I got rid of Mupen shortly after making this thread.
But I re-downloaded it today and am still having problems with it. less than 4 fps, error messages, etc.
I also downloaded Project64 today and it runs pretty well, but it doesn't seem to have any of the tools Mupen does, and as a TAS enthusiast that is problematic.
I was sort of hoping for some kind of advice on how to fix it.
When I very first started Mupen, it also had an unbearably slow frame-rate, but after fiddling a bit and changing which graphics plug-in I was using, it's getting a decent frame rate.
So I was hoping there would be a similarly easy fix for the problem I mentioned in this thread, like some inproperly set settings.
So I just started using Mupen64.
The program works fine, until I load a ROM, but then the UI becomes a paperweight. Clicking on any of the menus does nothing. Clicking the buttons at the top right corner to exit out doesn't work.
The roms are running fine, good framerate and all, and all the keyboard shortcuts still work, but for some reason I can't use the menus once the game is running.
Any thoughts?
Wait, I'm confused.
You had to spend time researching the use of a mega flip to get across the bridge so you could skip the hookshot? Aren't there already plenty of tricks for stuff like that?
Like the Bomb hover? Does that not work in this context? I guess even if it did, the mega flip is far faster.
Any clarifying answers would be much appreciated.
Eh, I can agree with that. There does seem to be a critical point when a TAS becomes so far beyond a real-time run it's no longer in a position to catch up. This might be the TAS that does that for MM. Maybe not, though.
Indeed, it's totally cyclical.
A TAS pushes the speedrun limits, then the newly shortened route leads to better real-time runs, which continue to get shorter until they beat the published TAS.
Then a new TAS is published, starting the cycle anew.
The circle of life.
This of course, doesn't happen to games where most of what is done simply CAN'T be done in a real-time run. Then the TAS reigns supreme.
Wow
I've only checked out Dezbeasts's unoptimized run so far, but even so I'm impressed.
I literally burst out laughing at how he handled Rosa. Literally moving in time to the music while he waited, and weaving around and close to her in ways that were like "how does she not see him?"
It was hilarious. Anyway, this will probably be my last post in this thread.
To clarify, Maple CAN drop the lvl 2 Power Ring. It's the lvl 3 that she apparently can't drop. I accidentally said lvl 3 before, so I guess I got us both mixed up. :P
I'm really thinking I'm not going to do a run, if the luck manipulation is really as frustrating as all that.
Has anyone tried to find the game's RNG in memory? Finding that and seeing all the variables could make manipulation a lot easier. Then it wouldn't just be trial and error, you'd be able to predict beforehand what the results would be.
Having said that, I have no idea how to go about finding the RNG.
An improvement is an improvement. And 3 minutes is a pretty significant margin for a normal speedrun to beat a TAS.
Not that it matters, since the new TAS will completely blow that out of the water.
Yes, but Oracle of Ages is a significantly longer game than Oracle of Seasons.
You're probably right. I haven't even set my mind on doing a run yet, I was just considering it.
Whoops, excuse me, I meant Level 2, not Level 3.
See, I previously misread your talk of getting the Potion and a ring off of her as being part of the Seasons run, when it was in fact part of the Ages run. That was my misunderstanding, sorry.
That's why I brought it up. But as you said, it's not neccessary in Seasons. It might still be beneficial, though. I've had much success in manipulating Maple, but it involves controlling the number of screens you travel, sometimes by walking back and forth on the border of two screens. But I'm not sure the detour is worth it for the Power boost.
Ah.
The reason I mentioned Maple is that at one point you mentioned the possibility of taking a Lvl 3 Power Ring from her to shave off some time. But the time it would take to make her do that might almost not be worth it.
I know that when Maple appears is determined by the enemies (though I forgot it was 30 kills). I was talking about manipulating her drops.
Thank you very much. That was a lot of very good information.
So, if it's not too much trouble, could you possibly give me a brief summary of what you know about luck manipulation in this game so far? Really the only things I'm concerned with right now are Maple, enemy spawning and enemy drops.
As far as I can tell, the major factor in determing what Maple drops is the number of screens traveled.
As for enemy drops, I've been getting pretty mixed results. What do you know about this so far?
I haven't experimented with enemy spawning at all yet.
I'm not ready for a test run yet, I'm currently just in the middle of a slow run to get reacquainted with the game. I haven't played Seasons in ages (pun intended). In fact, I'm still trying to decide whether to do a TAS of it or not.
EDIT: Also, what do you currently estimate the length of the run to be, based on the planning you did before?
So...is this TAS on extended hiatus, or truly cancelled?
If cancelled, I might consider doing a run myself, using the info gathered in this thread over the last several years.
It only took me about 10 minutes to get the hang of pit walking.