Posts for Rising_Tempest

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Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
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Hey Arc,, thanks for the critique. I noticed some of those things myself, among a few other things that could be improved,,, some things however, might not be done better,,, Opening: -The name. Eh. -Link can walk off of lifts that are going upward faster. His feet can go through the floor. This error persists throughout the movie. I made sure I started walking forward as soon as possible, any sooner and I lose my forward momentum. This might be different in the Japanese version, but I assure you the upwards elevators are all optimized Level 2: -Did you absolutely need the P-Bag? I could've killed the red ironknuckle in the treasure room,,, but then the second red ironknuckle would drop the 200 point bag instead of the stalfos, and I'd be fifty short. I could of rigged a bot somewhere to drop a 50 bag, but this probably would've lost as much time as grabbing the 100 point bag. Level 3: -Moved backwards after getting the key in the blocks. Didn't even think of that,,, thanks. -Breaking the double blocks does not look perfected (to avoid bouncing backward). I couldn't find anyway to hit them without bouncing back at all,,, that frame led to the least backwards momentum. I could be wrong though. -Looks like you could be farther forward when you grab the boss' key. This problem happens elsewhere too. Probably could've been a few frames ahead, yeah. Level 4: -Banged into the key door before going fairy (the one where you had enough magic, not the red ironknuckle one). I had to stop for a moment so my sword beam would hit the minihorsehead that runs by. You can't fly over them since they bounce. Or, was there some other locked door I'm forgetting? -Carock fight is obviously not perfect. I still killed him in eight of his spells, they just hit him at different times. I thought it might be more interesting to kill him this way then with 8 almost on top of him reflects. I watched our level 4s side by side from the moment we get to the bottom of the entrance lift. We finish the level at almost the same time. BUT, lifts move a lot faster in the USA version. And you had the small advantage of not needing an extra key. Yours should be a few seconds faster. I thought so too, but there was no way to get through the whole thing without going out of my way to refill my magic at least once. Level 5: -Fairy could have gotten off of the upward lift faster. Did you mean the one where I killed the Orange Ironknuckle? I needed to kill him to set the six count for the next palace. This single guy cost me nearly twenty seconds in my test run. If there was some other elevator I messed up on,,, ignore this. Level 6: -Bumped into a wall in the cave on the way back. Oops! -Getting the red magic jar from the statue isn't ideal. Get it from the red ironknuckle later. The six count wouldn't let me. -Went fairy too early when falling. I think,,, I did this when getting the magic container on maze island as well. -Reflect isn't necessary. Had to set up a six count. -You jumped up onto the dragon's head. I fell into his lava pit and hit him on the first possible frame. The mechanics on the dragon may be different than the Japanese version,,, this was as early as I could hit him and keep the upward momentum I needed to stay on top. -Key grab was definitely not optimal. Likely. Palace: -Looked like you both briefly stopped and bumped into a wall on the way to the palace. I stopped three times actually, to manipulate some encounters. I had to bump into that one wall a little, jumping any sooner got me hit by one of those shielded eyes. I couldn't find a way to kill him that was faster than just hitting the wall. It looks sloppy, but I couldn't really wait on the overworld outside to manipulate the placing of the enemies in this cave. I had bad luck in general in Death Valley,,, maybe if I'd gotten there a few frames sooner, the timing of everything wouldn'tve been so messed up. -Too much bounceback on a double block break. Again,,, I'm really not entirely sure how this works. :) -Trap Dark Link in the corner. I spent and hour fighting him and couldn't figure out how. I just got frustrated then, and killed him half a second slower. General: -There are some places (especially the dark caves) where I suspect things were not done with frame perfection. The magic container cave in the level 4 maze is flawed for sure. I frame by framed every enemy that wouldn't die in one attack I came by. Still, I'm nowhere near perfect and probably screwed up in a few spots. I can see 10-15 seconds being knocked off by this, maybe more if someone finds a better route than what I took. If you have any more observations, Arc, I'd love to hear them,,, I really wouldn't mind making a faster version of this sometime in the future,,, but not for a couple months at least,,, I've had enough friggen Zelda for now.
Experienced Forum User, Published Author, Player (166)
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I worked a shitload overtime yesterday to get this done as soon as I could,,, I'm glad you guys enjoy it.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
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That was a lot of flipping out and killing people. Very, very nicely done.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
NINJAS!?
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Here's some le palace three and four: http://fast.filespace.org/rising_tempest/RUN2WIP4.fcm (right click, save as)
Experienced Forum User, Published Author, Player (166)
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I've beaten the first two palaces. http://fast.filespace.org/rising_tempest/RUN2WIP3.fcm (right click, save as) I'm nearly half a minute ahead of my old run now, and after the third palace i should be around fifty seconds ahead. Even with my low level of attack, I managed to kill helmethead before his final head fully emerged, nearly five times faster than my previous run. Most of the work on palace one was trying to find a way to kill that hammer bros. behind the locked door, so I don't have to waste two seconds waiting for him to jump, to fairy under him. After 100 or so re-records, I got it. Tmont, I'm not entirely sure why that orange daira didn't spawn. My theory at the moment, is that if you get to an enemy too fast while lots of enemies/projectiles are already on the screen, the game wont spawn it to reduce lag. This happens again in palace two in the handy glove room, and, in my older run, in palace six when I go out of my way to kill a stalfos (wont happen in this one, I promise). It's looking like I'll be up all night, so after a break to preserve my sanity, I might have some more stuff later tonight.
Experienced Forum User, Published Author, Player (166)
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http://fast.filespace.org/rising_tempest/RUN2WIP2.fcm (right click, save as) Now at entrance to second palace, ahead of first run by 1230 frames (about twenty seconds).
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Allright, It's back to work now,, I started the next run today. I haven't done much at all so far, but I think now I might be able to cut off nearly three minutes instead of two. The whirlwind slash move I mentioned in an earlier post seems to work on a lot more enemies than I initially thought, as long as you are close enough to them. To compare with my first run,,,, I lost around 30 frames for making a longer player name, because I felt like it. Gained twenty from exiting Zelda's palace to the left. I gained seven more frames from reducing lag in a two places (less projectiles on the screen). I gained about 200 frames on the first goriya I killed, from much more refined fighting techniques. I wont save this much on every enemy I come across, except for the next goriya whom I fought even worse in the first run. But if I even save 10-20 frames an enemy it's gonna add up pretty fast. Overall, I'm nearly 200 frames (3 secs) ahead of my first run and I'm about halfway through the jump cave. Oh yeah, here is the le file: http://fast.filespace.org/rising_tempest/RUN2WIP1.fcm (right click, save as)
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Thanks for that, tmont. Is nice to have it in a working avi.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Here's a brief list I made for reference of "what to do better" in my next runthrough. Any further suggestions are welcome. Version two changes:: -Start --Check if walking out of trophy cave is faster than warping --Do the whole "get the hammer" run faster --Jump over Dairas in water of life cave --Minor optimizations -Palace Two --Kill Helmethead faster --Minor optimizations -Palace One --Kill Horsehead faster (bounce on head) --Very minor optimizations -Palace Three --Kill stalfos in first room, ignore blue ironknuckle. This should fix the six count --Kill mounted ironknuckle faster --Optimizations -Palace Four --Since I have to collect the red jar, check if Boots-Child-Reflect-Back is faster (might save 2/3 secs of overworld move) --Minor optimizations --Carock is not going down any faster -Palace Five --Kill orange ironknuckle in flute room, grab jar then faerie. --Kill Gooma faster? --Optimizations -Palace Six --Try to find a way around that one encounter --Ignore refill at start, wasn't needed --Ignore blue ironknuckle --Stalfos or Moa will drop my magic refill, no backtracking needed --Kill Barba faster? --More optimizations -Great Palace --Kill Thunderbird 3x as fast --Kill Dark Link faster --Rock out really hard
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
That was awesome.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
My first run is done! http://fast.filespace.org/rising_tempest/Firstrun.fcm (right click, save as) Total time: 51:10 Re-records: 8229 It's far, far from perfect, but it was fun to make and now I know how to do this thing properly when I start my second run. It should be at least two minutes faster than this, I'll gain nearly a minute from just fixing the six count in palaces three and six, and another minute and some from better overall playing. I've also discovered the whirlwind slash move i use a couple times can actually hit some enemies more than once, this may save a few seconds as well. I'd like to watch Arc's run too to see if I get any more ideas, but it's being difficult to watch for me,,, I cannot find the rom used, the avi from archive.org is broken, and the bittorrent avi has no seeders. If anyone can help me here, I'd appreciate it. Well, enjoy my first run through this game.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Chill guys, I said I was going to do it again... And like Arc says, the games are very different. If you subtract the loading times and some of the keys Arc must get, he's likely nearly a minute ahead of me here.... Anyway, I'm six rooms away from finishing my first run of this game,,, and I'm having a hell of a time getting the dragon heads to be at the right height. I wanted to watch Arc's to see how he gets the dragonheads in the right spot,,, but the avi wont work for me (I have all the codecs this site recommends), and I cannot find the rom used. On a completely unrelated note, my msn is jack_the_second@hotmail.com. Well, once I get past this room I can finish up this run,,, and get started on the second. Ive watched what I have done through entirely, I should be able to save at LEAST two minutes on my second draft.
Experienced Forum User, Published Author, Player (166)
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I'm now at the entrance to the great palace. http://www.filespace.org/rising_tempest/WIP6.fcm (right click, save as) I've figured out that blue knights don't count towards the six count. That explains the palace three wierdness (and now palace six wierdness). This, along with lots of other tiny things I could've done better, warrants a second version of this run. Screw hexing this. I'll start as soon as I'm finished the current one, which should be finished by tomorrow.
Experienced Forum User, Published Author, Player (166)
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This weekend's progress. http://www.filespace.org/rising_tempest/WIP5.fcm (right click, save as) Boco, I am aware I couldve done death mountain much better,,, however this is my first TAS ever, so I was more or less just getting used to how everything works right around there,,, I planned on hexing in a better death mountain run (the whole thing) after Ive finished the whole run,,, if I just edit that up until the Up+a, it wont affect the timing for the rest since it resets at that continue screen,,, unless I screw up the hexing, hehe. Actually, now that I think about it, Ive probably lost enough frames here and there to warrant a whole new version of this,,, maybe later though, I'm far too into this to want to start over now, I'll finish it first and then see how I feel afterwards... As for what I've added in this WIP,,, Ive done palace four and five. The fourth took me three tries. First time I forgot to get reflect (oops!), the second I didnt have enough magic to get past the fourth (and subsequently fifth and sixth) locked doors,,, went back to end of palace three and took magic levels instead of the attack,,, this means I will finish the game with 7/8/1 instead o 8/8/1,,,, oh well. Palace five went allright, I couldn't get a good falling block rooom (for the key) without waiting at least 75 frames,,,, so I ended up getting the one behind the red knight in that room instead. Spent the better part of an hour on Gooma, until I was able to finish him in one jump. I'll be done this much sooner than I thought,,, enjoying it far too much to slow the pace! Lastly, I am very, very drunk as I type this, so If there are many spelling errors n stuff, please kick my ass, I likely deserve it.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
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Since I felt particularily motivated today, I did some more work. http://www.filespace.org/rising_tempest/WIP4.fcm (right click, save as) I entirely redid palace two. I killed both stalfos and the red ironknuckle in the handy glove room for the 200 exp i need. What I didnt forsee, on account of my poor counting skillz, was the last stalfos in the castle would be the 6th enemy... as such I didn't need to waste frames rigging a P-bag from that one blue Bot. Oh well. I also incorporated the wall bounce on the elevator, I remembered this trick right around the time you posted it, tmont. Palace one was ridiculously easy, took no more than 30 re-records for the whole thing, including Horsehead (mostly Horsehead). I played through most of it at normal speed, even. Palace three was easy too but,,,, for some reason, the rule of six doesn't seem to make sense here. The supposed 6th enemy (red ironknuckle in front of the 3rd locked door, assuming i ignore the blue one in the raft room) wouldn't drop either a p bag or a jar. I went back and killed that blue ironknuckle, thus making this enemy the 7th, still no drop (or from the blue one, which would become the 6th). I ended up having to kill the other red ironknuckle in this room (8th....) to refill my magic. Other than this wierdness, palace three was easy. If anyone can figure out why that enemy wont drop anything even though he's the sixth guy, let me know, and I'll redo this one. Would save about eleven seconds. After some mild hex editing tests, I've discovered the timing for things resets everytime I go to the continue screen. So the only place I really risk having a desync is that moblin cave,,, and I'll just wait a frame or two on the overworld if that happens. So whenever I stop being lazy, I'll hex edit what needs to be done. Right now I'm planning the route up to the end of palace four, after that it's pretty straightforward to the end. Thanks for the encouragement so far guys,,,, I'm really enjoying making this.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
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I feel kind of silly now,,, i had tried using it from cmd.exe but it looks like I was doing it wrong. Thanks Bisqwit. Baxter, I'll try that site as well, it looks like it would work too,,, I'll experiment around a bit and find which way works best for me.
Experienced Forum User, Published Author, Player (166)
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Bisqwit, Perhaps I should've been more clear in my first post,,, What I meant was, the win 32 versions of the program wont work in XP, XP no longer supports DOS based programs as win 32 did. Just to be sure, i downloaded and tried every win 32 version, and had no luck. So,,, is there any other alternative?
Post subject: Hex-Editing FCM
Experienced Forum User, Published Author, Player (166)
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Hey, I'm having some problems hexing an FCM. I have it open in an editor, and I have no idea where the frames start and how to tell which buttons were pressed... I saw the guide for hexing fantasia movies here, but unfortunately im on the evil win xp and there are no versions of nesmock that work with it, so that isn't an option for me. Anyone have the values i need, or know of another way to convert the file?
Experienced Forum User, Published Author, Player (166)
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AngerFist wrote:
Nice WIP so far. Will you be taking a different route than the current published run?
Yes, I will be doing palace two before one so I can level up quicker. I havent planned my route on the eastern continent yet, but it'll still be a few days before I get that far.
Experienced Forum User, Published Author, Player (166)
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Here's today's progress. http://www.filespace.org/rising_tempest/WIP3.fcm (right click, save as) You'll notice I've encountered a roadblock (I forgot it was there). I'm gonna have to redo a couple rooms before the last one, so that I still have 928 exp at this point and full magic. If I kill the Stalfos I jumped over, and the first red ironknuckle in the handy glove room, I'll still be 50 short,,, I'll probably have to re-enter the second last room to kill the red ironknuckle, so I still get two attack levels out of this palace. I haven't fixed the moblin room yet (or my earlier palace exits), but I'm playing around with a hex editor now for that purpose. As always, feedback is welcome.
Experienced Forum User, Published Author, Player (166)
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Here's what I've added today: http://www.filespace.org/rising_tempest/WIP2.fcm (right click, save as) Havent hex edited the moblin room yet (just gonna block their spears as i jump over them instead of shooting the sword (less lag)). Also, I'm gonna have to redo the last two rooms, since if you hit an enemy half of the screen it doesnt take damage,, as such I didnt kill a Daira earlier on, when I go back through that room, he's right in front of the door throwing axes that I cannot avoid. If I keep this pace up, I should be done in a couple weeks for the whole game.
Experienced Forum User, Published Author, Player (166)
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OK,,, I just watched it. As is, I'm about two hundred frames ahead of that right now, but I have noticed some things I could've done better, and got a few ideas from it. I'll try to hex the few things I want changed, and get further in the game,,, should have another WIP up by the end of today (or tomorrow, in case of act of God).
Experienced Forum User, Published Author, Player (166)
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tmont wrote:
Your WIP looks good. I have a few suggestions: -Is it faster to get the first magic container when you have downward thrust (i.e. after Death Mountain)? I don't know if any time is being wasted when you have to swing your sword like that, and you don't need the extra magic container until you get Fairy. -I'm pretty sure that isn't the optimal path after leaving Bagu's Cabin. Go right one tile after leaving his house and then down until the you get to the path. -Lag in Death Mountain is hideous. Is it really faster to not kill the Moblins in the first cave?
1- Swinging the sword in midair doesnt slow me down (unless i directly hit something,,, but here the beam is doing all the work) 2- If I go right, there is a set encounter on that panel (and the one below his cabin as well). 3- I'm going to redo that room. I did the moblin avoiding-ness with frame advance and didn't notice the lag until afterwards. And Guybrush,,, thanks for pointing that out. I'll do it as such in the future, and hex the old parts later on. Thanks for the input guys,,, I'm gonna go nod off now, maybe I'll have some more in the next day or so. EDIT: Got my rights and lefts mixed up in number two, amazing what 48 hours without sleep can do to the mind >_<. In any case, whether or or not i exit to the north or to the right,,, it's the same amount of panels to the bridge. I guess I can change this if it's really a big deal.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
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Randil, I tried to download your WIP, but the link was broken.
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