Posts for petrie911


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Joined: 7/16/2006
Posts: 635
Hey guess what everyone. I finally figured out why Zelda's Birthday crashes on any proper N64 emulator. Whenever the creator of the hack wanted to remove an actor from the room, rather than do the sensible thing and, you know, actually remove it, he simply set its actor number to 0001. Actor 0001 doesn't exist, so the game tries to load nonexistent data. Some emulators can power through this, after which everything is fine because the actor fails to initialize and thus is never created. But the proper behavior is a crash, as we see with more accurate emulators. So fixing it is simple: go into every room and scene that crashes and remove the 0001 actors. This would be annoying but doable by hand.
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Joined: 7/16/2006
Posts: 635
Huh, I need to pay more attention to these things. This was awesome. And I too await a Dark Story TAS, though I have a certain investment in that one.
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Don't know what the address is exactly, but it should be 0x7C8 after Link's Y-velocity. That's easy to search for as when he's standing around, it's always -4. Link's current X and Z velocities are on either side of the Y velocity.
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I started watching that video just to see what it was about. About 3 minutes in I noticed it was an hour long. Anyone have a tl;dr version? Anyways, my favorite conspiracy theory is definitely the phantom time hypothesis. Mostly because the more you think about it, the less sense it makes that anyone would try to do this.
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Oho, this is back. I stand by my previous sentiment. That said, shouldn't this have gotten a new topic?
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Joined: 7/16/2006
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Cheat engine works, but I wouldn't say it works fine. For starters, it can't even search for float values. Meanwhile, debug mode already has a RAM watch, but it doesn't update them in real time. How easy would these be to change?
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Not bad, but that custom music needs work.
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Joined: 7/16/2006
Posts: 635
Would it be possible to skip the light dash upgrade and complete the Hero story? Would it be faster?
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Joined: 7/16/2006
Posts: 635
2 months, eh? That's a lot of improvement. (also, good to see progress on this)
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Joined: 7/16/2006
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yeah, it would have been nice to see more character variety. Pichu, Ice Climbers, and Zelda don't even get used.
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Joined: 7/16/2006
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Anyone else hoping Bowser would throw a goblet at Mario and ask him what a man was? No vote. Rather dull really.
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Joined: 7/16/2006
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In real numbers, the sine function's taylor series converges for all x. It is bounded and nonconstant. In complex numbers, no such function exists. All analytic complex functions either hit every complex number, miss exactly one number, or are constant. Can't remember the name of that theorem.
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Posts: 635
Yes vote. Cool run with lots of neat tricks. Speaking of which, how did you get speed boost activated in the Draygon fight, anyways? Also, whatever happened to that Redesign TAS?
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Not a big fan of this hack. Music was rather uninspired, and it was pretty repetitive throughout. Run seems well executed, but I'm meh on the game choice. Also,
The Second Reality Project was created before the days of custom music, sprites, and fancy ASM-hacks, so they were, for the most part, excluded in this remake.
Were we watching the same game here?
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Which timesavers require cutscene skipping?
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Voting no, as watching the run reminded me of the unpleasantness surrounding the last submission, ruining the entertainment. I like the OoT any% TAS a lot more now. 20 minutes is about the right length for a "Weird stuff happens, then suddenly end of the game" TAS.
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Voting no. Too many authors.
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I would imagine that the standards of a 6 hour TAS should be different from the standards for an hour and a half TAS. Besides, in a lot of cases, the difference between "optimal" and "nearly optimal" is a rather small amount of time, but a rather large amount of effort. For example, ignoring the fact that the route is out of date, would this be a sufficient level of optimization? Also ignoring the fact that this is over 3 years old, so it doesn't use a bunch of stuff discovered since then.
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Weatherton wrote:
Twelvepack, thanks for the suggestion. I wish Sierra would bundle a bunch off their older games on Steam or something. Any idea whether that would run on Windows 7?
In fact, it does.
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All boss rooms have a dummy version of the pre-boss room as room 00 (much as all dungeons have a dummy version of the boss room). Given that they also all have loading zones that lead back to the dungeon, I'm guessing boss doors used to be 2-way.
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Why is the bird key needed?
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mzxrules wrote:
The only issue with wrong warping directly to Forest is that after doing the Forest Medallion skip, the only way to leave is to head out the main entrance and watch Minuet. However, I don't think skipping Minuet from the Forest Temple will be all that difficult. If you were to die and enter the Sacred Forest Meadow trigger, should skip it.
Yeah, just kill yourself into the loading zone. Link spawns in SFM, triggers the cutscene, and immediately dies. Works like a charm.
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I see we're trying to get this thread locked, too. Joy.
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Posts: 635
Luigi2011SM64 wrote:
*facepalm* i bet oot has diffrent roms because there are alot of over dumps and under dumps flying around.
There are 4 distinct versions of OoT (1.0, 1.1, 1.2, and GCN). They all have obvious and easily checked differences.
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Deku Stick jumpslashes can destroy bushes (though not any other deku stick attack). Also Epona, but that seems rather impractical.