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My PC is in repair once again. I getting it back later this week. So I had nothing to work on my project, but I planned the route a bit more further. So don't except another WIP before April.
Sorry for that.
Editor, Experienced Forum User, Published Author, Skilled player
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Everything started with Speedruns. When I searched in mid 2008 for a Super Mario 64 Speedrun on YouTube, I found AKA and Swordlesslink's 0 star TAS. It took me a while to decide to visit TASVideos, Before I just watched TASes on YouTube. I did myself a simply TAS of Super Mario Bros. After a few months I registriered on TASVideos to learn more about TASing.
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Can someone tell me, how I should optimal manipulate the enemies behaviour. I know that the enemies behavior depends on frames and Links position. It's so annoying sitting 2 days for one enemy. Is there some better method, than just trying.
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The bossfights were awesome, but just running forward was a bit unentertaining. I wish there were more jump'n run passages and more enemys, which can be killed by pass trought.
Meh Vote.
Editor, Experienced Forum User, Published Author, Skilled player
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Yes, the beginning is a copy of the "any" run, but I did some better boss manipulation, when my inputs starts, because it slows down when I have to get the map.
Of course. I am trying my best. This was the fastet time I have got until now, but I try to improve it to get best results.
I picked up the blue candle, because after the 4th dungeon I am going directly to the 1st one. On this route there is a heartcontainer in a tree, which have to be burnt. Going to the 1st dungeon is needed to get the bow before dungeon number 8. The magical key is protected by a ghoma two rooms before. I have to kill him before I can pass.
Editor, Experienced Forum User, Published Author, Skilled player
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Joined: 7/9/2010
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Is this really needed? The example with Super Mario Bros. height position listen like a lot of work, compared with the normal RAM Search (just a few points to register by saying, with help of the graphical expression of the RAM Mario either moves up or down, value is greater or less.)
Does it work for CPU-cycled RNGs, because it's not possible to find RAM Adresses, which are constant?