Posts for Fox3

Experienced Forum User
Joined: 8/14/2014
Posts: 8
Any progress recently of the 100%? It's been a while so I just want to know if there's anything new.
Experienced Forum User
Joined: 8/14/2014
Posts: 8
Hâthor wrote:
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 :/
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.
Experienced Forum User
Joined: 8/14/2014
Posts: 8
MUGG wrote:
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.
Experienced Forum User
Joined: 8/14/2014
Posts: 8
Hâthor wrote:
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.
Experienced Forum User
Joined: 8/14/2014
Posts: 8
Slowking wrote:
Nahoc wrote:
and most games aren't more stable than on mupen (glitches still occur on both emulators).
A lot of games are actually a lot less prone to desyncing, including OoT and MM.
I can vouch for this with MM at least, because with Bizhawk MM is definitely more stable than on mupen.
Experienced Forum User
Joined: 8/14/2014
Posts: 8
Slowking wrote:
Btw. could you ride the warp up like it's done with the Fire Temple Ganondoor? I mean let yourself get carried up and JS through the slab? Also unrelated, but could there be some possibility to get a trade timer as child without going adault first?
The Deku Tree Blue Warp has a timer set to pick Link off of the Ground when the fade into the cutscene is set. so even if it could be used there's not enough time to go through the door. As with the timers, I don't think you can get them with the trade items. The eyedrops can be obtained as child but you can't get the eyeball frog from King Zora.
Experienced Forum User
Joined: 8/14/2014
Posts: 8
The wall clip with bombs gradually made me want to come see what I can do with testing, so I should be able to help out tomorrow. I think when using bombchus you'd want to send a twisted bombchu to one of the stumps so that it'd move back to the wall, sort of like how it was done here: http://www.youtube.com/v/tjpGcBfrJqw
Experienced Forum User
Joined: 8/14/2014
Posts: 8
Slowking wrote:
So routing... Goron village sadly isn't accessable on J in first cycle. So that leaves us with either getting SoS or doing what we have always done, get like 160r.... I'm going to assume that we are getting SoS for now. So here is a very rough route: Cycle 1: - make it night of day 3 - escape - Milk road - sticks and nuts from swamp owl - pop into deku palace - SoS - CS death warp to CT Cycle 2: - Play sodt - get SoH - get 99r chest - buy bomb bag and chus (20b 10c) (9r) - SoS to GB - Get Zora mask - HISS to south GB (leaver) - super swim to Zora hall (leaver) - SoS to mountain village, hiss off owl (20b 9c) - hiss to goron village off leaver - SoS to ST - Jump down and recoil into loading zone (19b 9c) - hiss to edge of canyon pull bomb during slide (17b 8c) - mega or recoil flip over river, pull bomb during flip (16b 8c) - slide to swamp - slide to woods of mistery (16b 7c) - slide in woods of mistery (16b 6c) - recoil flip out (15b 6c) - slide to ladder (15b 5c) - returnA slide past big Octos (15b 4c) - Deku Palace, 2 chus for shenanigans on the planks, hiss through, hover in (14, 1c)(10r) - Get SoA - Warp to CT - Hiss to Bremen mask (14b 0c) - bottle dupe over bremen, sticks and nuts (70r) - buy 20 chus (14b 20c)(0r) - SoS to GB - SS through PF intro CS onto a boat (13b 19c) - SSwim through first PF room -> hiss (13b 18c) - hover over gap (11b 17c) - hiss up (11b 16c) - jump to tank (10b 16c) - hookshot egg1 - hookshot to pole, recoil flip to egg 2 (10b 15c) - hookshot back, a-slide to egg 3 (10b 14c) - pirate fight skip (8b 10c) - soar to labratory, deposit eggs - recoil SSwim to pinnacle (probably not worth to switch in explosives and take off mask) - recoil SSwim in pinnacle - get eggs, clip out - recoil SSwim to observatory - deposit eggs, warp to turtle owl while learning song - do two CS skips - GBT BK skip (7b 10c) - beat temple, learn OtO - warp to woodfall, get stick - use hookshot to get to bow - store SoT by clipping through with chu slide (7b 9c) - hiss off pots to bk skip point, pull out bomb on the way (6b 8c) - BK skip (0b 1c) - beat odolwa, grab mask, save, reset (as you can see there is 1 chus left. So maybe somebody can think of good spots to blow it) Cycle 3: - Warp to SH, get 5b from owl drop (5b) - hiss and get 5 more one the way by starting new hiss (8b) - block+text skip - get 5b from icicle (13b) - recoil flip over gap to freezard (or other side of bridge if possible) (12b) - weird shot (11b) - 2 recoil flips to wizrobe (9b) - sadly have to do wizrobe with hookshot and sword - grunz strat to snowballs + slide through snowballs (5b) - store SoT (4b) - get over last gap (2b) - BK skip (1b) - unfreeze ghot - little slide (0b) - kill ghot with arrows (probably needs testing if it's worth to switch to normal arrows or just use fire until magic runs out) - grab mask, save reset (this cycle has a few uncertainties in that we don't knwo exactly how many hisses it will take to get up to SHT on J and how many bomb drops we can farm on the way. But it should be easily adjustable on the fly, without impacting anything else) Cycle 4: - get 99r from ect chest with zora foreward backflip - buy 20 chus - soar to st, get 5 bombs next to owl (5b 20c) - isg, backwalk, go-around-strat (4b 17c) - slide in first room (4b 16c) - block clip (4b 15c) - get small key, waste magic on the way - a-slide into weird shot -> clip (4b 15c) - weird shot (4b 14c) - defeat garo master with fire arrows, take some damage while doing so - get light arrows - kill yourself (4b 13c) - weird shoot jewel to invert tower (4b 12c) - angle jump (3b 12c) - store sot - BK skip (2b 1c) (BK skip is an approximation, considering mega hovers usually span about 3 normal chu hovers. Tbh I'm not sure if it's true and if so, if it even would be faster, in this case, where you also lose height and thus have a lot longer megaflips in there. So what I'm saying is, this needs testing and maybe a better spot to waste all the chus. Maybe some weird twinmold fight? If the TASer decided to do the mega hovers instead, there would be just enough bombs for it.) Cycle 5: - get stick and explosives - hover into tower and defeat MM (So I'm not really sure where to get this stuff. If we get it from the field, we have to take the intro CS, as we've never been there. We coald soar to woodfall and to zora cape, but that seems pretty slow. We could buy a stick and some chus, which is probably a little faster than soaring around, but also not very fast. So not sure what to do exactly. Edit: Just looked and southern swamp bushes have bombs and ofcourse the owl has a stick. So I'd say soar there and get stick and 5-10 bombs Edit2: The drop rate for bombs in the swamp is relatively low. Which might be why it was previously thought to be non existent. You have to have full quiver, and you have to have a quiver for that in the first place, and then the game will give you up to 10 bombs there, but not more.) There you have it. I hope you'll comment on it, tell me what's wrong with it and give me suggestions for improvents. :) Shoutouts and all my thanks to GlitchesAndStuff, who tested a lot and still does and discussed most of the route with me. Also thanks to mmFruit, who knows basically everything about this game, it seems.
Now that it's been a while since this route has been posted, have there been any updates? I think I'm willing to help out if it's needed.