Posts for Wyster


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Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Umm yeah been 5 days now, kinda wanna hear what the big impenetrable obstacle is :P
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
It's a chat program? You need it installed first?
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
not really, i try from time to time but manipulating that guard is incredibly difficult. It's really just luck and chances are very very low.
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
I want Squaresoft back
Second that. Nice job so far btw. looking forward to future progress.
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
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Even if MupenPlus eventually does come out with a real version it's unlikely that the current segment already TAS'ed won't be very obsolete due to new strategies being developed(like the new rupee-route, it'd be wrong not to expect more). So whether the run will have soft reset or not, it'll be obsolete, perhaps even more than it'll be if done right now.
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Actually a 10 pound fish is enough for gold scale, if you're a child :P
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
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Sry bout that :P Anyway, just before my "break" i managed to redo B2 all the way to the first safe key pretty much. My TT was slightly ahead of simon at CCTV tape but i always manage to get slightly behind at safe key(unacceptable of course). So basicly what i've been doing a little now and then over the last 2 months is redo the segment from outside CCTV room to safe key room trying to get fast safe key guy and not loose major time compared to simons run. THIS however, is way harder than i thought. I've done roughly 20 redos of this segment and so far i haven't even been close. If i can get through this segment the rest of the level is gonna go be uber easy to do. 20000 rerecords for 15-20 seconds of TAS so far...looooots of redos. Oh well, i might give this another try today or something.
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Joined: 9/2/2006
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One of the most entertaining and awesome segment of TAS i've ever seen ^^ Can you superslide before/after shooting the beehive?
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
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I was playing OoT today again for like first time in like forever and wanted to try out the Forest Escape("walking while talking" version), however, i found that walking blindly to correct spot was pretty difficult. So i started experimenting around a bit and found some probably already known stuff but i haven't seen it in any video or posted so i thought i'd mention it anyway. Anyway, i was using Navi for this, and first thing i tried was walking away a bit then i accidently pressed A, causing normal game behaviour except everything still being dark. So attempt 2: Now i walked away a bit again, probably doesn't matter, but when i pressed C-Up again to talk to navi, while walking to navi, things changed a bit, camera was still in place but map returned to normal and light came back, a few seconds later however, the useful map dissapeared again along with most other stuff. During this mode, pressing A caused a "talking to Navi" scene again BUT, no text ever came up, And game didn't respond to any input, i.e Reset game is only way out. Okay so at last try, i could finally make use of this by redoing everything in attempt 2, but instead of pressing A, pausing, pressing R or Z, then unpausing, Now map is visible for a split second making it way easier to navigate to escape point. So well, super duper easy impossible to fail forest escape. I know this is incredibly irrelevant to this topic but i guess it could be useful to other noobs like me who can't escape any other way or are tired of blind navigating.
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Thanks ^^ Just had a major setback in Bunker 2, after a fantastic start("Too good" as quoted from Simon) I realized after CCTV tape that my klobb guard positions were too far away, only way to fix it is to go back to the very start and watch more cinema..argh. Might post the started M64 for a minor WIP of what's to come :P
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
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Well i'm actually not sure if faster is possible at all, don't think so. I'll however try to optimize the run completely and see how far that goes. Not sure when i will continue/finish run, not really in the motivation for the moment but i did start up the level yesterday anyways.
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Swordless Link wrote:
It's boring and difficult, that's what. >_> Sigh, I'll start shortly...
Heh yeah i know what you mean ^^ No hurry though ;) Just start whenever you feel like you have motivation for it :P
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Curious, is this TAS gonna get started soon? It seems glitch finding has kinda stopped and route is finished right? What's the hold up?
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
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Because Simon found something new that makes old strat faster.
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
No, not anymore.
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Ummmmm....yeah...This is really not how i remember this game. Seriously, where the hell did magus come from all of a sudden, what the hell happend to the rest of the game and WTF, Ending up inside Lavos after loading a save? Definite yes. Some breif explanation of tricks would be cool. For the categorys discussion, I just thought i'd bring up the OoT case, That game has been broken to pieces as well, though the "all medallions and trials" run was accepted. A similar case could be done in CT, i.e an "All bosses" run. Kinda like the game was supposed to be played. Either that or 100% seems most logical.
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Sounds awesome, i'll talk to ya when i get home. Guess the estimates for this level just went down to 41'ish. If i can do that, it'll be one of the biggest improvements in this run.
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
On S2 the camera needs to be loaded in order to shoot it, So you have to go as far as i did. Meaning grenade would be useless. The Bunker 2 strat is being worked on right now. I have come up with an alternate, exiting strat, which seems to have potential(got 45.15 without any major optimizations for ending). Simon is also working on improving the old strat run so we can compare which is faster. The new strat uses a completely new route, i guess i'll keep the details secret until WIP.
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
DaTeL237: plugins and stuff should be fairly easy to find with a google search. The confirmed working ones so far are: Rice 6.1.0 and later, Glide 0.7, Jabo 1.6(haven't tested this myself but simon says so). If the run desynchs early or something then i'm not sure what could be wrong, just try out the diffrent plugins and see which one that works for you(Rice should work though). If you have Aim you could contact me on XgeOmegaX and i could send the file i use.
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Surface 2 Finished! http://dehacked.2y.net/microstorage.php/info/1296242610/Wyster%20-%20Goldeneye%20007%20-%20Surface%202.m64 This went suprisingly easy. I figured out that wireframe mode in Glide 0.7 does render the houses behind trees giving a good idea of where to aim. Making that shot alot easier. Otherwise a few hours work and 1:10 on first try without redos. I'm around 41 in game seconds ahead of RT now i think, which is insane considering i'm not even halfway through game!
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
That's very good news "Itsblah" :) What OS/Computer specs do you have? The water looks ugly because none of the poeple programming video plugins have figured out how to make it render normally. For Napalm its emulated a little better but it's still green and have the same annoying texture.
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
It synchs with several plugins, But unfortunately all of them has terrible graphics(Jabo with the sky, Glide 0.7 with no sky, Rice Open GL with flickering etc etc). Rice + DirectX or Napalm is the only way to make this run look good. And that itself is absolutely necessary to publish this run(since it's one of the main improvements over RT's run).
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Okay i need to know this now: Can anyone actually playback the entire M64 from beginning to end of Frigate with RICE video plugin AND DirectX?? If not then there's no point in continuing. And in any case, i've lost motivation due to several hours of work hitting 2 cameras being lost in the terrible world of desynchs(and yes i did check often, but appareantly this one was caused by trying to TAS from a savestate at beginnign of surface, which is only way for me to use DirectX).
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Well the second fastest spot is a couple of seconds slower, maybe 5-6? So peraps the very first hostage or the 3rd would have a chance(those 2 escape first).
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Actually they'd have a 0 chance cause to have hostages escape THIS fast you'd need to run at 56 speed. But anyway, 1 in 7776 yes for fastest routes of escape, then it also requires optimal deaths of hostage takers which has a chance of like 1/10? And then there's also the possibility of hostages getting stuck(doesnt seem to matter too much if you're going fast). So chances should be around 1/[insert extremely large number here}.
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