Posts for RachelB


RachelB
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funnyhair wrote:
Kyman: If this is a hundred percent run, your forgot the honeycomb underwater in spiral mountain. If this is not, please disregard this statement.
The title says any%.
RachelB
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I have a hard time believing you watched the entire 2 hour run and still thought it deserved a .1 entertainment rating. If it was really that bad, you would/should have stopped watching long before the end.
RachelB
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Pheenoh wrote:
EDIT: You could test slingshot, hero's bow, Ball & chain (especially interested in this one) and clawshot damage if you'd like.
I already tested the first 3. I'll get back to you on clawshot. edit: Clawshot did no damage to boomerang ape. Tried to test it on a random enemy, but i could not find it's hp in ram at all. The two bosses i tried were both very easy to find, even without knowing how much damage each attack did. I even tried searching 1 byte addresses, and still nothing.
RachelB
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More damage tests done on the mini boss in the first dungeon (200 max hp): master sword JS: 60 spin attack: 60 bombs: 200+ (the fuck?) Wooden sword does half the damage of ordon sword.
I'm fairly sure the walking forward slashes do less damage than standard slashes or thrusts.
That does 2 damage with MS, 1 with ordon sword, and none with wood sword. Bombs appear to do exactly 200 damage. I tested by editing its hp though, so no promises that it isn't limited to his normal max hp.
RachelB
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Yes for human. For wolf, you want to dash nonstop (press A 3 frames before Dash shows up over the A button). You can dash often enough that your speed will never drop. If you can't dash for whatever reason (after or before jumping off a ledge), then i believe side hopping is faster than running, but i'd have to double check how long wolf link stays in the air during a sidehop. It's probably faster to just delay dashing to ensure you can always dash right before jumping, thereby allowing you to dash again after you land, but i guess we'll have to see if that is always possible. Also, i'm not sure what the fastest way to move across sloped land is. Going downhill incurs a very, very slight penalty to speed, that would never change anything. Going up hill however can sometimes slow you down quite a bit, to the point where rolling is slower than sidehopping is on flat ground. However you also land more often when going uphill, which drops your speed to 0 for 3 frames each time when sidehopping. I would imagine that sidehopping will still be slower in all cases, but i don't know. edit: Wolf side hop is 12 frames of 33, followed by 2 frames of 0 speed, giving an average speed of 28.29. Definitely faster to sidehop than run. edit2: 5 frames after you can first dash again your speed starts to drop. It drops by 1.8 per frame, until it gets back down to 25.
RachelB
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Subrava wrote:
Well I'm not quite sure how the playback system works when recording new input to a .dtm so what I have been doing is starting playback of a .dtm and skipping ahead to one of my savestates after I start recording. I figured that would allow me to keep all the input without having to rewatch the entire TAS up to that point. So yes, I suppose it was inentional to start recording at a save state but I really didn't know the consequences.
That wouldn't start recording from a save state, it would just load the movie from the save state and ignore everything you did before that.
I was really hoping the save state files would allow me to rebuild an entire .dtm.
No rebuilding needs to be done. The entire .dtm is saved with every single save state. The fact that there is no .dtm with the first two states means you stopped recording.
RachelB
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Did you intentionally start recording from a save state? I doubt you'll be able to recover anything useful.
RachelB
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Also, when the emulator crashes on the save decompression that's just me trying to play back the .dtm (not me attempting to load a save).
...what? Does your movie start from a save state? edit: indeed it does. Don't do that, it doesn't work properly. Do you have any other save states? Why is there no .dtm with the first 2?
RachelB
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The .dtm is saved outside of the save state. Just open up the save state folder and grab the .dtm Also, if you try to load a save state immediately after starting a game (while the status/title bar says clearing code cache, or interpreter instead of JIT64), it will never work and always fail when decompressing the save state. I'm guessing that's what your problem there was. Alternatively, if you aren't using one of the builds i posted to the dolphin forum, then the issue is bad save states, which will happen relatively often when using official builds.
RachelB
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Update on boss 2: saves 220 more frames. I may or may not just keep that and continue on. Also finished planning the full shrine route: 1: n/a 2: shrine in iga 3: warp to iga, set shrine to owari 4: warp to owari, no shrine 5: back to owari, no shine 6: more owari... no shrine 7: owari, shrine in suruga 8: warp to suruga, beat the game Fucking awesome. inb4 rejected for too much running.
RachelB
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Yeah, i'm going to do some more tests. I'll get around to it sooner or later.
RachelB
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MUGG wrote:
I do not know anymore who said it, but it came across like "It's possible in Dolphin but not yet possible to record a TAS with it". I guess it's false information then...
As far as i'm aware, yes.
RachelB
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I have no idea what just happened, but i'm pretty sure it was amazing.
RachelB
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CoolKirby wrote:
I would recommend merging the latest revision at the time you compile the build with the "TAS-input" branch. It would probably help my movie sync on your build, if I need your help.
It won't effect playing back a movie, it'll just prevent desyncs when recording.
RachelB
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MUGG wrote:
I heard it is possible to use the Tingle Tuner in TWW in Dolphin. How? In which version? Can it be used in a TAS?
Where did you hear that? Pretty sure it's not possible.
RachelB
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It's pretty straightforward if you want to do it. Instructions are at http://code.google.com/p/dolphin-emu/wiki/MacOSX_Build
RachelB
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Damage values: wooden sword slash: 5 wood sword JS/spin attack: 15 ordon sword slash: 10 ordon jump slash: 30 spin attack: 30 master sword slash: 20 MS jump slash: 60 spin attack: 60 bomb: 200 spinner attack: 10 bumping into an enemy with spinner: 1 iron boots: 20 (hits twice for 40 damage) bow: 10 ball and chain: 30 slingshot: 0 mortal draw: 400 Slashing whiling running does 2 damage with MS, 1 with ordon sword, and 0 with wooden sword wolf: B: 10 jump attack: 30 boomerang mini boss: 200 max hp first dungeon boss: 50 max hp (it resets when you kill it).
RachelB
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CoolKirby wrote:
Hasn't that always been a problem? I don't think there was ever a revision that deleted the save file when replaying the dtm.
Yes.
RachelB
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I doubt anyone would care to do anything about that.
RachelB
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Actually it's probably faster to run for a frame or two after the first roll, so the second hits 32.9 speed, i'll test that later. edit: it takes 3 frames, and is indeed faster.
RachelB
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It takes 3 rolls to hit max speed if you roll right from idle, but you just can't beat the instant acceleration.
RachelB
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ING-X wrote:
I'd like to point out as well that it is very slightly faster to accelerate fully before doing your first roll (it's a similar situation to TWW where rolling from a standing state is really slow).
As i said, and even gave some numbers to back it up, that's not true. Here's the exact speed at each frame, starting from standing still, complete with average speed per frame: After the 29 speed roll you get 32.9, just like if you got up to full speed before rolling. You'll notice that at no point is running first faster. It's not even close.
RachelB
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John11 wrote:
Can I watch multiple values at once?
Of course.
RachelB
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Cheat engine should work fine to watch speed.
RachelB
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speed values: sidehop: 28. instant acceleration, 3 frames of 0 speed every 15 frames (on flat surface), for an average of 23.33. sidehop roll: 23 backflip: 24. same acceleration as sidehop, average speed of 20 running: 23 walking sideways: 13 backwalk: 13 crawling (~5 average, changes every frame) walking forward with L target: 16.1 jump slash: 25 spinner: 26 iron boots: 3.68 iron boot roll: 10 (same (de)accel rate as normal roll, though you'll get 10 speed right from idle) iron boot sidehop: 28 (5 on, 3 off on flat surface, for 17.5 average speed) iron boots backhop: 25 autojump off a ledge: 21.6 Walking with ball and chain: 3.68 shield attack: 14 sidehop roll: 25 magic armor with no rupees: same as iron boots. also wearing iron boots in addition to magic armor doesn't slow you down at all. good LJA: 72 flat ground lja: 36 LJA from target over lower elevation than link: 15-30 less shitty lja, but still not good: up to ~56? swimming: 8 swim dash: 13 swim while sinking with iron boots: 1.28. If you take iron boots off, it increase by 3 every frame until it reaches 8. If you put them back on speed drops by .5 each frame until reaching 1.28 swimming up: 22 (increases by 3 every frame up to 12, then accelerates by .75 every time you press A again). Drops back to 0 if you don't press A for 32 frames. Once you hit 22 speed, you only need to press a once per second to maintain it. zora armor swimming: 14 zora armor fast swim: 22 running speed from idle: 0,0,0,0.046,1.06,1.66,3.06,0.96,3.29,6.56,11.2,16,19,20.9,22.8,23,23,23,etc underwater with iron boots: roll: 7.5 sidehop: 8.4 rolling: 7.5 backhop: 7.5 walking: 14.7 jumpslash: 7.5 rolling: with speed <= ~10 (9 frames from standing still): 25 with speed <= ~15: 27.7 speed >= ~22: 32.9 (there's more tiers, but since only the first and last even matter, i'm not testing them all) roll acceleration from 23 speed run: 23, 32.9*15, 31.9, 30.9, 29.9, 28.9, 27.9 repeated. Average speed is 32.15 average roll speed from idle, to 22.8 run speed, then rolling, after 3 rolls: 27.14048 Average roll speed from idle, after 3 rolls: 27.73047619 Rolling right away also accelerates much faster (jumps right to 25 speed), so that third roll happens much quicker. So it is always best to roll on the first possible frame (except on the second roll, wait 3 frames to max out speed). epona: running: 35 OR 42. dashing: 50 OR 73, depending on area... epona slide: 73 wolf: running: 25 dashing: 33 OR 45. After pressing A, it goes to 65 for 1 frame, then drops to 59,53,47,45. Otherwise it never changes. It appears this depends on where you are (?). In some areas it's 33, others it's 45. When it is 33, you get 1 frame of 35 speed then right back to 33 after pressing A. This has instant acceleration, regardless of how fast you were moving before. sidehop: 33 backhop/flip: 30 backwalk: 12 sideways walk: 22 walk forward while L targeting: 22 jump attack: 26 B attack while moving: 30 swimming: 9 swimming (dash): 20. 3 speed/frame acceleration, then stays at 20 forever. autojump: 22.34 wolf run acceleration: +3 per frame until it reaches 25. Memory addresses appear to change every time you change areas or watch a cutscene, but values are consistent and easy to refind... tl;dr here is it's always fastest to roll on the very first possible frame. A single sidehop is also faster than a single roll, from idle, but that's probably never useful. Wolf speed depends on where you are, and it sometimes only just barely faster than rolling. There also may or may not be situations where LGAing (off enemies only, throwing the boomerang is too slow) could be faster than rolling.