Posts for Enterim

1 2 3 4 5 6 7
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
Is it the same case with Yoshi movement?
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
The animation on moves such as Dig used outside of battle is like 10 excruciating seconds long.
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
Optimizing 4 inputs simultaneously is gonna give you hell, but fortunately it's only during battle. At any rate I assume your battle strategy will largely be just using your group to set up a 4-person infinite stunlock chain and just pound out the high-DPS attacks.
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
oh whoops I just realized "nedeahs" is Shaeden spelled backwards, carry on. I've watched him stream a couple times and never once put that together. http://zeldaspeedruns.com/leaderboards/oot/any is usually pretty up to date about this.
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
I thought Pydoyks/Shayden (sp?) had the new record but I might be mistaken. In a TAS you'd skip Mido, yes. Not sure if you'd have to target Zelda for the HISS into the void. If not you'd do the HISS at the top of the tower escape (unbuffered, obviously). Not much else would be different AFAIK. The route would be identical to the previous TAS up to the Deku Tree.
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
whoa that is some cool shit. very puzzley applications?
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
I think tower escape was understood as faster and he meant combining that 2-3-1 skip with gohma's room escape.
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
To be fair, PJ64 2.0 can supposedly be made far more accurate depending on the plugins chosen so theoretically a set could be standardized on a game-by-game basis, as awful as that would be.
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
I suppose it's worth asking for it though, considering that they released 2.0's source. Unless some member of the team quit whose work was in 1.7 and refuses to release it, I don't see why they can't send the 1.7 source.
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
Link to video It's looking like the load times in PJ64 2.0 are screwed up more than Mupen's.
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
the meta joke submissions are already coming out?
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
They patched that in some versions. I think it's out of GC 1.1 and Plus but it might be in 1.0. Could only be dreamcast exclusive.
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
Wow, now that I've read a 34,000 word text document on not even half of the run so far, I'm pretty excited.
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
Yes vote because this TAS really changed my idea of what could be done with TASing and completely floors me to think about.
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
I wonder if all instant death floors work the same way. If only there were something to damage you in the furnace fun room so you could possibly float across the lava the same way. But the lava is a lot below the board anyway so I doubt you could get up even if it were possible.
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
This will only ever be useful in a 100% TAS, which seems unlikely. Even optimized right now it'd be in the 5-hour range.
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
I dunno, this game looks kinda fun.
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
Good guess. http://forum.speeddemosarchive.com/post/my_life_revelation.html I wish I had something about OoT to post but the game is pretty stagnant right now as Wind Waker is sweeping up all the Zelda kids at the moment.
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
Sorry if this has already been addressed, but what happens if you talk to Bottles when zombified? I imagine he would just fill your health, but I think you get knocked back if you roll into his hill?
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
Yeah, the progress you've made is really exciting. 3D movement-based games are incredibly difficult to optimize and you've done great work so far.
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
It's worth noting that the trick works a lot different in OoT than in MM, likely due to the changed bomb physics. The frame data is wacky.
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
Yeah, that was a really exceptional WIP. Great job.
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
Having to get 4 deku sticks made it significantly slower to skip sword.
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
Very cool and varied level design, some nice skips and tricks, but it does tend to suffer from Fly Over/Under Every Level syndrome. A weak yes vote.
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
Very good improvement to a very good run. Yes vote.
1 2 3 4 5 6 7