Joined: 7/16/2006
Posts: 635
I'm having an interesting problem with the game. It doesn't seem to properly save Hot Spring Water when you use an interrupt save. If you reload the save immediately after you make it, it works fine, but otherwise, the HSW cools immediately after you load the file. Any suggestions on how to fix/get around this? EDIT: Also, is there an emulator that would allow me to watch memory addresses? That would probably help.
Editor, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
There's no emulator with N64 mem watching, but you can use L-Spiro's MHS Tool to watch the RAM of any emulator. edit: antd also pointed renegade64 to me for n64 mem watching
Homepage ☣ Retired
Skilled player (1090)
Joined: 8/26/2006
Posts: 1139
Location: United Kingdom
Try playing ahead anyway loading and saving as usual. Then play the .m64 back from the start and it may stay as HSW on playback. That's about all I can think of.
Joined: 7/16/2006
Posts: 635
K, so I found the memory address and some of the problem. Everything works fine when loading the save, except the timer drops immediately to zero when loading. At this point, I'm baffled, but if anyone else can come up with something, I'd be happy to hear it.
Joined: 3/16/2006
Posts: 289
Hmmm, I saw something like this in other games on other emulators. I could savestate right before collecting something, then if I loaded I would keep the item. I think it had something to do with something outside of the savestates, like the save-ram itself would change.
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
Joined: 7/16/2006
Posts: 635
For the record, an interrupt save is an owl statue save. Save states work perfectly.
Joined: 7/26/2006
Posts: 1215
petrie911 wrote:
For the record, an interrupt save is an owl statue save. Save states work perfectly.
Does it work any differently on the console? seems like the programmers didn't feel like saving the timer value...? because how often are you going to want to interrupt save when you have a timer based item. it's not like you can reload the save if you fuck up.
Joined: 7/16/2006
Posts: 635
yes, this problem is present on console, and you CAN reload if you screw up. Copy it to the other slot, then copy it back after you try it. It's the whole basis for MM seg'd runs. Plus, that doesn't change the fact that if you turn off the console, you lose the timer no matter what, and after an owl statue save, that is your most likely course of action. The reason I bring this up is because I'm doing a speedrun and I've run into this problem after saving at the Mountain Village Owl with a bottle of HSW.
Joined: 8/14/2007
Posts: 21
Been reading through the thread, watching the WIPs and enjoying what I've seen. Y'all are doing an awesome job and can't wait to see the next WIP. Something that might be helpful: I remember being able to damage Gyorg (the masked fish boss thingy) with just a normal arrow. However (since it's been a while) I'm not sure if that's correct, and I'll be digging out the N64 once I'm back at my parent's place to double check that. Hopefully that helps a bit.
Joined: 7/16/2006
Posts: 635
Oh, you can. Actually, check this out http://youtube.com/watch?v=Sf1u2EzGD_U And that's not even optimal...
Joined: 6/26/2007
Posts: 147
petrie911 wrote:
Oh, you can. Actually, check this out http://youtube.com/watch?v=Sf1u2EzGD_U And that's not even optimal...
Tasty! I still can't wait for this run though.
Joined: 8/14/2007
Posts: 21
petrie911 wrote:
Oh, you can. Actually, check this out http://youtube.com/watch?v=Sf1u2EzGD_U And that's not even optimal...
I was looking at this from a point of view of possibly skipping the Zora mask, something that I remember y'all were trying to skip, and this was wondering if it is possible to KILL Gyorg with ONLY the bow. And yeah, already seen that (from earlier in the thread), Gyorg pwned (wish I could pull that off on the console :P
Joined: 7/16/2006
Posts: 635
Oh, I see. Well, maybe. I'll have to check this out... EDIT: That's a no. I tried every weapon; only Zora Boomerangs, Zora Barrier, and Fierce Deity Beams can hurt him.
Skilled player (1090)
Joined: 8/26/2006
Posts: 1139
Location: United Kingdom
>>>PROGRESS<<< Odolwa done. Some points on what's new -- Goron Lullabye Skip I can't quite articulate how great it is to finally be done with this. The snowballs were better slightly kinder this time which meant I could boost up the path better. This in turn meant I was slightly further forward on the path allowing me to get into the temple a full wind cycle earlier. I missed it by pixels last time. Snowhead Temple Saved a few frames in the first Wizzrobe fight by rolling (no idea why I didn't do this first time around). I also tried out Dashiznawz' bomb hovering suggestion which turned out to be considerably faster. I also did the entire second Wizzrobe battle with fire arrows this time. It kept the C-button management and transformations much cleaner saving some time. Termina Field Goron race and all went fine. In the field I only open one chest because the other is pretty out of the way and I've managed to manipulate enough rupees to avoid it. Ranch I like what I've done here. I don't backwalk etc. since I'm trying to kill time anyway but everything still looks really smooth. At the end I manage to kill four aliens with a single arrow although it may be hard to see. The Epona cutscene is unavoidable. The aliens converge on the barn at ~3:45, although you would need to be in there a lot earlier to actually get him. I suppose I could have entered slightly later, but getting it wrong would mean a lot more redoing so I decided not to risk it. Besides, this is only my first version of this game. Mountain Village I thought this would be pretty mundane, but I managed to utilise a few cool glitches I've discovered. I first pick up a few rupees so that I can skip some in Woodfall. Then I noticed that rolling against the rocks beneath the porch at a certain angle can get the 20 rupees without having to break the boulders. This saves seconds. Then I use another glitch I thought was useless. Rolling over the very corner of something that will increase Y-position at the correct angle causes the joystick position to completely reverse. This means Goron Link can change direction instantly without having to turn. Until now this was just annoying when going over ramps etc. but it looks cool here. Woodfall Temple The boes came along to ruin my day once again so I have to kill that one or I can't hookshot the torch. In the room before the boss I only collect one of the four blue rupees because due to manipulation of rupees earlier it's the only one I need. Originally, I tried using the jumpslash method to kill Odolwa. However, by watching his his health in the memory I discovered the optimal position and frame to be on to deal the most damage with a whirwind attack. When executed like this it does 9 points of damage rather than the jumpslash's 6. This means I kill him in three hits rather than four. I'll get on with Great Bay either today or tomorrow depending on how quickly I get feedback on this. I want to use this motivation while I have it :D Not long left now at all.
Editor, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Hot pot of coffee! I so can't wait to see this when I get back home tonight. Excellent that you're watching RAM and stuff for boss hp values and such... I forget if you had mentioned if you were doing this all along, but I just recently got mem watching to work for N64 games and I'm just overall pscyhed about that and this new WIP and how close it is to being done. At camp last week one of our admin team members talked about a phrase"smelling the barn"... nobody quite got the reference, but it has something to do with thinking about being at the destination before you are there or something. Well, I am definitely smelling the barn now :-p
Homepage ☣ Retired
Joined: 5/28/2007
Posts: 45
Woah, I had no idea this run was so close to being completed! I absolutely cannot wait for another decent N64 run. You have my encouragement. Cheers, Franklint
Joined: 3/29/2006
Posts: 273
Location: Sweden
Good job.
Former player
Joined: 12/27/2006
Posts: 532
Location: Göteborg, Sweden
This sounds kickass, I want an .avi. :( Actually when trying this WIP out I managed to get past the bomb shop desync by playing the movie at 10% speed, though it desynced again at the superslides. Oh well, I'll wait for bkDJ.
My published movies [03:45:05] <Naohiro19> Soulrivers: ... [03:45:19] <Soulrivers> ? [03:46:35] <Naohiro19> <Soulrivers> No! <Naohiro19> So? <Soulrivers> Yes! [03:46:48] <Naohiro19> joke
Joined: 7/26/2006
Posts: 1215
This is sweet! I will make an avi before tomorrow. Edit after watching: Fucking sweet. I didn't see anything that looked bad, and there are of course times where you're just killing time, so your style makes up for the slowness. I love the 4-kill shot, and I look forward to further progress. :)
Joined: 10/24/2005
Posts: 1080
Location: San Jose
Congrats on the progress! I will watch it tonight.
Besides, this is only my first version of this game.
Yay!
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
How to make this movie sync, by Halamantariel. 1) Use the Rice 6.0.0 video plugin 2) The other plugins should be the same as the movie uses 3) Start from the beginning, not from a savestate If it desyncs at the start (when creating the game), delete the .fla file for Majora's Mask in the "save" folder of Mupen, then play the movie again. It will desync, stop the movie, start again, and it will work this time. Now, you may ask "But where do I find this Rice 6.0.0 video plugin?", to which I would answer "Google is your friend." For the lazy: http://www.emutalk.net/showthread.php?t=25534 I'm not saying that this will sync for everyone. But this method works for me. I thought I would share it, because there's usually a lot of people having problems watching WIPs for this game. All the information I've put here is available somewhere else in this thread in previous pages though. I just thought I'd put it all in 1 post (near the latest WIP) to make things easier for people.
Skilled player (1534)
Joined: 7/25/2007
Posts: 299
Location: UK
Thanks for that, I haven't managed to get a Wip to get any further than Snowhead previously; worked all the way through this time :) Lookin' fine as ever
Joined: 1/3/2006
Posts: 334
mine, thats amazing. keep on :)
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
Halamantariel wrote:
How to make this movie sync, by Halamantariel. 1) Use the Rice 6.0.0 video plugin 2) The other plugins should be the same as the movie uses 3) Start from the beginning, not from a savestate If it desyncs at the start (when creating the game), delete the .fla file for Majora's Mask in the "save" folder of Mupen, then play the movie again. It will desync, stop the movie, start again, and it will work this time. Now, you may ask "But where do I find this Rice 6.0.0 video plugin?", to which I would answer "Google is your friend." For the lazy: http://www.emutalk.net/showthread.php?t=25534 I'm not saying that this will sync for everyone. But this method works for me. I thought I would share it, because there's usually a lot of people having problems watching WIPs for this game. All the information I've put here is available somewhere else in this thread in previous pages though. I just thought I'd put it all in 1 post (near the latest WIP) to make things easier for people.
Hmm, I think I know the problem. I gotta check the code for 'fla' files or whatever these are. Thank you.
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
Very nice.