Posts for CoolBumpty

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Experienced Forum User
Joined: 12/12/2004
Posts: 158
Yeah, it starts out in sync, but by the end the audio is about 2 seconds ahead.
Experienced Forum User
Joined: 12/12/2004
Posts: 158
I think this run works with Rice 6.0.0, though my Mupen seems to close at random times with it, especially when fast forwarding. But with that plugin the sky looks normal, which might be worth trying for when encoding. But I didn't see the last few levels to see if it works with Rice. But I did see it with Jabo and I vote yes.
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Joined: 12/12/2004
Posts: 158
I'm still trying to figure out who said wow more times during the run, Mario or me. O_O
Post subject: Re: Recording is beginning!
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Joined: 12/12/2004
Posts: 158
NapstrPSX wrote:
I tried my 'treat' out and it worked alright so I'm gonna go with it. I think everyone will really enjoy it and it is perfect for that 3-minute break. What will it be? :O
Did you make a sandwich? =P
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Joined: 12/12/2004
Posts: 158
Well, I thought it was a good idea, and it even made me feel like I wanted to do one myself, but I don't think I would be able to dedicate 3 hours straight to it, and it would be redundant to have another commentary for the same game, obviously. I thought that overall it was pretty good. As for your voice and the microphone, I listen to some podcasts and listening to this commentary really reminded me of listening to those podcasts. So there's nothing wrong there with the sound. If you do go into making the whole commentary for the game, there'll be less time spent about commenting on the fact that you've been a lurker in the forums and such, so it would probably be good to point out things in the game and how it's played more specifically. Like certain lines in the game might pass over people's head if they're not paying attention specifically to them, and there's some subtlety that takes a moment to pause and think about that viewers might not catch with the fast text, so those would be good to point out. A few examples of what I'm talking about include Strong's comment about how kids should be playing Nintendo games and the irony of how the game tells you that Ness found a present, and in the present there was a bomb, and things like that. That detail also happens on the way to Saturn Valley, so small quirks like that are good to point out. And since a lot of details in the game are skipped you can go over some of them, like the spots where the camera man and his fuzzy pickles are skipped, and how the teleport spell is supposed to work. And you can go more into the mechanics of what's going on, like explaining that each time the cursor is moved in a battle the random number generator changes to affect what happens in the round, and how it also changes each frame when the game is semipaused with B. But anyway, I'm just adding in suggestions since 3 hours is a long time, so there'll always be room for filler. I've watched the run straight through 3 or 4 times now (yeah, I'm crazy), but I'd watch it again if you make your full commentary. So I look forward to it! =)
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Joined: 12/12/2004
Posts: 158
Bad news. As suggested earlier, Tallon won't be at the ranch if you talk to Zelda without waking him up. I just tested it. =( So the plan for getting the bottle just got more complicated.
Experienced Forum User
Joined: 12/12/2004
Posts: 158
Yeah, I've put in about 30 hours into TP so far. I can't blame you if it slows you down. =P I found a way to view the movie that works well for me. I used VLC and just watched everything at .25 speed. Then at least I can see what's going on and really be able to tell that it is actually the same movie file being played. The only downside is that there's no sound, but it's not a huge problem. I also tried it at .12 speed, but that was a little too slow for me. Anyway, I hope that can help some people enjoy the run more.
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Joined: 12/12/2004
Posts: 158
Wow. O_O
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Joined: 12/12/2004
Posts: 158
Zurreco wrote:
Am I the only one that sees the screen display Link's room when Guano pauses? It's at 1:37, just after getting the bombs.
With the plugin the background of the inventory is the last CG environment that was used. So for most of the WIP before this the shop was shown whenever there was a pause. It's another glitch that makes the game not work like it does on the console (along with the pause screen taking so long to load, though I'm not sure if they're related. I'm guessing they are, but I'm not sure.)
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Joined: 12/12/2004
Posts: 158
I tried using the plugins that AngerFist said he used, and I also used the ones that were mentioned in the movie file (there's a difference in the input plugin), but in both cases the game desyncs at the owl conversation when starting from the beginning. And I've only tried the later parts with the plugins that are mentioned in the movie file, but it desyncs at the start of the cavern when using the old savestate that started from the middle of the Spirit temple, but it works properly when starting from Link's house with the new savestate. I have a bad feeling about this. . . . =(
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Jweb Guru wrote:
Hm, I'm sure this has already been thought of, but is Talon at Lon Lon Ranch even if you don't wake him up (after either Jabu Jabu or Zelda)? Hopefully the answer is yes...
That's a very very good point. . . . It hadn't crossed my mind at all.
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Posts: 158
There was a GBC version that had really bad music and the expected smaller screen. It's really not worth playing if you have the NES version, although I'm not sure about the difference in sword and level requirements. I guess that would warrent looking into, but the sound is terrible. =( I voted yes, since I feel that the wild warp is using old testing codes left in the game, which isn't intended to be normally used, nor is it a glitch. But I can see either argument, and wouldn't mind there being two runs. And there were some nice new tricks used here. Also, since more travelling is required without the warp, it means there's more exp gained on the way. So there's a bit less exp gaining in the same spot over and over again, which makes the run as a whole obviously longer, but it makes the boring parts a bit shorter.
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Joined: 12/12/2004
Posts: 158
After watching this, I feel much better about the pace of the run as a whole. This type of run wouldn't be possible without the slide move. However, I'm still rather concerned about weapon changes. I know that at least some of the games take different amounts of time to access the weapon menu, but hopefully all of them are a little different. If there were about 20 frames difference in time between all of the menus, there wouldn't be any problem there, but obviously that's not the case. =P Well, I guess that moving the cursor around a bunch in the menu should do it for most cases when it's not possible to use differences in menu access time to choose the different weapons. But anyway, I'm sure that's been tested a lot. One thing that I really like is trying to listen to all of the music at once. =D
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Joined: 12/12/2004
Posts: 158
Very very nice. The graphics plugin also looks nicer, I think, but it's too bad that the menu gets all weird, for me, anyway. Seeing the last prerendered scene every time it's paused is kind of weird. As for the actual run, I'm not completely convinced that the part between slashing the sign for the blue rupee and getting down from that higher ground was ideal, but as a whole the rupee run was much better. I don't really know, the jumping pattern and path could be closer to ideal than I think, since I don't know the movements rates that well. And I especially loved the exit of the store to Mido route. In the Deku Tree, the one part where you're rolling and jumping along the edge in that main room may not be ideal, but it probably doesn't cost much more time than either changing direction to backwalk/sidehop, or having to take a less ideal rolling path to not hop off. Again, I'm really not sure what's best, but those two parts stuck out in my mind. But I believe that there are some things that can be improved once you've jumped through the web. I don't think that you need to step on that switch if you don't end up using that flame, since stepping on the switch takes longer than landing next to it, I think. However, if the flame storage works after doing the jump hover thing (I haven't tested it or anything, but I think that it would work), I think it would be faster to just hit that switch, do the flame storage using the slingshot when you're going towards the chest anyway, and then you won't have to go to the block for the flame. So I think it's possible to improve the time in that area, either by using the flame from the switch for the flame storage, or if that doesn't work out, then it might save time to not hit that switch at all. But anyway, you should look into that, since I think it could save a second or two. =) Even if you don't end up looking into that, or if it doesn't end up working, it's still a very nice improvement.
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Joined: 12/12/2004
Posts: 158
Is there any chance of that full description coming any time soon?
Experienced Forum User
Joined: 12/12/2004
Posts: 158
It shouldn't really matter whether it's 99 or about 60. The results should be the same, more or less. Actually, when doing runs on a game pad, it's probably a better idea to make the limit be closer to 60 or 70. As for the eggs and keys, I would say that it would not be worth doing. They're not official items in my mind, since you have to type in codes that don't appear anywhere in the game. And it'll take so much time of boring typing.
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Joined: 12/12/2004
Posts: 158
I liked it, though I haven't seen anything of the game since Bisqwit's original publication. Only the framerate lag bothered me a bit, but there's nothing to be done about that.
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Joined: 12/12/2004
Posts: 158
Well, it really doesn't matter, it's just the choice of the person who makes the run. But if I were to make it, I would certainly skip all the cheats, almost certainly activate only the warp pots that were of use, and probably not collect extra Mumbo tokens. But it would definately take a lot more planning to do an any percent run. It would probably save about 10-15 minutes for the run, though. Maybe a bit less, since those honeycomb pieces don't have a celebration scene. If I'm ever feeling crazy, I might do some work on this. Maybe that'll attract someone else to take it over for me. =)
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I really, really, really, really don't get it, but it looks good!
Experienced Forum User
Joined: 12/12/2004
Posts: 158
Well, if you haven't played the game before, this run won't help you out very much in understanding the game. So many things are skipped (mainly 2 and a half dungeons plus two mini dungeons) and things are done so out of order that you can't really get a sense of the game from it. Being able to see in front of you wouldn't help out too much in getting more from the video if you haven't played the game. So unfortunately this is a game where, when taking the path that has been chosen, won't give a real sense of how the game is supposed to go to those who haven't played it before (like Shiek teaching Young Link a song), so I think that for this type of run it's best to just go all the way and go for all the techniques that save the most time. If you'd like to get an idea of how the game goes, it would be good to see TSA's run on SDA. It does a pretty good job of following the plot. The only main skip is the Lens of Truth being skipped, along with that mini dungeon, but that's not a big deal. http://speeddemosarchive.com/OcarinaOfTime.html Edit: And believe me, seeing Hyrule Field with Link rolling forwards isn't much more entertaining. Even for someone who hasn't played the game before, it's probably more entertaining for Link to backwalk instead, especially since it saves a lot of time, and since there isn't the rolling yell that gets about as annoying as the one heart left noise can get. So don't worry, it's not forcing you to miss out on much.
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Joined: 12/12/2004
Posts: 158
Actually, that trick is used in Guano's run. I haven't had time to look at the Spirit Temple part yet. I will soon, hopefully. Though I doubt I can do much to help, especially since you seem to want to just speed through everything, Guano. =P Not that it's a completely bad thing. ;)
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Posts: 158
I was using a different rom, but it worked . . . until the second time in the Dungeon Master is Scaraba. I need to find a new rom now. Edit: Oops, it got published while I was watching it. =P
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Well, if it makes it any better, you can hold tab for a second or two when the white screen pops up. It's not possible to remove it from the mupen movie, but yeah, it is possible to remove it from an .avi. However, considering this site, the chance of that being done in the published .avi is none.
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Posts: 158
I just tried it from the beginning and it worked all the way through. =) Is it possible to just jumpslash at Bongo Bongo when he's charging at you instead of hookshotting his face first? I thought it was, but maybe he won't stay down if you do that. I wouldn't really know. I saw some things that I think could be improved, but it was quite enjoyable to watch nevertheless. Seeing Link slipping throughout the whole dungeon was great. =)
Experienced Forum User
Joined: 12/12/2004
Posts: 158
If you're in that area in the Shadow Temple that I think you're in, what you have to do is hookshot up to the invisible ledge in the corner of the room, and from there you can just equip the hover boots and just get up to the slightly higher ledge in the middle of the room.
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