Pretty much all the sidequests have items you need to get. But checking all the things in the bombers book would mean to talk to a bajillion people, which is often not necessary to actually do the quest.
Actually, the only notebook entry you can miss in a 100% run is Anju giving you the room key. Unless you don't collect the notebook at the beginning of the run of course.
The 100% RTA definition is: Everything you don't lose when you play SoT. And that includes notebook entrys (as well as maps, compasses and boss keys).
So, I'd say should a 100% TAS ever be created we should do the same thing.
You're right except for Boss Keys, you don't keep them when playing the Song of Time. It's weird but it adds some fun because we skip Snowhead and Stone Tower BK but not the others (because it's on the way for Great Bay and we need to beat the Frog for Woodfall).
I've starting working on 100%, I just get the bow (about 40 minutes of gameplay). But I'm not fully satisfied of my work, it's more like a "superplay" than a TAS (it's really far from the amazing WIP of the any%).
I'll try to render a video of it, if someone is interested in.
That's really cool! Even if it isn't optimal, it would be great to have a first TAS that can be used as a comparison for future attempts at this category.
Current project: Gex 3 any%
Paused: Gex 64 any%
There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Nothing wrong with a superplay, y'know. I don't know if it can be formally published because the site's focused on speedrunning, but I think tool-assisted superplays are always good to watch - you get the freedom to do things that you won't always see in a speedrun.
I've starting working on 100%, I just get the bow (about 40 minutes of gameplay). But I'm not fully satisfied of my work, it's more like a "superplay" than a TAS (it's really far from the amazing WIP of the any%).
I'll try to render a video of it, if someone is interested in.
It doesn't matter if it ends up being a test TAS to prove the concept and demonstrate what the route looks like, but it is really important to have it done for reference, and we would like to see it because it is awesome even if not fully optimized. The route could change somewhat after completion, but sometimes they only way to see improvements is to have a completed TAS to analyze.
Okay. So, first of all let me explain some points:
I choose the US version because it is the most common used by RTA runners. Why ? Because of the Keaton quizz (hard when you can't read japaneze) and because of postman H.P. (heart piece). A timer start and you have to stop it exactly at 10 seconds. On JP it's frame perfect and you have 2/3 chance that the frame doesn't exists; this has been fixed on US.
Furthermore, it makes compraison easier whith existing RTA runs
Here's the first cycle:
Link to video
Not so bad but I'm sure some improvements can be done (on HMS skip for example). I haven't been able to reproduce what I've seen in any% few posts ago (the dialog skip before the twisted path).
And the 2nd cycle:
Link to video
I can save 6 frames when climing before getting the silver rupee (because I didn't know pressing A for climbing make it faster).
Globally, the part between the 1st HESS and the Sonata is the worst. I paid more attention and tests more things after this.
Aliens are coming soon, I've got some ideas for them. Avoid the cutscene with Epona (use weirdshot to hit the alien behind the house); but I don't if the game will like it :p. One "cycle" if possible, one single arrow (to be tested; I think hitboxes are enough genereous for this),...
I also worked on scripts to make an UI:
It's not fully fonctionnal but it works. Drop downs are to set values but it doesn't for the moment (I didn't write the code yet). It is cool to reproduce a specific situation for testing stuff (and easiest than use the ram watch to poke values).
The smallest window is mainly used for macros.
Finally, I give you my current ram watch. Keeta really helps me to make it.
Enjoy
@codepoint92: Great :D Normally, when we have to beat this Geko, we have the bow and fire arrows but we never know what the will be in the future^^
Edit the variable luaPath (1st line in the file Legend of Zelda, The - Majora's Mask (USA).lua) to match yours
In bizhawk, just load Legend of Zelda, The - Majora's Mask (USA).lua
I use 1.9.4 release, so it should work on it :) I upload everything on github if you want to stay up to date. (And I wonder if separate scripts and TAS in a diffrent project shouldn't be a good idea)
Lil_Gecko wrote:
I'm no MM expert but to my eyes it does look good.
Keep up the great work !
Thanks :) to be honest, I'd really like to go to the end. The biggest problem is optimization as the game is not hexediting friendly (or I'm really bad at it). So if you realize that something could be better in the middle of the run, you have to redone lots of things.
For example, in Cycle 1, I have redone the HMS skip and successfully resync because I used the soft reset as point of reference.
We could use loading but it's quite tricky due to strange "20fps" of this game. I'd never been able to get a perfect resync using it :/
I honestly don't think it's necessary to go back and fix things retroactively (unless it's close to where you're at currently). If we keep go back and fix things, it's just an evil endless cycle that's never going to stop. We go back, fix stuff, redo things, only to find more stuff to fix and we're back to square one again. It kills motivation and just delays the final product.
We need to let go of the "perfect" idea of a TAS. Any product is never going to be perfect and there's always going to be more stuff that's found while a TAS is in progress. But hey, it's not like this is a one type thing. After a TAS is finished, someone can go and pick it up and make a new TAS that incorporates the new discoveries.
No software (or product) is perfect. It gets better iteratively. So once we have a finished product, we can look at back at the things that can be improved and use that knowledge in a future revision or iteration. That's what I believe. Don't feel absolutely pressured to go back and fix things. No one is perfect.
Okay. So, first of all let me explain some points:
Here's the first cycle:
Link to video
Not so bad but I'm sure some improvements can be done (on HMS skip for example). I haven't been able to reproduce what I've seen in any% few posts ago (the dialog skip before the twisted path).
The dialog skip requires specific positioning (you have to be as close to the text trigger on the very edge on the platform) and you have to jump off on the frame you are facing forward in deku link's spin in order to make it. I'm unsure if it's possible without backwalking as well.
Hâthor wrote:
I also worked on scripts to make an UI:
It's not fully fonctionnal but it works. Drop downs are to set values but it doesn't for the moment (I didn't write the code yet). It is cool to reproduce a specific situation for testing stuff (and easiest than use the ram watch to poke values).
The smallest window is mainly used for macros.
This is really cool. I haven't been able to make anything like this (don't know how) and I have just used a poke with RAM Watch to test movement and whatnot.
Are we sure US emulator is faster than japanese emulator for loading zones ?
"Lol as far as I'm aware no distinguished TASer gives a f*ck what's accepted. I certainly don't like Bizhawk but I'm glad to hear at least some TASers are picking up the better emulator" a distinguished TASer
Working on:
-OoT No RBA/WW
-Zapper 100%
_______________________________________
Follow me on http://www.twitch.tv/amateseru :)
question, does shooting aliens lag the game? I thought that to be the case in Mukki's TAS.
Shooting them causes a white flash to happen which freezes play for a movement frame. To save time you would want to kill multiple aliens on a single frame in order to reduce the amount of flashes you receive. You can lag the game very easily by causing explosions while the aliens are on the ground.
A suggestion for the Aliens: Have them all be one frame from entering the barn at the end.
Yeah, it's always cool to see it without roof :D (I also love Cremia passing through the rock and pushing the worker)
Yes, shooting aliens causes lags as Fox3 mentionned.
Amateseru wrote:
Are we sure US emulator is faster than japanese emulator for loading zones ?
Just made a quick test tonigh; US vs JP 1.0. I load North Clocktown from Fairy Fountain. I notice it takes only 3 frames less for US; but I didn't push deeper my tests (for exemple enter boss rooms, temple, etc...). So I still don't really know :)
Spikestuff wrote:
I'm no MM expert but to my eyes it does look good.
Keep up the great work !
Thanks :) to be honest, I'd really like to go to the end. The biggest problem is optimization as the game is not hexediting friendly (or I'm really bad at it). So if you realize that something could be better in the middle of the run, you have to redone lots of things.
For example, in Cycle 1, I have redone the HMS skip and successfully resync because I used the soft reset as point of reference.
We could use loading but it's quite tricky due to strange "20fps" of this game. I'd never been able to get a perfect resync using it :/
It depends on what you are doing. With most standard movement it should be possible. In the Any% TAS I had to redo HMS and the Southern Swamp because I could not edit those, due to lag and RNG respectively.
Just press Z every other input frame for z-sliding and alternate between foreward and bacward on the analog stick every other input frame for a-slides.