Posts for petrie911


1 2
6 7 8
25 26
Experienced Forum User
Joined: 7/16/2006
Posts: 635
I can only hope he's taking this time to write up an amazingly detailed submission text. But still, come on Saturn. Let's see that beautiful .smv!
Experienced Forum User
Joined: 7/16/2006
Posts: 635
so, how long before Sub-5? Will SM64 ever be faster than SMB?
Experienced Forum User
Joined: 7/16/2006
Posts: 635
Eh, not in a significant way. You can put a pretty good upper bound on the value that's a simple function of N. It's not a simple function of F or P, but we're not interested in them.
Experienced Forum User
Joined: 7/16/2006
Posts: 635
Consider the following "game"... There are N trials, and in each trial, either player A or player B is given a point. In F*N of the trials, the probability that A gets the point is 1/2. In (1-F)*N of the trials, A is given a point with probablility P > 1/2. The winner is the player with more points at the end of the game (to eliminate ties, assume N is odd). Let p(F,N,P) be the probability that A wins. How does p(0,N,P) - p(F,N,P) behave as N becomes large?
Experienced Forum User
Joined: 7/16/2006
Posts: 635
Awesome run. Is there a place where the glitches used in it are explained?
Zeupar wrote:
I suggest this screenshot: ^The world turned upside down.
I really like this screenshot.
Experienced Forum User
Joined: 7/16/2006
Posts: 635
So what's the final time? Even if this isn't a true TAS, it'll be good to have a baseline when we start the real one.
Experienced Forum User
Joined: 7/16/2006
Posts: 635
What about the scenario where the cube also rolls?
Experienced Forum User
Joined: 7/16/2006
Posts: 635
So, why did you glitch Cubone? Can't you catch him in the Pokemon tower? Or are you not going there? EDIT: Oh, right, the Silph Scope. Yeah, definitely faster to glitch them, then.
Experienced Forum User
Joined: 7/16/2006
Posts: 635
BrainStormer wrote:
Games like sm64 and OoT (and probably soon after grunz's MM run is published) are being degraded to such an extent nowadays that they don't even feel like the games we once knew them to be. All we see is animation and that is not what we want to see; no; animation won't make any tool-assisted run entertaining. Instead we want to see crazy gameplay that won't repeat itself over and over (as Cardboard mentioned above with ass bouncing, boss fighting and key door opening) and much less animation.
The problem is that 3D games are really, really time consuming to TAS. Your standard N64 game is also significantly longer than, say, a SNES game. As such, "non-glitched" or 100% runs take a very long time to make, and you'll need someone with the dedication to do it. Not to mention the fact that Mupen64 is...not the best emulator. Of course, the other problem is the site's obsession with absolute perfection. The 120-star TAS has been held up for who knows how long because people keep finding small improvements to stars. The MM TAS has been held up because I keep finding improvements and Grunz goes back to fix them. A small concession about absolute frame perfection could go a long way towards runs being made.
Experienced Forum User
Joined: 7/16/2006
Posts: 635
Tub wrote:
Do we need another super metroid hack? Probably not. But this run was very well done and managed to show off a lot of tricks, so I'm voting yes.
I don't see why we have to have only 1 Super Metroid hack. They go into their own section anyways, so it's not like they're cluttering up the main site. I think we should accept any SM hack, provided it makes for an entertaining run. And speaking of which, this was a pretty good watch. There seemed to be an excessive amount of backtracking, which was a bit off-putting, but I presume that's the hack's fault.
Experienced Forum User
Joined: 7/16/2006
Posts: 635
Combine this with the ability to get into Pianta Village without the Rocket Nozzle, and I think you could do all of Pianta Village as your first level. No idea if this would be faster, but as long as it doesn't lose time, it'd be neat for the TAS.
Experienced Forum User
Joined: 7/16/2006
Posts: 635
Ah, this again. Still kinda fun, I suppose. Looks like I'm INTP, as always. Incidentally, assuming the statistics are correct, it looks like T/F and P/J are fairly evenly split among the population (J may have a slight bias over P). Meanwhile N is rarer than S and I is rarer than E, with about a 70/30 split in both cases. Interesting, no?
Experienced Forum User
Joined: 7/16/2006
Posts: 635
MissileWaster wrote:
i know that with the wrong warp stuff, it works because all the fairy fountains are in the same area, just some aren't loaded, is this the same for buildings?
Some buildings do, but most don't. Honey and Darling's is its own scene, so this isn't going to happen.
Experienced Forum User
Joined: 7/16/2006
Posts: 635
ais523 wrote:
So my question was, basically, about whether the shortest possible delay to dismissing that cutscene, combined with the fastest possible overworld movements, happens to lead to a date/time combination that gave perfect IVs; it would be rather interesting if it did, although it seems unlikely. If not, how many frames need to be wasted on luck manipulation?
I've tried this a few times using no delays whatsoever. The results weren't great, as the number of RNG calls between your house and Verity Lakefront depends on the initial seed, and it can vary a lot. However, if we were to find one that lands close to the mark, we could vary the seed a bit by taking a path that stays on route 201 longer. This costs no time. Also, defensive IVs aren't horribly important, but offensive IVs are (obviously). Assuming we take Chimchar as the starter, we want +Attack nature and maximum attack power, as it does allow certain important KOs. Lastly, while manipulating certain battles (eg, the first Starly battle), I was unable to find any seeds that result in crits. It's possible that I just happened to get a really bad string of RNs, but considering how many times I tried in that Starly battle, I wonder if it's hard-coded not to give them.
Experienced Forum User
Joined: 7/16/2006
Posts: 635
Always loved this game, and the run is a great watch. Obvious yes.
Experienced Forum User
Joined: 7/16/2006
Posts: 635
It looks to be a spliced TAS. I presume an input file TAS wouldn't have the load state messages. It also looks to be more of a segmented run than a TAS. A true TAS would have the loaded state message on at all times. And be a complete bitch to splice.
Experienced Forum User
Joined: 7/16/2006
Posts: 635
LazyKenny wrote:
Warp wrote:
What next? Remove the endearing "hey, listen!"? ;)
A hack that removes the low health warning.
I could make one of those. I've already made one for the debug ROM. Anyone know how to get nemu64 to run OoT v1.0?
Experienced Forum User
Joined: 7/16/2006
Posts: 635
... What the HELL was that? Yes vote. I love a good glitched run.
Experienced Forum User
Joined: 7/16/2006
Posts: 635
Obvious yes is obvious. Nice to finally have a sub-1:00 OoT TAS. Now we just need a MM TAS to complement it...
Experienced Forum User
Joined: 7/16/2006
Posts: 635
Comicalflop wrote:
IIRC, kafei's quest is set up in such a way that sequence breaks can't really be made and an entire extra 3 day cycle is needed. There's just not enough time in between the kafei stuff to do the entirety of the rest of 100%. Petrie is this correct?
It actually takes 3 cycles to get everything. One for the All-Night Mask (getting this precludes you from completing the Kafei Quest), one for Madame Aroma's bottle, and one for the Postman's Hat (the last 2 both need the priority mail to get, but you can only give it to one of them). There doesn't seem to be any way around this. Either you'd need to be able to get the priority mail while still stopping Sakon, or you'd need to find a way to give priority mail to both the Postman and Madame Aroma in the same cycle.
Experienced Forum User
Joined: 7/16/2006
Posts: 635
Bloobiebla wrote:
http://www.youtube.com/watch?v=2VJTkx39Cm4 Cool, a way to slide forward with -18 speed.
If you forward slide off a ledge, will Link jump?
Experienced Forum User
Joined: 7/16/2006
Posts: 635
It's not like you lose anything for submitting it.
Experienced Forum User
Joined: 7/16/2006
Posts: 635
New Odolwa Strategy http://www.youtube.com/watch?v=o-5wFZTWXgs Turns out bomb flowers are super broken in this game. Shame this is about the only place they show up.
Experienced Forum User
Joined: 7/16/2006
Posts: 635
I'm pretty certain Ganon's final phase requires the Master Sword to kill. And I'm almost positive the "final blow" must be done with it.
Experienced Forum User
Joined: 7/16/2006
Posts: 635
Flip wrote:
Well it'd certainly be impressive for a real time run, but I doubt you could do Wild Canyon like that in a non TAS. Speaking of which, anybody have perfect knowledge on how the treasure hunter levels work? I was under the impression that all 3 emeralds existed on the map from the very start of the level, so either it's different in that version or he just took an extremely inefficient route to get them all. Assuming you can't manipulate all three into being right next to each other at the start (it always dumps one in each main area doesnt it?) then I'd presume collecting them the normal way would be faster than abusing death resets. As long as you make sure the ones you do get are the closest of their respective areas, then it'd woudnt be too bad. Well, other than on the huge ones like Mad Space/Meteor herd of course, then I'm sure two deaths would be faster than searching the planets for them.
He just took an inefficient route. His reply to MaskedKirby says he didn't think of doing them out of order. I don't think it's possible to manipulate them being right next to each other, though. IIRC, the game makes sure not to place Emeralds too close to each other.
1 2
6 7 8
25 26