Experienced Forum User, Published Author, Former player
Joined: 12/4/2013
Posts: 12
Your best bet at that is catching a zigzagoon early in the game and manipulating him to pick up a rare candy at almost every encounter cause there's no viable way of getting a pokemon that high a level any earlier. For comparison, by the time the RTA runners get to cave of origin their starter is only level 40
Experienced Forum User, Published Author, Former player
Joined: 12/4/2013
Posts: 12
Little update, the run was officially finished on Monday the 5th, we (me and Tompa) are planning a commentary stream of it with the current RTA record holder next Friday, more info and teaser here
Link to video
Experienced Forum User, Published Author, Former player
Joined: 12/4/2013
Posts: 12
Playing a WAD (Pokemon Snap to be specific) off of dolphin 4.0-8195 and I have lag counter on but it always displays 0 which, knowing this game, is definitely not the case (Played through the entire game). Is this a known problem/is there a fix for this?
Experienced Forum User, Published Author, Former player
Joined: 12/4/2013
Posts: 12
Part 3 is out, at this rate I'll finish sometime before 2018... but progress is progress. If someone wants a peek at the VBM just give me a shout
Link to video
In other news, Tompa is helping me out with this now, improving what I make and helping with route things and the such, definitely way more frames squeezed out thanks to him!
Most conversations take place in the #tmc channel in irc2.speedrunslive.com if someone ever gets bored one day
No idea if someone is working on one, I can't say I'm up to the task myself mainly because it's either going to be a massive RNG grind or a sub optimal run by using picolyte for kinstone pieces and slashing sword for figurines
Experienced Forum User, Published Author, Former player
Joined: 12/4/2013
Posts: 12
Noted, and actually Tompa pointed out that he managed to save 33 frames before link got out of his bed, so there's definitely a lot of improvements to make. Thankfully though splicing a run together at a savewarp is easy enough since s&q resets the rng the same way every time (which is why I started the video after the save and quit) so start to getting kinstone bag will be redone probably after I finish everything else first.
Execution wise, I have gotten a lot better at optimizing, best example would be at grip ring (~83k frames) I had about 5k rerecords and where I am now (97k frames) I added in 2k rerecords. Doesn't necessarily mean I've gotten better but still
And yeah since wip 1 I've downloaded Tompa's run to compare against
Experienced Forum User, Published Author, Former player
Joined: 12/4/2013
Posts: 12
So part 2 took way longer to do then expected, mostly for putting it on hold for a while cause of school, but still...
anyways, here's part 2. VBM in the video description
Link to video
just a side note, the VBM video starts a bit after the end of the 1st dungeon, starts at the fist savewarp more specifically. Long story but it involves me messing up my rupee route and having to get an extra 5 earlier and basically everything before the savewarp will need to be redone so didn't add it in. Also don't criticize that part if you watch the actual VBM
Anyways, tell me what you guys think, I promise I've gotten better at not making mistakes and Tompa is also helping out whenever I need an extra hand
Experienced Forum User, Published Author, Former player
Joined: 12/4/2013
Posts: 12
Kurabupengin wrote:
Hey there. I'm not really sure, but does your WIP improves the current published run?
Hmm tough question
looking at the frame count is a bit tough to compare since I'm using the J ROM (for various reasons) and Tompa used the U ROM and the Japanese text saves quite a bit of time (Tompa said I was 1024 frames ahead at entering the dungeon). One other major thing is that I'm skipping the 20r chest before fighting the boss in favor of getting random 5r drops, first one being from a pot during the lilly pad segment. Also the emulator I'm using is more up to date and doesn't lag, but that won't matter (much) until later in the run when we get the Ocarina.
As far as saving frames goes, there are definitely places where I lose a few frames, one that comes to mind every time I rewatch is talking to Zelda the first time in Castle Town I let a couple of frames slip by, I'll need to play around with a hex editor a little. Other then that, my other big weakness were the lilly pads, that's the second part where I lost the most time and, surprisingly enough, the part I spent the most time optimizing. Still far from happy with how those rooms turned out though.
General movement is a little tougher cause there are some places with definite improvement but there are also places where I lose a few frames due to movement or enemy placement where manipulating the enemy would lose more time then biting the bullet.
Execution-wise, Tompa's run is probably better, but time wise, mine is faster by a long shot.
Anyways, this WIP is far from being the final version
Experienced Forum User, Published Author, Former player
Joined: 12/4/2013
Posts: 12
Hey all, started a project I guess with this game, here's what it looks like from start to the end of the first dungeon (VBM in the video description)
Link to video
There are a few issues here and there but I tried not to make a mistake more then once I guess. Tell me what you think and ideas and whatnot