Posts for petrie911

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IIRC, you don't really grab on to the platform, the game just places you on it. Makes the jump a little harder.
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^wait, what?
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Well, good luck. I didn't think the time would be this tight. I wonder how DLH managed it, then... Supposedly he's up to the GBT or Stone Tower on his seg'd run. Well, at any rate, until the next WIP, here's more MM http://www.youtube.com/watch?v=KYN1yAjcdBQ
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In answer to your question Mukki, I don't think it is possible. I tried a lot of different things and none worked. As for the above poster, this may be faster, though I'm not sure. (I assume that was what you were talking about) It takes the same amount of bombs/chus to hover from the spot at the end of the video.
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Acryte wrote:
Mainly though, why do you say only bottles use pointers to slots. Why is that? I don't understand what the use of a bottle is that is would have that and not any other items... each bottle has it's own inventory slot it is defaulted to. Each one thusly has it's own location in memory where the bits are stored. What do they need a pointer for when it comes to bottles vs other items? Are you saying because you have the type "bottle" and it is written to 4 different slots (the same item) so when you write it it has a pointer designating where the bottle is to be written? But can't you just have it like any other item since you know only a bottle is in 56, 57, 58, and 59, that those are the places in memory and that the bit address stored there updates the value (which it does). IDK I am confused now over how I am understanding pointers and their purpose vs just looking at a value in a certain address and changing it (which was what I was doing before). I was just under the impression that whatever the hex value of 44 + the item's hex on c-right pointed to a location in memory and that the value in that location was what was put on B... so for the megaton hammer example you brought up... megaton hammer slot (defaulted) is 53 in memory, aka 8011A653 and putting a bottle in that slot makes the value at that address change from 11 to 14. Then when you put lens of truth on C-right it's hex is 0F. 0F+44 = 53. So it reads from the memory address 8011A653 whos stored value there is now 0014. so it writes 14 to B and you now have a bottle on B. I can't seem to comprehend what you mean by pointers because either I am just confusing it w/ something I already understand and just can't see it, or I do understand it, and it seems superfluous.
From what I can tell, it actually DOES work that you have 4 identical bottles in those 4 slots, and that the bottles have an extra pointer to point to which slot it's in. If you're wondering why they would ever do it that way, I can only think of one reason. Bottles were probably programmed before the Inventory screen was finalized. Thus, they needed to be programmed so that they could go anywhere on the inventory screen if needed, which lead to that odd programming. Why the B bottle looks to C-right for its pointer is beyond me, though.
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So basically, the deal is that after the final coin of the level is gotten, whichever star is fastest will be gotten to save the score, whether it's a normal level star, the red coin star, or the 100 coin star followed by a course quit. Also, the thought occurs that in order to get the maximum number of coins in JRB, the first star will have to be completed to raise the ship, as some of the red coins are on the ship. There may be other levels like this, though I can't think of any at the moment.
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Defninitely yes. was a nice change of pace from the 120 and 16 star runs.
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Well, if you do redo, I have one suggestion for the hideousness known as the Lullab skip. Once you're on the winding path, there is a section where you have to walk with the wind. Try to time it so that the wind blows you along that segment. It's by far the fastest way to travel.
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Looks good. The thought occurs, though, that instead of walking over to the warp pad, you could do this... http://www.youtube.com/watch?v=XgDrjJElTOM Also, I think Fire Arrows would be faster for the first two hits of the second wizrobe.
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captain compost wrote:
I got mupen, but I can't seem to get the file to open, I just keep getting this error message, like "not a valid win32 application". I got the rice plugin too, which didn't seem to work either.
Ah, I think I see your problem. Firstly, just to be sure, you need the MM ROM as well as Mupen. Now, to play the movie, open Mupen and open the MM ROM. Now, under the Utilities menu, go to the Movie submenu and select "Start movie playback". When it gives you a dialog box, click browse and find the .m64. Open it, and then click OK on the dialog box. The movie should begin playing automatically.
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Well, let's see here (I think this is right) Gekko (WF)- 4HP first phase, 6HP second phase (arrows only) Lizafos- 4HP (1/2 damage from Fire Arrows) Odolwa- 28 HP Wizzrobe (Ice)- 16HP, Goron punches do 1.5x damage Goht- 60HP (30 arrows or 15 Fire Arrows. Try to come in with a full stock) Gyorg- 5 Zora Barrier hits Twinmold- 20HP each Garo Master- 20 HP Gomess- 28 HP Majora- ??? Kokiri Sword- 1 Deku Stick- 2 Gilded Sword- 4 Jumpslash- 2x Sword damage Goron Punch- 3 Arrow- 2 Fire Arrow- 4 Light Arrow- 4 Please tell me if I've made any errors. EDIT: nvm, I think mwl's got it.
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I also don't think the Goht fight is quite frame perfect on the arrow shooting. Here's a possible way to get from the top floor to the second wizzrobe and a way to goron roll to the snowball path. http://www.youtube.com/watch?v=80j0anbWVIQ
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For me, it desyncs at the bomb shop with 6.1.1, but it works fine with 6.0.0. Maybe you should try that. That Snowhead "TAS" is imperfect. You can skip the running around sequence with the Wizzrobe, and it looks like the Goht Battle could be improved. Also, the Snowballs will have to be cleared with a different method for obvious reasons. Could anyone post Mukki's Bomb and chu counts at the end of the last WIP? I'd like to make a demo vid of how Snowhead should look.
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Good work on the snowy path. The White Boes seem unavoidable, and your navigation seems good. I don't see any immediate improvements. Can't wait to see the temple. Make sure you post a WIP as soon as you're done with the temple, as Snowhead has a lot of places to lose small amounts of time.
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Well, I think you could hover off bubbles, but I'm not sure. Anyway, when considering it for the TAS, the time you gain is the time not spent transforming, superslides being faster, and not having to go the long way around. The time you lose is having to hit the owl statue at Ikana (we wouldn't hit it otherwise) and warp back to CT for an extra 10 chus. I'm not sure which is favorable, although the superslides method in the canyon looks pretty awesome...
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After looking at the route, it looks like I forgot to update the GBT strat. luckily, I don't think it affects the counts in a significant way that late in the game. Just remember to follow the vid I made earlier, except dolphin jump up to the red switch room. I'll probably remind you of this again when it comes up. Another thing to look at later is the trip up Ikana. Although you'd have an extra song of Soaring back to CT for another 10 chus, it may be faster to hover over the wall instead of using the rock climbing method. The fences should be hovered over with Blue bubbles if possible. Hovering over wall http://www.youtube.com/watch?v=EWfF-UuWsUc Hovering over fences http://www.youtube.com/watch?v=OD9PpnQ1bXY How they would look together http://www.youtube.com/watch?v=tbz8Vl_YPvE Note that the above movie is not necessarily optimal.
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Just for clarity, why can't we use the bottled poe RBA to replenish bombchus as a child?
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Is this problem unique to .fla files? Further, what exactly is the difference between .fla, .sra, and the other save file types (.eep etc)?
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I find Rice's 6.0.0 plugin works best to get things to sync up.
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Mukki wrote:
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.
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. The WIP looks great.
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I'm curious...What exactly causes the 5-second pause thing? And why isn't in MM, even though it looks like MM's start menu works the same way? Although, come to think of it, even on the N64, MM's start menu came up much faster than OoT's
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Excellent. I can't wait for the WIP...
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I believe mwl was implying that, since that isn't necessary, that's where he needs to start the redo from.
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SoDT at 5:00 sounds reasonable. I was always worried about this route leaving too much time before the ranch, and apparently I was right about that... Also, that min% challenge should include skipping the Goron Mask and Elegy of Emptiness, and only 1 bottle. And maybe the Hookshot if you can manage it... (song of Soaring is a must, though)
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Let's see here... you need a special of 38 to glitch a Kadabra. The rocket in Cerulean is the first opportunity for that, and you could already have a wild abra by then Glitching and abra is out of the question. It needs 148, even higher than Mewtwo.