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Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
I'm still stuck at the same spot, so... I haven't made much progress, aside from improving the bits after I got the backdash. I'm trying to keep my runs to myself lately. With that in mind, let's stay on topic here: a warp movie should either always obsolete a nonwarp or it should never obsolete a nonwarp.
hi nitrodon streamline: cyn-chine
Active player (308)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
Hmm... I was offline for a while, and now this thing happens... I don't think my run should obsolete Atma's run, because it's totally different (Atma's has no glitches or warps). I think these are the cathegories: 1) any%, no glitches, no warps; 2) any%, glitches and warps ; (maybe hard mode too, where enemies take more time to get killed. but includes SRAM, thus saves time by skipping the cutscenes) 3) 100% soul completion, glitches and warps, hard mode; 4) any%, Julius, glitches and warps. Julius, warpless, would not be too cool...
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Yrr
Joined: 8/10/2006
Posts: 289
Location: Germany, Bayern
This would be a good idea. And I also don't think it should obsolete Atma's run. Anyway, very frustrating. I can imagine it: I'll be 2min faster than Atma, but it'll be rejected. If Atma's run will be considered as pirate_sephiroth's one I'll stop mine. And moozooh, there are other problems than www.tasvideos.org or http://tasvideos.org or whatever.
Active player (308)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
Yeah, that's not fair... especially because they didn't upgrade me to a "Player". >=D I'm kidding... Who created the rule that limits the number of runs about a certain game? This game is interesting and highly customizable (even more then Metroid), I don't see any reason for those limits.
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
pirate_sephiroth wrote:
3) 100% soul completion, glitches and warps, hard mode;
Why do you make these in hardmode when you know that they will be obsoleted by normal mode versions?
hi nitrodon streamline: cyn-chine
Active player (308)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
This must be tested. In normal mode there are the cutscenes, but the enemies have low defense. In hard mode cutscenes are skippable, but enemies have stronger defense. I don't have any proof, but I think there's no big difference in the total time of equal runs in different difficult levels. Also. the battle strategies will be different (especially when Soma acquire lots of souls and equipment).
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
The battle strategies will be the same across the difficulty levels, except that you won't have to waste time in the fights. Take Creaking Skull, for example: normal modes kill him early, whereas hard modes have to avoid the stupid bone club attack.
hi nitrodon streamline: cyn-chine
Active player (308)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
Hmm... I don't have many options at Creaking Skull... And its attacks are manipulatable... I make it use the bone because I think it adds more entertainment to the run.
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Zurreco, would you rather watch longer fights or longer cutscenes?
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
Well, according to Zurreco, no-one would watch "90 minutes of castle trekking", so I guess it's rather pointless to ask. :P
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
JXQ wrote:
Zurreco, would you rather watch longer fights or longer cutscenes?
Longer cutscenes.
hi nitrodon streamline: cyn-chine
Active player (277)
Joined: 5/29/2004
Posts: 5712
Longer castle trekking! The trekking's the fun part!
put yourself in my rocketpack if that poochie is one outrageous dude
JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Zurreco wrote:
Longer cutscenes.
Indeed, that's what made the Zelda 64 run so much fun to watch.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
JXQ wrote:
Indeed, that's what made the Zelda 64 run so much fun to watch.
Longer cutscenes, but not long ones.
hi nitrodon streamline: cyn-chine
Yrr
Joined: 8/10/2006
Posts: 289
Location: Germany, Bayern
I prefer longer fights. He has to fight many monsters so he will reach a high level, so fights shouldn't take much time. And what's with my run? Should I continue it?
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Everything is good now, Yrr. Feel free to complete your run, which will obsolete Atma's publication.
hi nitrodon streamline: cyn-chine
Editor, Reviewer, Experienced player (968)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
To clarify a bit, Atma's run was un-obsoleted, and made into category any% glitchless. Your (Yrr) run will compete in this category. If pirate_sepiroth completes a 100% movie which is accepted for publication, it will obsolete the Julius run (which is not an optimal solution, but there will not be 4 different categories). Good luck with your run Yrr, it is looking promising.
Yrr
Joined: 8/10/2006
Posts: 289
Location: Germany, Bayern
Good message. The only problem at the moment is this red minotaur which don't want to give me its soul...
Former player
Joined: 9/1/2005
Posts: 803
remember that you can use whatever blue soul you currently have equipped to help force a manipulation, that's what I did for red minotaur (used great armor for a few frames).
Active player (308)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
Unfortunately, not every soul works... Great Armor does because it generates random sparks (or whatever that is).
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Yrr
Joined: 8/10/2006
Posts: 289
Location: Germany, Bayern
Thx, but I've already tested it, the only thing I could get is the battle axe. My WIP. Try it yourself, I wasn't able to get the soul, and I have been working on this for 2 weeks now...
Active player (308)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
Quick notes regarding luck manipulation: It's easier to predict where is the best place to get a certain soul if you use the Memory Viewer (32 bit, Automatic Update) and jump to 0x2000000 - WRAM. You can see the random number. Although unfortunately knowing its value won't help you in any way, you can see WHEN and HOW OFTEN is changes. So, the optimal places are those where it changes every frame. These situations are relatively rare, because the RNG is only activated when it's necessary. A few examples of what triggers the RNG: When you perform an attack; When you hit an enemy (or anything); When you do a backdash (random small clouds of dust appear); When you destroy an enemy (or a candleholder) and it generates random flames; When you use any Bullet or Guardin Soul with a random [visual] effect, such as Man-Eater, Siren, Ghost or Great Armor. When you use a Familiar. Also, the Minotaurs activate the RNG while they are standing (before they see you). The Skeletons, Great Armors, and the Gorgons always keep the RNG active (while they're alive, of course)
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
pirate_sephiroth wrote:
Quick notes regarding luck manipulation: It's easier to predict where is the best place to get a certain soul if you use the Memory Viewer (32 bit, Automatic Update) and jump to 0x2000000 - WRAM.
Would you be interested in cataloging the values at which each enemy drops its soul? There is a number at which, at that value or lower/higher, an enemy will give up its soul. Someone had started a catalog of all values, but gave up/never got back to me on it, and I've been tossing around starting it by myself.
hi nitrodon streamline: cyn-chine
Active player (308)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
That would not be useful, because you can't control it . One number is generated based on the previous one, and different actions generate different random numbers. And the correct numbers work for a certain room only (and most times for a single enemy in that room). Plus, I have not yet tested if they work always or they change every time you replay the game. EDIT: ...hmm the values actually always work. But unless someone hacked the emu to pop up a message when the correct number was found, I don't know how a list could help...
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
The numbers are static for the enemies; otherwise, the 'always drop soul' cheat would not work. Also, it would be useful for reference purposes. While the RNG can't be guided, it can be manipulated in certain manners. Finding out exactly how things affect the RNG alone would be epic, because that could create a formula by which to change the RNG directly. However, I'm currently only interested in finding the drop values for each monster.
hi nitrodon streamline: cyn-chine
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