Posts for Inzult


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Experienced Forum User, Published Author, Active player (423)
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In that case, couldn't the character just die anywhere? Like, why bother start on level 5 at all, just start at whatever level lets you die the quickest.
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AngerFist wrote:
Lord Tom wrote:
-all toad houses? - probably no, but extra items could add some interest
-all toad houses? - no
IIRC it's not actually possible to get all the toad houses because there aren't enough hammers? I think that's part of the logic for skipping them anyway.
Experienced Forum User, Published Author, Active player (423)
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You guys do what you gotta do but please keep in mind the image that making a run without just controller input conveys. e: To clarify, I'd prefer if the emulator attempts to emulate a cold boot, even if it's imperfect or arbitrary, than to emulate what might happen if you power cycle at the right time. In fact, can't a power cycle be recorded? Should the power cycle be part of the setup?
Experienced Forum User, Published Author, Active player (423)
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This is astounding. Can I vote yes more than once??
Experienced Forum User, Published Author, Active player (423)
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If we're making tases for the tas community only, I think the glitchy ending with "check the submission comments" is perfectly fine. Having it as the main publication on the site is OK by me. If we're thinking of Joe Youtube, I think it makes a lot of sense to have the regular ending there. We should at least consider folks who stumble upon the video after watching a Kirby Puckett highlight reel or something. So I guess what I'm getting at is yes vote.
Experienced Forum User, Published Author, Active player (423)
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Of course a "proper" any% run would obsolete the old run, but I don't think a theoretical future run should weigh in to the decision here. If there's absolutely no way both runs can be on the site, I'd support obsoletion considering just how out of date the published run is. I'm not for keeping a crappy run on the site when a good run is right here ready for us.
Experienced Forum User, Published Author, Active player (423)
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Voting yes. Great run, smart route.
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
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This has maybe already been explored, but is it possible to directly affect how much gold you have with the equip spellbook glitch?
Experienced Forum User, Published Author, Active player (423)
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I know this discussion will never actually end, but are the bomb upgrades purchased or no? I'm curious :)
Experienced Forum User, Published Author, Active player (423)
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This is all really cool, I'm glad someone's working on this! Don't be shy about posting WIPs. I'd selfishly watch all of them :)
Experienced Forum User, Published Author, Active player (423)
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There are like likes in the third to last room. I guess you could argue the big shield is permanent for two rooms if you wanted to though.
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I was like "this is cute". Then the numbers started and I laughed. Good job.
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
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Could I request a reencode of the streaming version of this run? Every time I go to watch it I see what it looks like and remember why I haven't seen it in forever and I think about asking but ultimately decide not to because I presume I'm the only dude who's interested. This time I actually will ask.
Experienced Forum User, Published Author, Active player (423)
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Ahh, okay so the applications for this seem pretty limited. Besides maybe creatively getting through stacks of blocks or something. But most importantly, you can't clear the jump cave this way. Thanks, guys
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Okay, here's something I've known about for a while, jumping higher than intended. I have heard you can use this in the jump cave to avoid casting jump. And I did mess around with it in the past, but I'm revisiting it because RAT926's got me thinking about skipping jump again. So here's the glitch jump in Darunia, because it's the only place I know I can do it consistently. Link to video fm2: http://tasvideos.org/userfiles/info/4752508126292832 Problem is, I don't really know how it works. your y position when you hit the wall doesn't seem to be anything special. Just, for some reason, when you jump at a certain time, you go a few pixels further to the left than usual and end up very slightly embedded in the wall. Like collision forgets to happen for one frame, and you wind up far enough that the game ejects you up or something. I have had no luck in the past getting this to work anywhere else in the game, let alone in the jump cave. But as I said, I've heard a rumor that this works there as well. It's happened to me in other places while playing casually so I've always thought there was something to it... Anyone have any ideas as to how this works? 0070 - Link's speed 004D - Link's X pos 03D6 - X Subpixel 0029 - Link's Y pos
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My first thought was you'd still need the Jump spell to get downstab. But I'm pretty sure you can get downstab with fairy. My second thought was that luring the aches over to the right would take too long which would make skipping the trophy cave not worth it, but then I remembered there's no other reason to visit Ruto besides getting Jump, so it's probably worth it after all. So yes. I imagine that would save quite a bit of time. Probably something like 1 minute from the any% run. Do you happen to know off hand if the ache damage boost is also possible on the ntsc version? I mean, the engine is basically the same so I imagine yes, but I'm just curious.
Experienced Forum User, Published Author, Active player (423)
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I remember Kirk talking about doing (or rather, not doing) a tas in like 2009 or something. I think he thought it was too boring. Without funny commentary and a lively crowd I suppose it's not much to look at by itself. But yeah, there is a vault now so I don't see why not.
Experienced Forum User, Published Author, Active player (423)
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This is revision 5? The newest revision (release version) I think is 9.1 -- it changes Slappin' Bitches to start on a higher wave, 50 kills, score x2000, double score for "prefect" as well as other more minor things. But beyond that, I know (have seen) it's possible to get 800,000+ on chunkout. Usually this would be a tradeoff because taking your time in chunkout steals time from frogger, but for a TAS this shouldn't be a problem. (Some revisions don't actually have random chunkout boards because they accidentally had it get the seed after generating the playfield.) IIRC the clear bonus for chunkout is very high.
Experienced Forum User, Published Author, Active player (423)
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So you can swap the left and right exits with l+r movement, I guess. Maybe the scrolling glitch needs to be active. But I'm not exactly sure why this works here, and why it doesn't work in some other situations: http://tasvideos.org/userfiles/info/2773783165871714 http://youtu.be/60eGBJNkeyo What the input is is on the last frame before exiting the sidescolling section, I press left to wrap the speed and reverse directions. So I'm asking for some help with this one. I've been looking at what happens based on speed, x position and subpixel position, and everything winds up slightly different but why this actually happens isn't obvious to me. Maybe I am missing a key memory address to watch. Maybe my brain is just too dumb. Any suggestions or insight would be appreciated. I think in an older published glitched run, maybe the first one I did (or maybe it was Gigafrsost's run) the same input was used to avoid taking a left exit on the right side of the screen inside the great palace. So if I'm reading this correctly, the input isn't important, there's something else going on that decides where you go. I can see there's potential here but I need help with it for sure.
Experienced Forum User, Published Author, Active player (423)
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In case I lose them/public notes to self: $0070 Link's X sidescrolling speed $03D6 Link's X sidescrolling subpixel Subpixel is reset upon entering a new screen; does not seem relevant for TAS purposes (possibly just for positioning on elevator or picking up items) Max walking speed: 24 Recoil from stabbing wall speed: 12 Recoil from stabbing enemy speed: 5 Recoil from taking damage speed: 13 After stabbing recoil, speed is set to 0 unless you are in the air. After Damage recoil, nothing special happens. You can move while recoiling from an attack, but not a hit. Normal acceleration: 1 per frame (hence, from a standstill, stabbing something behind you and jumping immediately will accelerate you faster, recoiling from damage doesn't work since you are set to 13 speed through the whole animation. it is always preferable to jump after stabbing something.) Turning increases the speed in the new direction by 2 in stead of 1. Turning back 1 frame later decreases speed by 1. This pattern repeats unless the speed is 1 or -1. todo: find Y values $0516 Overworld Encounter Timer $0026 Overworld Encounter Step Counter The encounter timer always counts down, even in a side scrolling area. When it reaches 0, enemies spawn. If you are on a path, it stays at 0 until you step on terrain that can spawn enemies. Resets to 8 ticks upon exiting a side scrolling area. If you are standing on different overworld terrain when it reaches 0, it resets to different times. Grass, Swamp 32 Ticks Desert, Forest 24 Ticks Graveyard 9 Ticks Lava 3 Ticks First tick seems to be variable, every other tick takes 21 frames. (3 Ticks is approx. 1 second) todo: figure out first tick Step counter counts up from 1 to 255, increasing by 16 each step. When it rolls over 255 it resets to 1 and monsters spawn. This means every 16 steps there will be an encounter spawn. Terrain does not affect steps-- the path also counts as a step, so if the 16th step is on a path, no encounter will spawn for that cycle. Resets to 1 upon exiting a side scrolling area.
Experienced Forum User, Published Author, Active player (423)
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I could submit that run, if people want. I don't think it's very good though so I'd much prefer someone optimized it a bit. As for this run, it barely even looks like a TAS.
Experienced Forum User, Published Author, Active player (423)
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hegyak wrote:
But is that the fastest way? Solar to Vortex until score reached? Technical side, it's a good plan. On the entertainment side, it's majorly lacking.
AFAIK that's the fastest way. I can't say I have thought of everything though. And I agree, sort of a boring run.
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solairflaire wrote:
Could you do this in that room and then just re-enter from the other side? It would save a death.
In theory, that should work. And if it does, then that's enough time for sure and this is probably the route. I just tried real quick, though, and it didn't work. And I'm not sure why. I first noticed the reversed exit thing using the left exit, in the overworld spiked square at palace 4 maze. But there are occasionally anomalies on the right at high speeds as well. I haven't done much testing with it yet though, so I'm not going to say for sure what works and what doesn't. I'm not sure how it works to be honest. Maybe there's a x-positioning element to it as well. I'll have to check into it next week.
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solairflaire wrote:
One thing confused me though. Couldn't you take the same route as the published movie in the Great Palace, just adding the fairy glitch spots?
You'd need the glove to break the blocks covering the hole, that's why you have to do it from above.
solairflaire wrote:
If not, could you wall climb up where you die to the floating head and cast fairy above the screen instead of using U+D as a fairy?
Yes. That's worth testing, since it doesn't matter which room we go further to the right in. That probably includes waiting to get hit in the room before, depending on how the heads spawn. I didn't spend a lot of time on these rooms. Though I'm not sure if that can save enough time. (Hence being worth a test!)
solairflaire wrote:
I'm guessing there's no way to get into the medicine cave without going in the normal way.
As far as I know, you need the hammer to get to the medicine cave. I've not found a way to wrong warp inside.
Experienced Forum User, Published Author, Active player (423)
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(almost) full run, incorporating fairy glitch. So this is an old route idea I had in like 2007, but never could work out how to get all the way to dark link. The recent discussion gave me new ideas, and what do you know. One worked. http://tasvideos.org/userfiles/info/1468045707452406 Fairy is gotten, Glove, Downstab and Jump are skipped. This winds up being about 450, maybe a little more, frames too slow to be a good route :( I'm going to test whether getting Raft in stead of warping from Death Mountain makes more sense for this route. Raft vs Death Mountain has always been close in old tests. Raft seems like the slower option but now going over Bagu's way is out of the way, so it could be better. Raft would be gotten just before getting Fairy. I hope I posted a test run of palace 3 in this thread somewhere, to save myself some work! If anyone wants to tinker with the route, or mess around with the input file, feel free. Maybe warping around with the healer glitch would be faster than walking to the Water of Life? Man I dunno! Anyway there's now a bunch of suspected improvements to the published glitched run (used only in one room, I think, in this test movie), so one way or another, the time is coming down.
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