Posts for RachelB


RachelB
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Joined: 12/3/2011
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We're only like 7 minutes in so far, calm down.
RachelB
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Find what revision it was removed in, and maybe i could take a look at the code. If it's not too hard to fix (i know nothing about lua), maybe i could.
RachelB
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VanillaCoke wrote:
I'm guilty, I loved watching it lol. I'm surprised how the improvements are by a pretty big margin (for TAS standards) in each goat video.
Yeah, goats are a huuuuge pain to tas. Being even a tiny bit off at any one point can sometimes cost over a second.
RachelB
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It's a conservative estimate based on almost nothing. 2 hours would not really surprise me too much. Keep in mind though that loading times alone are probably going to save over 30 minutes compared to a console run. Also, new video of goats, because i know everyone loves watching them: Link to video
RachelB
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We are guessing around 2:30.
RachelB
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Yes :) Goats are down to 14.33 now.
RachelB
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I had previously got 15.27. I had restarted tasing this like 7 months ago, and stopped at goats. We are continuing from there. We just finalized the route last night (we were just stuck on the rupee route).
RachelB
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Scrubbing Serena beach now works in opengl and d3d11 in master. Still broken in d3d9.
RachelB
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Joined: 12/3/2011
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RachelB
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Joined: 12/3/2011
Posts: 1579
Hasn't it been long established that the fastest version should be used? Why would we change that now?
RachelB
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It seems this game runs just fine in dolphin when using its software renderer. Of course dolphin's software renderer is absurdly slow (i get 1-4 fps in this game), but hey, if anyone really wants to tas this game, it should be possible!
RachelB
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It's based on 3a8e8af2d55255bceef83e96ec2e5f1efb62bd9b with the patch in the above link.
RachelB
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This isn't even eligible for the vault.
RachelB
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Is it a rule that each author must have contribute to the input ?
No, there's not. There is plenty of precedent for it too. There are plenty of ways to contribute without providing any input.
RachelB
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Maybe. There was no real way to predict how many fights i'd end up getting though, and going back to redo it could have changed that to the point that it wouldn't have been enough (this happened a few times when i went back to fix a mistake, or get an item i had skipped).
RachelB
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John11 wrote:
RachelB wrote:
Uh, not sure about the first thing. Iirc, i got 2 smoke bombs from each of those groups of ninjas. Having 6 less smoke bombs wouldn't have been enough for that part.
You finished that part after the ninja groups with 4 smoke bombs to spare and then bought 5 more from the merchant and still ended the game with 4 left though.
That means i would have been two short, since i picked up 4, and avoided using 2. Picking of the smoke bomb at the end was probably just a mistake i didn't go back to fix...
RachelB
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Uh, not sure about the first thing. Iirc, i got 2 smoke bombs from each of those groups of ninjas. Having 6 less smoke bombs wouldn't have been enough for that part.
Post subject: Re: lsnes desync problem
RachelB
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hbalt wrote:
Ilari wrote:
Bsnes core savestates aren't fully sync-stable. So even if one uses savestates correctly, it can still desync. The effect of each individual savestate is very small, but when lots of savestates are chained, desyncs can happen. Especially with games that seem to lag randomly.
Can you explain what exactly causes this to occur?
Bad save state code.
RachelB
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Pheenoh wrote:
I'm gonna post this here in case anyone wants to take a shot at it. This is a glitchy pillar in Arbiter's Grounds that pushes link partially out of bounds by the door that leads to the inner dungeon. If a skip here was found, it would save a ton of time. Here's a video of it: http://www.youtube.com/watch?v=5961EkPpdus And here's a save if anyone wants to fiddle around with this on Dolphin/Console. http://www.mediafire.com/?b3efop5m849b1t2
So uh, this seemed like a waste of time before, but... Link to video It should be close enough to reach with a better angle. I can't seem to get anything better though. I think there's a good chance this might work though, so if anyone wants to help, finding a way to do this would be the way. This could save around 9 minutes.
RachelB
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Wiimote recording seems much, much, much more consistent after some recent fixes. It seems that with no save states, it syncs perfectly, and even with save states it now syncs most of the time. Anyone who's interested, test it out, and let me know how it syncs, including when playing back with read only from a save state. Builds are at http://dolphin-emu.org/download/list/wiimote-save-fixes/1/ By the way, tasing with this now, my experience has been that when playing back a movie with read only from a save state, it'll either desync right away, or sync perfectly, so even if you still get desyncs (i am still getting a fair bit, but still much less than before), it may not be necessary to play back from the start to find them, and just have a save state before a section that you know is prone to desyncs, and is confirmed to sync from the start, then if it syncs through there, it'll probably sync the rest of the way. And if it doesn't, then it'll probably also desync when played back from the start. Obviously you should still check sync from the start often, but this can get less and less practical as a movie gets longer, so it's good to be able to check sync from a save state.
RachelB
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There's an extra heart piece in Gerudo's Fortress as a child, which of course is not normally possible to get to. For what it's worth, i think we should get it. Even though it's not normally possible to get, it's there, and we can get it, so i see no reason not to.
RachelB
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Well we could change "end the game" to "reach the credits", just to be extra clear, otherwise i guess that's a good enough start. other than, again, the rba restriction.
- Collect all heart containers and heart pieces.
Is it your intention to require the 37th heart piece?
RachelB
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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
I don't think we will ever come up with a perfect definition that we can all agree on. However, other than the rba restriction, this seems to be identical to what i wanted anyway.
RachelB
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EEssentia wrote:
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.)
So as long as something is obtained once, you don't care if it's later lost?
RachelB
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Slowking wrote:
RachelB wrote:
Slowking wrote:
RachelB wrote:
Who is suggesting 14 rules? What i've suggested is 2: all unique and permanent items, plus right side equipment.
Those are empty words. To define "all unique permanent items" you need 20 paragraphs.
It seems clear what it means with no further explanation, assuming you already know what those two words mean.
Yeah it doesn't include heart pieces and skulltullas for example. Since those are not unique nor items. That seems absolutely clear. It also doesn't include the double magic bar or the double resist, as those are not items or equipment.
Heart pieces and skulltula tokens aren't items? Are you kidding me?