Posts for EEssentia

1 2
9 10 11
17 18
Experienced Forum User
Joined: 4/13/2009
Posts: 431
Patashu wrote:
It's just replaced the BLJs with high speed wall kicks, which take longer.
It's still more fun than BLJ. BLJ takes the fun out of runs.
Experienced Forum User
Joined: 4/13/2009
Posts: 431
zwataketa wrote:
Picture. Too. Big. For. My. SCREEN! (IPad) O.o
Zoom out properly? It looks fine on my galaxy note 10.1.
Experienced Forum User
Joined: 4/13/2009
Posts: 431
No problems playing back 10-bit 4:4:4. Around max 12-13% cpu use, 3% gpu with zplayer (dshow). Around 10% + 20% gpu with flash player. All tests done on quad core i7 (hyper threading enabled).
Experienced Forum User
Joined: 4/13/2009
Posts: 431
SmashManiac wrote:
I'm not an electronics expert, but I know the N64 was designed so that a cartridge could be temporarily removed from the system, even up to 10 seconds on early revisions (hence why Rare attempted Stop 'n' Swop for Banjo-Kazooie). Because of that, I believe the electronics must have been designed to accommodate cartridges that aren't inserted property while powered on too, since that case can very easily happen during a swap. I don't see how it could have worked otherwise. If I'm right, I would have thought that simply forcing some bits to 0 while emulating a read or write operation would have done the job. Whether doing so is a form of hacking or not is another matter entirely. But even if it isn't, it's not sufficient reason to allow crooked cartridge for me since it does not resolve whether or not doing so causes damage to the hardware or cartridge. And even if it doesn't, the N64 user documentation clearly states in bold letters to always make sure that the power is off before inserting or removing a cartridge, so just for that I would not allow crooked cartridge.
The problem is that you are thinking digitally: ie, a signal can only be 1 or 0. That's not true in electronics. In electronics, it's a matter of voltage and current. Typically there are regions, like 0 - 0.2V is treated as a 0 and 0.8 to 1V is treated as a 1, and in between is unknown. If you mess with the cartridge, you can disturb those signals, possibly flipping them or making them fall into the unknown region. Anyway, I'm sure it the behaviour can be emulated, but the electrical system can't. This might make it possible to emulate this, but difficult to verify on a real system (like timings). Whether it should be allowed or not is a debate I'm not going to get into ;)
Warp wrote:
When asked why they did this, they argue: Well, the case where a player gets sick is right here in the rulebook. Since it's in the rulebook, making them sick a perfectly valid option, isn't it? Surely it wouldn't be there if it weren't a valid strategy, now would it? Well, the game's rulebook might contain some section about what to do if a player gets sick during a game, but that's not really what we wanted to see. We wanted to see the game being actually played...
While it's a perfectly valid opinion, keep in mind that others opinions are not the same as yours. There might be people who think it's entertaining and fair game, who knows? ;)
Experienced Forum User
Joined: 4/13/2009
Posts: 431
creaothceann wrote:
[Emulators do emulate reading bytes from the cartridge. Console CPUs don't have all their address space mapped to the ROM, so at some point there's a decoder that looks at the address requested by the CPU and passes it on to the cartridge. Cart connector pinouts are well-known, so I don't see how the decoder couldn't turn off specific Data Bus lines.
Sure. But this is about emulating the behaviour, and no the electrical system. Who knows what can actually happen when pulling out a cartridge? You might have connected circuits, half-connected circuits, unconnected ones, perhaps even crossed ones. Besides that, resistance and voltage may vary outside tolerated parameters. There is just no way to emulate all of this. But yes, you could emulate the "likely" behaviour, if you know what pins to disconnect and all other technical know-how of how these carts interact with the system. But then again, is it well defined how they interact with the system, considering stuff like chips in the cartridges and stuff?
Experienced Forum User
Joined: 4/13/2009
Posts: 431
SmashManiac wrote:
- Pretty sure N64 crooked cartridge can be emulated. I mean, why not? It's just electrical wires not connecting properly.
I'm pretty sure it can't. Emulation isn't about mimicking the electrical properties of a system. Besides, electrical circuits are extremely hard to emulate properly. When you start using a system in a way it was never designed to be used, anything can happen.
Experienced Forum User
Joined: 4/13/2009
Posts: 431
Correct me if I'm wrong, but checking to make sure all items are collected (including those inside dungeons) should be trivial. That's not really an argument against including keys keys, etc.
Experienced Forum User
Joined: 4/13/2009
Posts: 431
I am inclined to agree. It doesn't make sense. Either you exclude glitched hearts pieces or not, and if you don't, then there is no sense in skipping them since they are collectibles. But heart pieces clearly contribute to the pause screen, so according to your definition, it does not make sense to skip them.
Experienced Forum User
Joined: 4/13/2009
Posts: 431
Why would it be absurd? Such is the definition of 100%: collect all the "unique" items in the game. If it can be collected, then do it . If you don't like it, then you could watch an any% instead.
Experienced Forum User
Joined: 4/13/2009
Posts: 431
Pheenoh wrote:
I agree on this. I think duping in this sense is perfectly fine as long as it's not used as a means to reach '20 hearts' or whatever.
On this, I also agree.
Experienced Forum User
Joined: 4/13/2009
Posts: 431
Duping hearts wouldn't be counted as collecting items. And if we could get an item infinitely often, then there is no point in collecting it. But the heart piece in Gerudo as a kid, for example, would count towards being collected.
Experienced Forum User
Joined: 4/13/2009
Posts: 431
I think the point remains, though. The definition of 100% in Metroid Prime (2) is to pick every item* attainable through the game, regardless of how it affects hud, etc. So we should collect all heart pieces, regardless of how many hearts we end up with, even if the game only intends you to have 20 hearts. *) Definition of item will not be discussed here. Suffice to say, all have agreed that heart pieces is included in the definition of items to pick up.
Experienced Forum User
Joined: 4/13/2009
Posts: 431
Cronikeys wrote:
Just letting everyone know I've started working on the Any% TAS. It will be completed without cheats or resets (unless anyone has source code to mupen reset?) but with death warps and save and quits. I plan on collecting: 640 Notes (so I can learn Shack Pack) 70 Jiggies Most moves (excluding Amaze-O-Gaze Glasses, Snooze Pack, Glide, and Sack Pack) No Honeycombs or Cheato Pages Estimated time will be 2:45:00~
Sweet! Good luck! And, if it pleases you, please post WIPs a little now and then. It makes things so much sweeter.
Experienced Forum User
Joined: 4/13/2009
Posts: 431
Why not? Some of them can be used for playarounds and stuff. Besides, you never know when something can come in handy...
Experienced Forum User
Joined: 4/13/2009
Posts: 431
What is the typical definition of 100% Collect all possible items intended to be collected by the game developers or collect all possible items possible within the game?
Experienced Forum User
Joined: 4/13/2009
Posts: 431
MUGG wrote:
I'm pretty sure I saw a video about an extra heart piece in Jaboo's belly and it was titled as the 39th heart piece. I think only the normal 36 ones should be gotten because it isn't a 101% run, it's a 100% run.
But do we really need a 100% and a 101% run? I think it would just be fine to merge those two. An extra heart piece of two doesn't hurt.
Slowking wrote:
- there are no upgrades that are not shown in the menu. magic bar and resist upgrade are also shown in the menu
I would technically define them as part of the HUD, which is why I separated the two. Doesn't really matter to me, though. I just took your rules and made them a little clearer, at least to me. But in essence, we agree.
Slowking wrote:
- mine was more precise, yours could be interpreted that heart piece rba is fine
Can you even RBA heart pieces? Eh, not that it matters. We already stated all heart pieces must be collected (we should probably define collected). Theoretically, you could collect all heart pieces, then RBA or duplicate heart pieces if you want. Not part of the goal, so it doesn't really do anything, but still legal, so to speak. Pointless, but probably legal.
Experienced Forum User
Joined: 4/13/2009
Posts: 431
I agree with you. If it can be collected, then let's do that. No reason not to do it just because the game developers didn't intend you to collect it.
Experienced Forum User
Joined: 4/13/2009
Posts: 431
RachelB wrote:
- Collect all heart containers and heart pieces.
Is it your intention to require the 37th heart piece?
Don't know how many there are, exactly. But I mean, if there is a so-called 37th piece lying around somewhere in the game, then it should be collected, right? (Does not apply if it must be glitched somehow.) If not, then make that 36. EDIT: OK, I see it's in Gerudo Fortress as a kid. Then, yes, it should be included IMO. It should give some WTF moments, at least.
Experienced Forum User
Joined: 4/13/2009
Posts: 431
Slowking wrote:
To make it 100% precise: - have every menu-item and upgrade (outside and inside of dungeons) in it's best form - Have 20 hearts - Have 100 Skulltullas - end the game - no item duplication - No RBA except item amount RBA That is as precise as it gets, covers everything and is way less text than your paragraphs. But RachelB won't like it... because of... things
OK, I'm throwing my weight behind this, but just to make it a little more clearer (maybe?): - Collect all heart containers and heart pieces. - Collect all upgrades that are not shown in the menu. - Collect all 100 Golden Skulltullas. - Having each slot in the menu [including inside dungeons] filled with the best possible item that can fit inside that slot [that means collecting the best upgrades, too] when the game ends. If there is no best item, then any item will do. - Item duplication glitch may not be used. - No RBA to acquire not-yet collected items, but changing item amount is fine. - Finish the game! What about the cow and Epona?
Experienced Forum User
Joined: 4/13/2009
Posts: 431
Screw this. Back to the drawing board :P EDIT: The problem with the definition of persistent is that too many items can get lost during the game (and it probably won't matter) [think: bottles; can be replaced with different versions of the bottles].
Experienced Forum User
Joined: 4/13/2009
Posts: 431
- At any point in time, if there is an item that can show up in the menu, then it shall be collected UNLESS: -- It can later be replaced by an upgraded version. In that case, only the upgraded item need be collected. - Item duplication and RBA are not allowed to acquire items. - Collect all finite and persistent items and upgrades that affect the HUD. An item is defined as something that shows up in the menu and sticks there. Similar items that can be acquired from enemies and chests later on after you've picked up the first of the item are considered refills, and thus are not required. You still need to complete the trade quest to the the Biggoron's Sword unless you use RBA, which you aren't allowed according to the definition (or if we ban RBA altogether). Unless I'm mistaken? What is better, an empty bottle or a filled bottle? Which really brings up another point: what about bottles that aren't empty? Are they required to be collected? This isn't clear in your definition (nor mine). Yeah, I'll bet the answer is no, but a good rule or description for that would be...?
Experienced Forum User
Joined: 4/13/2009
Posts: 431
Slowking wrote:
Like my edit says your definition could also be seen as "only get the slot filled" doesn't matter what's in there.
No, it doesn't. It says collect all items that appear in the menu at all points in time. Because hookshot and longshot BOTH appear in the menu at some point of time, they should both be collected (though perhaps the definition may be a little vague and may need some rewording).
Also there is quite a bit of harm in doing unneccesary stuff, that no 100% run would ever do it. prolongs the run. Makes it seem worse than it is. If something is overwritten anywa<, you don't collect it.
I dunno. I disagree here. We are not going to have a perfect definition, so there must be some evil. Prolonging a run could be a GOOD thing, IMO. That's partially why we have 100% - to get more stuff, to see more cool tricks.
Also tbh, my last definition was more precise. Maybe a little bit more arbitrary, but I don't really think so...
What does max out really mean? Honestly, if you reword it a little, it sounds almost like my first paragraph. Yours is very arbitrary and you are trying to dumb it down while mine is more precise. Also, how does one "max out" bottles?
Experienced Forum User
Joined: 4/13/2009
Posts: 431
And how does that not work? What is the harm in collecting a few items that are replaced later and doing a trade sequence?
Experienced Forum User
Joined: 4/13/2009
Posts: 431
How about just - Collect all items that show up in the menu at all points of time without the use of item duplication or RBA. An item is defined as something that shows up in the menu and sticks there. Similar items that can be acquired from enemies and chests later on after you've picked up the first of the item are considered refills, and thus are not required. - Collect all finite and persistent items and upgrades that affect the HUD. Two paragraphs. No maxing out. Unique items are covered. (Now, start picking holes in those two paragraphs.)
Experienced Forum User
Joined: 4/13/2009
Posts: 431
Missed stuff from edited post...
RattleMan wrote:
- All 20 hearts, no duplication allowed - All Great Fairy upgrades
These ones are probably covered by all finite items (and upgrades?) affecting HUD and all items in subscreen.
1 2
9 10 11
17 18