Post subject: Re: 4th Text Warp
Joined: 3/11/2014
Posts: 46
DecafGrub47393 wrote:
There is a location for a potential text-warp in Mermaid's Cave. It is in the room with the Scent Seed key. Using this text warp will take you across the chasm, saving 3 to 5 seconds.
Text warping doesn't work that way, it's not like screenwarping in link's awakening. It has no affect on normal screen transitions, as far as I'm aware - it's only for building exits.
Joined: 4/23/2013
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I forgot about that. never mind
Pokota
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I've noted your palette decision. Here's the encode. Link to video I'm looking at the Cheval's Grave area; I honestly thought that was a 5-hole gap for that last one.
Adventures in Lua When did I get a vest?
Joined: 4/23/2013
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I have finished a 100% definition for Oracle of Seasons, which is found below 1. Huge Maku Seed 2. Usable item inventory with highest level of every item 3. All fixed location rings (excluding L-1 Power Ring, which is replaced by Red Ring, also excludes GBA Nature Ring but includes trophy rings, Red Holy and Octo Rings can be gotten from outside of it’s fixed location) 4. All 14 heart containers 5. Bomb capacity of 30 and Seed capacity of 50 6. Treasure Chest Game unlocked 7. L-2 Ring Box
Pokota
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I disagree about the potion thing for one reason - an equivalent Ages run would need to go out of its way to manipulate a replacement.
Adventures in Lua When did I get a vest?
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I removed the potion from the 100% definition.
SBD
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Drenn wrote:
Since getting the pegasus seeds I've been more conscious of this, since subpixels affect all movement, you can actually overshoot the pixel you want sometimes.
Yeah, it can even happen without Pegasus Seeds, where you don't want your x-subpixel value to be as large as possible even though you have to walk diagonally to the right because afterwards you have to walk diagonally to the left. It can be really finicky. Another thing to note is that in situations like in the intro when you walk to the guy on the very right, where you have to walk diagonally up-right and then up-left you can walk up-right until the x-subpixel value is really small. Also, when you go over stairs, the subpixel values should allow you to move on the first frame on the stairs. So if you walk downwards the y-subpixel value should be >127.
I've been doing corner boosts by walking directly into NPC's at the corner, it moves me 1 unit in both directions without affecting subpixels. I think I got a "double" boost on one of the workers that was moving towards me. Is it better to walk diagonally into them?
You can walk diagonally into them and you will move as you normally would if you move diagonally plus one pixel in one direction. Sometimes this is not possible though depending on (again) the subpixels. Let's say you are below an NPC and your y-subpixels are >180. Then you can't walk diagonally up so you can't get the boost that way (but you can get it with the other method). So you should try to get the diagonal boost whenever you would normally walk diagonally. On the worker you got a corner boost on the first frame and on the second frame you were moving up while he pushed you to the right.
In the beginning I wasn't quite warmed up to the idea of damage boosts, I guess. By the time I thought of doing that for the crow, I would have had to rework the RNG at the start of the dungeon to make it work :(
Hm. If you do one less swordslash beforehand and then kill the crow with the sword while also cutting one tile of grass, the RNG should (hopefully) sync again.
I wasn't really interested in killing that like-like, but it did allow me to get that dance pattern, which was worth it. It was tricky because I had to manipulate the dance right after manipulating the like-like...
Ok then. I know how hard that manipulation is.
I somehow hadn't thought of killing the shrouded stalfos with a bomb. But, they don't count as kills if they fall into the holes. It doesn't seem realistic to get all 3.
You have a lot of time to luck manipulate after the miniboss is done so I guess it can be done. Not that I'd ever tried it. And you also have to manipulate the Big Blue Rupee drop for later.
Quote: In D1 when you push that thing that changes colours it moves faster when you are at the middle of it when you start pushing. When a key drops from the ceiling I believe it spawns relative to the camera position so it drops faster when the camera is lower on the screen. I don't think you had enough time to do it here with the manipulation you got. Just a thing to keep in mind for the future. After the miniboss you can kill the 3rd Stalfos with an Ember Seed while slashing the sword. That's faster and you also get a 5 rupee drop. The boss fight is slower than in this WIP: User movie #12996165641066198 Hmm. I believe I lost a few frames because of the direction he moved in, but I noticed that you did 2 slashes and a spin attack, while I did slash spin-attack slash. I'm not sure if that matters, I didn't experiment with that.
If you walk further up you can hit him earlier with an upwards slash but then you have to wait 3 frames until you can slash again so in that case it's faster to do the spin attack last. You lost quite a bit of time on the second phase though. I also had to delay some frames on the reset to make him walk up but I'm pretty sure it's worth it in the end. Some more things about your WIP: I'm not sure if setting the textspeed to 4 in the beginning was a good idea. I tested it and you lost 1 frame during the intro which is how much you save by setting it to 5 later. It also caused 2 more lag frames although that might have been due to something else. On the screen where Nayru is you press left and A for one frame before walking to the right. The picture that shows Nayru and Link can only be cancelled by pressing A, so turboing A and B lost 1 frame. Sometimes when you are clipped into an object, you want to "unclip" because it puts you closer to where you want to go next, for example when you open the chest that holds the key in Maku Road.
Joined: 3/11/2014
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Been a while since the last update. I think I burned myself out a few months ago, but I'm going to give it another shot now. Partly the problem was that I kept "resetting". In fact I've restarted for a 3rd time for 2 reasons: firstly bizhawk 1.8 has non-messed-up frame timing. Secondly a new trick was found with veran warp which lets us skip some of veran's textboxes, but in order to set it up, I must let the seed satchel fall on the left side of the screen when I talk to the maku tree. I'm up to the end of the maku path now. It's going relatively quickly since I'm using the same rng seeds so far. I think I'll post a "WIP 1.5" once I'm done the first dungeon. Though it'll probably be almost the same as what you've seen already :P
Zarmakuizz
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Hey, it's nice to you to tell us about what's going on. Keep up!
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all right,we'll be waitin!
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
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Can anyone tell me how to deal with Goron Dance frustration? For some people it is simple but guys like me , it is not.
Guernsey Adams Pierre
Pokota
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How I do it is listen to the sound cues. The lower sound is the B button and the higher one is the A button. You get a little bit of let as far as going late, but other than the first step going early will always knock you out of the phase so don't rush your way through it. I would imagine that this would be very difficult without the sound cues and I know I can't do it at all without them.
Adventures in Lua When did I get a vest?
Pokota
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So I'm working on putting together a watch list/watch script for a hypothetical 100% run (Ages is the game kept in mind because of personal bias, but it's probably trivial to convert it for Seasons once the framework is in place). To my memory there's surprisingly a lot that goes into 100%. Here's what I've identified thus far in a pseudo-lua.
Language: lua

AGES (Addresses are WRAM unless otherwise noted) Track {"Trees", "UnRings", "Maple", "Signs", "Kills", "Ringdex", "Warps", "Rupees"} Track.Trees {"Age", "Planted"} Track.Trees.Age {0-15} --[[Root is at 0x0650]] Track.Trees.Planted {0-15} --[[Need to find out how this is stored internally. Possibly Bitwise across two bytes. 0x????]] Track.UnRings {0-63} Track.Maple Track.Signs --[[100 Signs. Only tracked in Seasons? Define it anyway]] Track.Kills -- [[1k Kills.]] Track.Ringdex --[[IIRC, this is bitwise across 4 bytes.]] Track.Warps --[[Activated seed trees. How is this stored?]] Track.Rupees --[[10,000 Rupees. Does this cross over between games?]] Link {"Health", "MaxHealth", "xpos", "ypos", "zpos", "Seeds", "Bombs", "Chus", "Ring", "Potion", "Song", "Plot", "Pegasus"} Link.Health Link.MaxHealth Link.xpos Link.ypos Link.zpos Link.Seeds Link.Seeds {"Ember", "Mystery", "Scent", "Gale", "Pegasus"} Link.Seeds.Ember {"Have", "Count"} Link.Seeds.Mystery {"Have", "Count"} Link.Seeds.Scent {"Have", "Count"} Link.Seeds.Gale {"Have", "Count"} Link.Seeds.Pegasus {"Have", "Count"} Link.Bombs Link.Chus Link.Song Link.Ring {"ID", "Name"} Link.Ring.ID Link.Ring.Name = RINGLIST[Link.Ring.ID] Link.Potion Link.Plot --[[Refers to collected essences + if have big seed, probably bitwise but make sure!!]] Link.Pegasus Foes {For each Foe in Foes make {"ID", "health", "xpos", "ypos", "zpos"}} --[[NEED ROOT AND OFFSETS!]] Foes[Foe].ID Foes[Foe].health --[[If MaxHealth is tracked anywhere scrapable, use that. Otherwise build an index.]] Foes[Foe].status Foes[Foe].name = FOELIST[Foes[i].ID] Foes[Foe].xpos Foes[Foe].ypos Foes[Foe].zpos --[[The BlahLists may end up in their own definition files for convenience's sake]] RINGLIST { } FOELIST { } Addresses of note: 0x0620 (Maple?) 0x0641 (??????) 0x064F (??????) --[[Probably for Slayer's Ring counter? Need to find Total Enemies Slain pointer anyway]]
Adventures in Lua When did I get a vest?
Joined: 3/11/2014
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You can't do 100% in only 1 game, unless you use premade secrets, which would be kind of lame. Here's my 100% route for reference. Normally it would require 4 playthroughs in total, but the veran warp glitch kind of lets you skip one playthrough. http://pastebin.com/FW50SGuq As for the any% TAS, I haven't been working on it for a while. Scorpianman has decided to give it a try, though he's said he's not sure if he'll have time to finish it.
Pokota
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Unless there's a major improvement to Any% Seasons that's been found since the last publication, we can probably just use the current Seasons run as the starting point. A thing I need to check is if the Achievement Get rings track across both games or not. Similarly, unid'd rings are stored in memory as either +64 or as the two's complement (don't remember which) but I've long since forgot the address; I'll pull up the Ages Any% this week and scan it. This hybridized file you speak of... how does one obtain the upgrade passwords? To my knowledge the NPCs only spawn in the starting game.
Adventures in Lua When did I get a vest?
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Pokota wrote:
Unless there's a major improvement to Any% Seasons that's been found since the last publication, we can probably just use the current Seasons run as the starting point. A thing I need to check is if the Achievement Get rings track across both games or not. Similarly, unid'd rings are stored in memory as either +64 or as the two's complement (don't remember which) but I've long since forgot the address; I'll pull up the Ages Any% this week and scan it. This hybridized file you speak of... how does one obtain the upgrade passwords? To my knowledge the NPCs only spawn in the starting game.
Things like slayed enemies, etc. don't carry over between games. Most of the enemy farming is done in seasons at tarm ruins. When you do the veran warp you get the save and quit prompt you'd normally receive after finishing an unlinked game. This causes npc's from the end of an unlinked game to appear, even on a linked file. Hence, a "hybrid" game. We need to use a link cable to continue to the next seasons playthrough, though. Idk how a tas would handle that unless we somehow "cheat" to see the password, because farore won't show it to us for whatever reason... :P I'm guessing this is all theoretical though, since we're having enough trouble finishing ages any% :P
Pokota
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Any news on Ages?
Adventures in Lua When did I get a vest?
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Pokota wrote:
Any news on Ages?
Afraid not. I'm still doing stuff with this game just... not actual TASing. It's been on the backburner for a pretty ridiculous amount of time, I know.
Tompa
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MarbleousDave
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We could TAS both games at once. Since we have a TAS of Pokemon Red and Blue.
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The TAS I made is not the most optimized, mainly due to the new use of the collection delay glitch on tokay island, I didn't have the time to redo the beginning to cut getting the expert's ring. I got sloppy knowing that it wouldn't be optimal no matter what I did short of restarting. I'll probably take another shot at it, but it won't be until later this year at the earliest. also, if someone could help me on the encode for the site, I would appreciate it.
Pokota
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@scorpianman42: If your BK2 is in userfiles I'll put up an encode over the next 24 hours.
Adventures in Lua When did I get a vest?
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I'm not sure what you mean by userfiles, I'm not too familiar with this site
Pokota
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http://tasvideos.org/userfiles/ E: Thank you much, here's your temp encode. Link to video
Adventures in Lua When did I get a vest?
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Looks very good, thank you. Is there anything I need for a submission apart from the .bk2 file?