less than 1P. Plus with the glitches above the run would be faster anyway.
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The red flashes when an enemy takes damage don't show up (most noticable in the Goht battle and Goron race). Like I said, it's minor, but it's the only thing I noticed.
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bkDJ - That video (HQ) looked great! Direct64 renders this game pretty well. The only problem was the red flashes after taking damage but that's minor. mwl/Swordless Link - I knew about the Dinoflos improvement but never redid since I was already in Great Bay and had had sync problems. The three corrections listed above I'll admit I never picked up on, although none of them are major and are pretty far back in the movie to be worth redoing at this stage. Besides I have already indicated that I'll be making a second version since I love this game and TASing it. I reckon the first version will be improvable by ~30 seconds since I've had some new ideas. I'll get started on that next year at some point (probably around summer). First things first however is finishing off V1.0. At the moment I'm collecting the Pirate's Fortress eggs, I'll post a WIP when I reach GBT.
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The issue with flashRAM was adressed and resolved a long time ago.
comicalflop on the 12/01/2007 wrote:
the .fla file I was mentioning in IRC is more of a problem on my side, not as much for Linux viewers. This is specifically for me (when watching from the very beginning): I have to delete the .fla file in the mupen save directory beforehand, play the movie, and let it desynch at the menu. after it desynchs, replay the .m64 again, letting a .fla file be generated. This is probably because I use windows and not Linux. it probably works differently for Mac and Linux users. DeHackEd's mention of rejecting it has been mostly resolved, since it was more concerning if the movie started with SRAM. I think that's the gist of it. AKA's currently trying to hex everything to make it work, today I might try and review the entire thing from scratch to see if everything synchs up from the beginning. keep up the good work!
This movie never started from SRAM. The memory was completely clean when I started as far as we all knew. I can't think how the flashRAM that you are refering to changes anything in any way. I doubt this will lead to the movie's rejection. Anyway I'll be finished this in the next few weeks (hopefully) so I'll carry on regardless. Also, hex-editing anything won't work, there is a large amount of luck manipulation in this movie so it would desync pretty quickly.
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Having not watched the WIPs I never knew what to expect. I was wonderfully surprised. This movie was awesome! It was fast and exciting all the way through. Jumping down the stairwell in the second level was so fast I felt motion sickness. In the third level I thought all the "Bond is here" BANG! was hilarious. Great job. Clear yes vote.
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>>>PROGRESS<<< Odolwa done. Some points on what's new -- Goron Lullabye Skip I can't quite articulate how great it is to finally be done with this. The snowballs were better slightly kinder this time which meant I could boost up the path better. This in turn meant I was slightly further forward on the path allowing me to get into the temple a full wind cycle earlier. I missed it by pixels last time. Snowhead Temple Saved a few frames in the first Wizzrobe fight by rolling (no idea why I didn't do this first time around). I also tried out Dashiznawz' bomb hovering suggestion which turned out to be considerably faster. I also did the entire second Wizzrobe battle with fire arrows this time. It kept the C-button management and transformations much cleaner saving some time. Termina Field Goron race and all went fine. In the field I only open one chest because the other is pretty out of the way and I've managed to manipulate enough rupees to avoid it. Ranch I like what I've done here. I don't backwalk etc. since I'm trying to kill time anyway but everything still looks really smooth. At the end I manage to kill four aliens with a single arrow although it may be hard to see. The Epona cutscene is unavoidable. The aliens converge on the barn at ~3:45, although you would need to be in there a lot earlier to actually get him. I suppose I could have entered slightly later, but getting it wrong would mean a lot more redoing so I decided not to risk it. Besides, this is only my first version of this game. Mountain Village I thought this would be pretty mundane, but I managed to utilise a few cool glitches I've discovered. I first pick up a few rupees so that I can skip some in Woodfall. Then I noticed that rolling against the rocks beneath the porch at a certain angle can get the 20 rupees without having to break the boulders. This saves seconds. Then I use another glitch I thought was useless. Rolling over the very corner of something that will increase Y-position at the correct angle causes the joystick position to completely reverse. This means Goron Link can change direction instantly without having to turn. Until now this was just annoying when going over ramps etc. but it looks cool here. Woodfall Temple The boes came along to ruin my day once again so I have to kill that one or I can't hookshot the torch. In the room before the boss I only collect one of the four blue rupees because due to manipulation of rupees earlier it's the only one I need. Originally, I tried using the jumpslash method to kill Odolwa. However, by watching his his health in the memory I discovered the optimal position and frame to be on to deal the most damage with a whirwind attack. When executed like this it does 9 points of damage rather than the jumpslash's 6. This means I kill him in three hits rather than four. I'll get on with Great Bay either today or tomorrow depending on how quickly I get feedback on this. I want to use this motivation while I have it :D Not long left now at all.
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zdude255 wrote:
A BLJ-less run that abuses other glitches seems kinda arbitrary.
How exactly? Don't use the BLJ hyperspeed glitch. End of. That's one thing that really gets me. That whenever something new or interesting is suggested the word 'arbitrary' is thrown at it and it never gets anywhere. I can't help but feel that because of it we're missing out on many inventive and unique movies. No BLJ hyperspeed sounds great to me as a 'non-severe glitch run', everything else is fair game in my opinion.
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This is brilliant! :D The music in this awesome game is underrated so it's great to see someone finally do it justice.
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Twelvepack wrote:
Anyway, 70 star BLJless run in progress.
Might want to step it up to glitchless but that is obviously up to whomever makes the run.
I disagree. I think other glitches such as using a bob-omb to get behind chain chomp's gate should be used. This would make it a non-severe glitch run which means that 70 stars will make complete sense :) Of course, it is up to Mr RZ, I really look forward to progress.
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Although I've been pretty quiet on this thread I have been following for a long while. This is shaping up to be one of the most entertaining movies I've seen. Keep it up! I can't wait to see more.
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Yes vote. I'm too overcome to really think of anything else. I'll edit this post with my emotions as I feel and understand them.
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The first three levels were kind of meh, but level four onwards was better. The fast spells when the screen was full of enemies was great. However, I found the character movement to be annoyingly slow at times. I give this a borderline yes.
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Excellent! 16 frames is impressive for this game and it's also very entertaining so it's good to see that there's still competition here. Easy Yes from me.
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Try playing ahead anyway loading and saving as usual. Then play the .m64 back from the start and it may stay as HSW on playback. That's about all I can think of.
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A few years back, soon after the run's completion, I read a small article in a video game magazine I collected at the time. It was about Radix' 100% Metroid Prime in 1:37, a game I had played a few times and this time I found to be absolutely astounding. There was a reference to SDA and I took a mental note to check it out. I quickly forgot about it but over the coming years I often reminded myself of my interest to investigate speedrunning (once after hearing the same Metroid Prime run mentioned on a video game television show, as an example of 'over-gaming') and finally in summer '06 I did. I'd long since sold the magazine to some foolish individual on ebay but after some googleing I found SDA. I dived straight in and saw times for many of my favorite games that I would never have thought possible. SM64 completed with only 16-stars impressed me but a 4:56 completion of OoT (both judged by their covers) didn't, it just didn't seem as brilliantly short a time as the others. From there I decided to search for speedrunning in wikipedia and after not reading the article I found a link to this site at the bottom. I then saw a 2:33 completion of OoT, exactly what I'd been looking for, and Spezzafer's SM64. I then watched movies of other games from my childhood; Tetris, SMB3, Megaman 3, Golden Axe and the Genesis Sonics. I registered soon after (almost a year ago now) and my enthusiasm for TAS has grown ever since.
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As of tomorrow I'm away on holiday for a couple of weeks. I won't taking my laptop with me, of course, especially since I only got it repaired a few days ago (it never switched on because the motherboard needed replaced). Therefore there will be no progress on the run within that time. Here is everything I have so far: http://dehacked.2y.net/microstorage.php/info/1477593055/Zelda%20Majora%27s%20Mask%20TAS.m64 This goes up until the end of the first set of Lullaby skip bomb hovers (the last one desyncs, I know, but it's easily fixed so it is effectively done). There is nothing really new here; hex-editing never worked (I never got my hopes up anyway so I didn't mind) and copying the input just became tedious and boring, especially with the amount of luck manipulation in this part of the game. I decided to just play again as normal making sure I never dropped any frames. I did a couple of things ever so slightly differently but I was unable to save anything more than a frame or two here and there. The only real improvement is that I start the first set of hovers further away which means I can use a more optimal pattern of explosives finishing with a backflip onto the ledge rather than a sidehop. It looks cleaner and saves a little time (it would also appear as if I saved a bomb, although since it desynced I may have not). The redo isn't being as stubborn as I expected and it's working a lot more nicely for me this time. I should be able to get the rest of it done soon after I come back. After that, with so many tantalizing parts coming up (Romani Ranch, Woodfall 2, Pirate's Fortress 2) I should resume the good pace I had at the start of the year.
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Not that I doubt what is being said or anything, but they are being very vague which is annoying. I've been messing around and the ledge outside LLL is very suspect so it wouldn't surprise me if we can trigger a BLJ there. The ledge is strange, placing Mario on the edge at specific angles can cause rapid slipping animation, I've managed to get him standing on it almost horizontally and I've managed to get him to grab onto it as if it were a high ledge. So there is definitely potential here, but I've yet to trigger a BLJ. I'll keep testing and get back to you all if I pull something off.
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What action there was in this movie I felt was heavily fragmented by annoying door transitions and lengthy end of stage score counts. The action itself I found entertaining. The character was quick, the movement was slick and I enjoyed the style. Yet I found this to be worth almost nothing due to the problems stated above. I'd look forward to the next room only to have to wait too long to see it, by which time my anticipation had disappeared. Because of this I couldn't fully enjoy the movie so this gets a no vote from me. I don't expressly hate this movie and strongly considered voting meh. If said moments could be skipped then I'd vote yes. I've enjoyed your other movies, hisatoki, and I look forward to seeing more of your work.
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Oh, I have one! "This movie uses lots of rerecords so it must be good!" #1499
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You have to Goron Bomb jump onto the wall, deku backflip onto the platform and hover to the next platform then hover to the backdoor. Also, I'm unsure of your context. Are you playing real time, or is this TAS? Are you attempting to improve my movie?
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I watched the rest of this movie this morning which only further secured my 'yes' vote. I loved this movie. Fast, optimised, well planned and plenty of nostalgic moments. Both movies of yours that I have seen have been excellent. Keep it up!