Posts for mwl


mwl
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Joined: 3/22/2006
Posts: 636
mr_roberts_z wrote:
We've kind of planned to get the non-100-coin-star nearest to the last coin we pick up. Sometimes that might be the red coin star, other times it may not. Would that be too confusing?
It can be the 100-coin star if it's the nearest one. Just grab it and exit the course -- your new high score is recorded.
mwl
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Joined: 3/22/2006
Posts: 636
I just watched the WIP. Thanks, Mukki. Everything up to the Deku Shield looked incredibly well-optimized. I thought we only needed at most two Deku sticks? What's the point of getting three? As for the Deku Tree, there are a few spots that appeared to be suboptimal by 1-2 frames, but as I've never actually experimented, I'm not entirely qualified to make the calls... 1. The first backwalk from the entrance to the ladder. 2. We've confirmed that it's faster to break through the web the "usual way" as opposed to what we did in the first two runs (i.e. slashing against the vine wall)? 3. Getting to the three Deku Scrubs in B2. Couldn't that have been a little faster?
mwl
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Joined: 3/22/2006
Posts: 636
Paused wrote:
If possible, I agree, and I still think getting the special Triple Jump off Yoshi, whilst not necessary would be good additional quirk to this run.
I disagree. Obtaining the "enhanced triple jump" takes long enough to detract from the run's primary goal. As far as I know, that triple jump does not "save," and you have to reobtain it from Yoshi every time you load a file.
mwl
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Joined: 3/22/2006
Posts: 636
Play RoS and deathwarp Which plugins are you guys using to watch the TAS? My glN64, which was downloaded from the official site, doesn't work.
mwl
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Joined: 3/22/2006
Posts: 636
I'd suggest just starting from a 120-star file and submitting the finished run as a concept demo. Then there'd be no need to collect "extra" stars just for the sake of beating the game.
mwl
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Joined: 3/22/2006
Posts: 636
We lost one Terminian hour (5-6 p.m.) from the SoDT, right? If so, we'll probably need to skip the SoDT and play the ISoT at the appropriate time, as AKA said, because even 2.5 Terminian hours may not be enough for the Goron race, the trip to Romani Ranch, and everything else in between.
captain compost wrote:
Does it matter what time you arrive at the ranch? Like, you could get there at like 4-4:30 and it wouldn't really matter, right?
We have to get there by 3:30 a.m. or it will be too late to stop the invasion.
mwl
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Joined: 3/22/2006
Posts: 636
How the heck does entering your name add any entertainment value? "A" is fine.
mwl
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Joined: 3/22/2006
Posts: 636
I'm 80-90% sure that Spirit Temple is faster. I posted the breakdown a page or two ago. Darn, it looks like I can't watch the WIPs with the current plugin configs. Do you guys get one Deku stick or two? We really only need one, as we can preserve the stick's attack power within each dungeon as well as use flame storage.
mwl
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Joined: 3/22/2006
Posts: 636
The only two categories we need for this game are 1. Any% 2. 100% (3 stars next to save file: all stages, all secret exits, all star coins spent)
mwl
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Joined: 3/22/2006
Posts: 636
So...when is production on the v3 run scheduled to begin? Are we waiting for the pause delay to be fixed in Mupen? Hard resets? More research on bombchus from Kakariko Well? (Even with this, the first 19 minutes or so are unchanged.)
mwl
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Joined: 3/22/2006
Posts: 636
Off the top of my head... Kokiri Sword - 1 Razor Sword - 2 Gilded Sword - 3 Great Fairy's Sword - 4 (Multipliers) Jump attack - Base attack power x 2 Spin attack - Base attack power x number of contacts with enemy Crouching stab - Base attack power x 1 Deku Nut - 0 (Stuns enemy) Deku Stick - 2 Arrow - 2 Fire/Ice Arrow - 2 Light Arrow - 4 Bomb - 2 Bombchu - 2 Hookshot - 2 Powder Keg - 4 (?) Deku Spin - 1 (?) Deku Bubble - 2 (?) Goron Spike - 1 Goron Punch - 2 Goron Pound - 6 Zora Punch - 1 (?) Zora Boomerang - 2 Fierce Deity's Sword - 4 Gekko - 4 HP + 6 HP Garo Master - 14 HP Odolwa - 20 HP Goht - 30 HP Gyorg - 20 HP Twinmold - 2x20 HP Majora's Mask - 14-16 HP (can't get consistent results) Majora's Incarnation - 30 HP Majora's Wrath - 40 HP
mwl
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Joined: 3/22/2006
Posts: 636
This run broke the 100-minute mark. Now...how long until Rikku beats AKA and Swordless Link's minimalist run? EDIT: @Tompa: I noticed that too. Good eye.
mwl
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Joined: 3/22/2006
Posts: 636
1. http://www.youtube.com/watch?v=-o0hC2lDqvY Saves ~3 seconds 2. I'm testing to see whether it's possible to Goron roll to the platform with the snowballs (after melting the first one, of course) after the second Wizzrobe battle. If it is, it will be very difficult to pull off. 3. I'm not sure Swordless Link's Goht battle is frame-perfect, especially with regards to the arrow-firing. I could be wrong, though.
mwl
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Joined: 3/22/2006
Posts: 636
I'm using Rice, TAS Input, etc. and it still desynchs outside the bomb shop, so I'm afraid the only way I can possibly watch this is through an .avi/.mkv. Could this be hardware-dependent?
mwl
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Joined: 3/22/2006
Posts: 636
I agree with the concept demo categorization. I know for a fact that all 2091 coins can be collected without the enhanced triple jump. I don't think it saves time either.
mwl
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Joined: 3/22/2006
Posts: 636
KazooieBomchu wrote:
Oh and by the way i know way how to get bombchus from well early without bombs and going to spirit temple because of those.
Darn, we need Lullaby for that? =/ Is there even the slightest chance that we could pull it off without? Spirit Temple: ~10'15" Hyrule Castle + Well: 8'36" (from being dropped outside the castle gates by the owl to gaining control outside the castle gates again after Impa leaves) + time from Kokiri Forest to castle gates + time from castle gates to well + time to retrieve bombchus from well + time to wait for egg to hatch + time saved by seamwalk and explosive hover over moat - time to warp to the Great Fairy later I don't think it's faster. =(
KazooieBomchu wrote:
but how much does it save time and I like to see current route for run. Thanks
Here is the current route.
mwl
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Joined: 3/22/2006
Posts: 636
Complaint: Why do you fall and lose health en route to Star #2? You can do the fancy flips, but stay on the carpet. Unless I'm mistaken, it appears to cost a few frames in the end (after Mario leaves the level but before the coins are totaled and the option to save appears). Also, people who don't know what's going on might think it looks sloppy. For Bowser in the Sky, refer to AKA and Swordless Link's new submission. They've come up with some good stuff.
mwl
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Joined: 3/22/2006
Posts: 636
I've said many times that the fish trick doesn't work on that particular switch. :(
mwl
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Joined: 3/22/2006
Posts: 636
this is me wrote:
from what i recall you can only steal once
No, you can definitely steal twice. I just successfully stole both the shovel and the bow. For each item stolen, you die upon reentering the shop.
mwl
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Joined: 3/22/2006
Posts: 636
comicalflop wrote:
ooph, once again missing things. yeah, all coins + red coins = 2 stars per stage. So that makes the game beatable for sure.
It doesn't necessarily need to be the red coin star. Collecting any star -- even the 100-coin star followed by START+exit course -- saves the high score.
Twelvepack wrote:
Im wondering if people would be more interested in seeing a 70 star glitchless run...
No offense, but I think this is the kind of idea that wouldn't go well with the community. First off, where do you draw the line? How do you define what is and isn't a glitch? Also, the purpose of a speedrunning website is not to provide visual walkthroughs, but to show games being completed in the fastest way possible.
mwl
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Joined: 3/22/2006
Posts: 636
comicalflop wrote:
I'd be interested in seeing at least one level in action.
WF 141 CCM 154 BBH 151
mwl
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Joined: 3/22/2006
Posts: 636
Because only your coin totals from the 15 main courses are recorded as high scores. (To check them, click on "Scores" from the file select screen.) Also, on some sub-courses, such as Tower of the Wing Cap, it's actually impossible to collect all of the coins in one go.
comicalflop wrote:
And yeah, first thought to come was respawning coins, both at Bowser and for example Hazy Maze Cave (although those spiders stop giving coins but keep spawning, iirc.)
Those are respawning enemies, not coins. If you defeat them again, no coins are given. There is a finite coin total in each of the 15 main courses except Wet-Dry World and Tiny-Huge Island, and to max out the coin counter (to 255) on those two stages requires pulling off some rather difficult glitches.
mwl
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Joined: 3/22/2006
Posts: 636
You mean 2091 coins. Unless I'm mistaken, one of the coins in Tiny-Huge Island is completely stuck underneath the ground and cannot be collected. I actually completed this challenge back in the day, and it was quite a task. Tiny-Huge Island gave me the most trouble because some of the tiny Goombas would commit suicide (or you'd accidentally bump into them), and Lethal Lava Land was also very annoying because often, the coins from the bullies would fall into the lava and not quite make it back onto a platform. I'd definitely like to see such a run. If not on this site, it'd be a great addition to YouTube and elsewhere.
mwl
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Joined: 3/22/2006
Posts: 636
Check this thread: http://forums.ngemu.com/dolphin-forum/82697-dolphin-x64-dual-core-announced.html To-do list: - Wait for computers to get powerful enough to emulate GCN games at comparable frame rates - Add frame advance support - Add re-recording support - Fix lots and lots of compatibility issues and bugs/glitches I know I'm not the only one who's looking forward to it, but it will take a good amount of time.
mwl
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Joined: 3/22/2006
Posts: 636
I'm no expert on this game, but wouldn't it be faster to collect star #6 first, talk to the pink Bob-omb in the igloo to open the cannon, and shoot straight up to star #1 (and maybe stars #4 and #5, though I've never successfully pulled it off)?