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DoctorKill posted:Dish is actually being very modest, to tell you the truth this LP is mostly him. Between scripting out every word we say and the constant iterations he makes on the bot that is actually playing the game (to make it seem more realistic), he spends around 40-50 hours a week on this venture. I don't even physically speak anymore, I gave him sound samples of me saying all possible English phonemes and he just stitches them all together to make audio. I'm just coasting right now, poo poo's great. At this point we're all pretty sure it's Dish's bot that's posting in the thread too. The real Doctor Kill retired to the Bahamas weeks ago. Occasionally, Dish sends him a post card. So is this the first time you've actually had the Razor Sword in your inventory, or am I forgetting something? I'm curious if there's any point to getting another bottle of gold dust and heading back to the blacksmith in the mountains.
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# ? Feb 28, 2016 16:01 |
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# ? Apr 30, 2024 10:11 |
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KieranWalker posted:So is this the first time you've actually had the Razor Sword in your inventory, or am I forgetting something? I'm curious if there's any point to getting another bottle of gold dust and heading back to the blacksmith in the mountains. First time I've had it in my inventory, but I've activated its trigger already. And no, there is no point to using the blacksmith, I've already activated the gilded sword trigger by buying it at the curiosity shop. I think it was a quiver. Sidenote: I plan on making a bonus video, and I need a commentator! It won't be a randomizer thing, consider it a bonus video to the main LP, so it'll be post-commentary. I know there are extra people who have offered that I haven't used yet but they've never contacted me or left me a way to contact them! I want to record this on Thursday or Friday, so if you can do that let me know (sorry it's a bit short notice).
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# ? Mar 2, 2016 03:03 |
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What time-zone are you in?
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# ? Mar 2, 2016 05:09 |
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does ocarina of time have a randomizer mod too
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# ? Mar 2, 2016 16:39 |
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ninjewtsu posted:does ocarina of time have a randomizer mod too If not, surely you could just use javascript or python or any other thing to generate Action Replay codes to swap things up randomly? Probably a bit of work to find the memory values to alter.
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# ? Mar 2, 2016 17:01 |
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I can do Friday, any time all day, as long as we wrap before 10 PM CST. You already have me on skype
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# ? Mar 2, 2016 17:59 |
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death .cab for qt posted:I can do Friday, any time all day, as long as we wrap before 10 PM CST. You already have me on skype You should log in then, because I sent you a message before I made that post and you haven't been online since! Megaspel posted:What time-zone are you in? So I did technically ask death .cab first, but if he doesn't show up or something you can be a backup! I'm in MST (GMT-7), and my Skype is on the first page somewhere.
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# ? Mar 3, 2016 00:06 |
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ninjewtsu posted:does ocarina of time have a randomizer mod too Yes there is but it's a much different one. A guy named mzxrules, who has done a lot of Ocarina of Time code dissection, made a romhack that randomized all the entrance values of the game and called it Beta Quest. So any time you go into a loading zone, instead of going where it's supposed to take you, you end up at a random other entrance. That makes it a much different experience. And yes, I did think about doing an LP, but I think Beta Quest is much less oriented toward doing one, because there's a lot of dead time where you're just going in and out of entrance after entrance, just trying to find a useful area. It can also take a really long or really short time to complete: if I want to beat all the bosses, that can take 6-8 hours, but if I want to beat Ganon, that could potentially happen in 10 minutes. I couldn't really think of a good focus for it.
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# ? Mar 3, 2016 00:09 |
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Still probably more fun than Master Quest
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# ? Mar 3, 2016 00:14 |
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DoctorKill posted:You should log in then, because I sent you a message before I made that post and you haven't been online since! Slype destroys my CPU so i havent been on in a bit. Should be all good to go though. Also, why not both?
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# ? Mar 3, 2016 00:17 |
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DoctorKill posted:Yes there is but it's a much different one. A guy named mzxrules, who has done a lot of Ocarina of Time code dissection, made a romhack that randomized all the entrance values of the game and called it Beta Quest. So any time you go into a loading zone, instead of going where it's supposed to take you, you end up at a random other entrance. That makes it a much different experience. "Map a new Hyrule until Dish opens fanfiction.net out of boredom. Race to finish before the author obviously did in their own hand."
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# ? Mar 3, 2016 02:43 |
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There's actually a spreadsheet tool if you want to track the exits it takes you to. Dr. Kill, M.D. was thinking of doing it like this before we realized it would be even more boring and unwatchable than the MM Randomizer... so of course we're recording a session this weekend.
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# ? Mar 3, 2016 05:48 |
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Just to clear things up though, I'm just recording the spreadsheet tool as I update it, not the gameplay or commentary.
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# ? Mar 3, 2016 07:53 |
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Part 12: Horse The final episode of the Simon saga! Will our heroes finally beat Stone Tower? Will they stop talking about phalluses for even a second? Will they find the loving Kafei Mask loving ANYWHERE Jesus Christ are you kidding me? ...Tune in to find out! We're done with all the dungeons so this episode is mostly cleaning up stuff around the world, so it's a mostly chill adventure. We're close enough to the end that I can say with certainty that there are only gonna be 2 episodes left! If things go poorly, maybe three, but I'm banking on 2. We're almost done! Let me know if there's a heart piece somewhere you want to see me get for whatever reason, I don't promise I'll actually get it but maybe we can talk and think about it for a bit. DoctorKill fucked around with this message at 01:56 on Mar 4, 2016 |
# ? Mar 4, 2016 01:53 |
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Since you didn't try it in the video, I feel like it's worth mentioning that the Randomizer makes it so you can wear the Fierce Deity's Mask anywhere.
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# ? Mar 4, 2016 02:30 |
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So if you got the Fierce Deity's Mask, is it possible another mask is in its original place thus locking you out of it getting whatever it is?
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# ? Mar 4, 2016 02:41 |
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Mak0rz posted:So if you got the Fierce Deity's Mask, is it possible another mask is in its original place thus locking you out of it getting whatever it is? He said he didn't need to turn in every mask to get the Fierce Deity Mask, so maybe that's another change in this hack?
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# ? Mar 4, 2016 03:01 |
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Goht 3DS wasn't as fun as Goht 64, but overall not too bad. You could make an argument that Odolwa 3DS was better, though I missed him dancing in his idle stance. That puts them head and shoulders above Gyorg and Twinmold 3DS.
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# ? Mar 4, 2016 03:08 |
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Nihilarian posted:Goht 3DS wasn't as fun as Goht 64, but overall not too bad. You could make an argument that Odolwa 3DS was better, though I missed him dancing in his idle stance. That puts them head and shoulders above Gyorg and Twinmold 3DS. 3DS Gyorg is completely unforgivable, though. The new second phase of that fight took me almost 12 hours of slowed down time to complete. By the time I won, I had one hour of ingame time left, which resulted in me missing getting to the fairy fountain in time. It was great having to go back through the temple a second time!
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# ? Mar 4, 2016 03:11 |
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TooMuchAbstraction posted:He said he didn't need to turn in every mask to get the Fierce Deity Mask, so maybe that's another change in this hack? Oh whoops, I missed that!
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# ? Mar 4, 2016 03:15 |
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Yeah that's right, you just receive the item from moon kid, you don't have to turn in a bunch of masks. This is really good because if he didn't do that, you could easily never be able to get that item, plus it means you can skip the moon trials.CaptianKatsura posted:Since you didn't try it in the video, I feel like it's worth mentioning that the Randomizer makes it so you can wear the Fierce Deity's Mask anywhere. And yeah this is true but since we've beaten most of the bosses then there's not much to use it on! If I remember, I'll play around with it a little bit next time we record.
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# ? Mar 4, 2016 03:42 |
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Just wanna s/o to Simon for refusing to end an LP video without saying "Thank you for your attention", that's some dedication.
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# ? Mar 4, 2016 06:52 |
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death .cab for qt posted:Just wanna s/o to Simon for refusing to end an LP video without saying "Thank you for your attention", that's some dedication. Nihilarian posted:Goht 3DS wasn't as fun as Goht 64, but overall not too bad. You could make an argument that Odolwa 3DS was better, though I missed him dancing in his idle stance. That puts them head and shoulders above Gyorg and Twinmold 3DS.
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# ? Mar 4, 2016 18:44 |
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Simply Simon posted:well thank you for yours <3 The prospect of a 4-on-1 fight makes me shudder.
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# ? Mar 6, 2016 06:09 |
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Bonus: Hither into Stone Tower, No Quivering, No Bow Nor Bowing Here's that bonus video I mentioned! Coming along for the ride is death .cab for qt, and we go into Stone Tower YET AGAIN, but this time to show off how a proper "Reverse Dungeon Order" route would have worked. This episode shows how to get all the fairies of Stone Tower (the most involved part of the dungeon) without having to enter Woodfall first to get the bow. It's pretty complicated!
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# ? Mar 7, 2016 23:50 |
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"Complicated" is right. Now, I'm curious about something. Is the inverted Stone Tower (not the temple, but the tower itself) a different map from the normal tower? I'm just fascinated by pondering how the inversion thing works mechanically in the game engine. I imagine the interior of the temple just sets a flag as to whether Link's going to be on the floor or the ceiling...
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# ? Mar 8, 2016 02:56 |
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That was crazy. You're playing this game at a level where I borderline expect you to just start placing actors wherever you want and calling event triggers on demand. Transform Majora's Mask into your own personal garry's mod.
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# ? Mar 8, 2016 03:15 |
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Simply Simon posted:And Twinmold 3DS owns what is wrong with you. other than Goht I don't have any particular fondness for the 64 bosses, I'm more impressed that they actually found ways to make them worse
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# ? Mar 8, 2016 16:07 |
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LeftistMuslimObama posted:That was crazy. You're playing this game at a level where I borderline expect you to just start placing actors wherever you want and calling event triggers on demand. Transform Majora's Mask into your own personal garry's mod. It's not entirely unprecedented. Someone made Mario Maker inside of Super Mario World by placing some shells in specific places and a lot of frame-perfect TAS inputs.
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# ? Mar 8, 2016 16:14 |
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Megaspel posted:It's not entirely unprecedented. Someone made Mario Maker inside of Super Mario World by placing some shells in specific places and a lot of frame-perfect TAS inputs. Check this one out.
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# ? Mar 8, 2016 17:07 |
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Megaspel posted:It's not entirely unprecedented. Someone made Mario Maker inside of Super Mario World by placing some shells in specific places and a lot of frame-perfect TAS inputs. there's a different smw run where he uses the ace bug to program a game of snake using smw sprites. there's also a yoshi's (island?) run where he uses ace to program an entire shell with commands that launch different animations and games. it's really impressive what people can do with a little bit of assembly programming skill and a whole lot of free time.
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# ? Mar 8, 2016 17:38 |
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Reminds me a lot of the pokemon GBC game glitches. I couldn't find the specific bug I was thinking about that involves faffing with inventory item order and stuff since there are so many bugs for those games.
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# ? Mar 8, 2016 18:24 |
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KieranWalker posted:Now, I'm curious about something. Is the inverted Stone Tower (not the temple, but the tower itself) a different map from the normal tower? I'm just fascinated by pondering how the inversion thing works mechanically in the game engine. I imagine the interior of the temple just sets a flag as to whether Link's going to be on the floor or the ceiling... Not really sure on that one honestly, it's probably a different map that just shares flags since that seems easier to program, but I don't know. Somewhat related to this though, I've mentioned that the Giant's Mask works by transporting you to a different map that just makes you seem big. Turns out this other map is directly above the normal map, far far above, and with enough hovering you can get up there. https://www.youtube.com/watch?v=hKvTZoPStho LeftistMuslimObama posted:That was crazy. You're playing this game at a level where I borderline expect you to just start placing actors wherever you want and calling event triggers on demand. Transform Majora's Mask into your own personal garry's mod. Someone has made some custom code to in fact do stuff like this: https://twitter.com/antiformant/status/687717302154870785 https://twitter.com/antiformant/status/687854472148602880 https://twitter.com/antiformant/status/686954242972622848 Literal assembly code that I think he injects directly into the roms. I don't really know how that works though.
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# ? Mar 9, 2016 00:48 |
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Megaspel posted:Reminds me a lot of the pokemon GBC game glitches. I couldn't find the specific bug I was thinking about that involves faffing with inventory item order and stuff since there are so many bugs for those games. Yeah the R/B 151 pokemon speedrun uses arbitrary execution like that to spawn pokemon you can't catch in that version. Some runs use more of it, but it's evidently really easy to gently caress up and crash your game.
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# ? Mar 9, 2016 01:02 |
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DoctorKill posted:Not really sure on that one honestly, it's probably a different map that just shares flags since that seems easier to program, but I don't know. That would be the logical way to do it. When you activate or open a chest, have a flag that makes a dummy chest appear/open on the ceiling of the counterpart map. Very straightforward. It's pretty clearly a different map as enemy and item layouts and other effects (water, skylights, wind, lava, etc) change between the two. What doesn't make any goddamn sense at all is why the "dummy" chests are fully functional and contain the items found in their right-side-up counterparts. That is just really puzzling to me. I don't get it at all I'm sure some data miner in the game's community knows the answer. I'd be interested to learn it!
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# ? Mar 9, 2016 01:22 |
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Mak0rz posted:That would be the logical way to do it. When you activate or open a chest, have a flag that makes a dummy chest appear/open on the ceiling of the counterpart map. Very straightforward. It's pretty clearly a different map as enemy and item layouts and other effects (water, skylights, wind, lava, etc) change between the two. What doesn't make any goddamn sense at all is why the "dummy" chests are fully functional and contain the items found in their right-side-up counterparts. That is just really puzzling to me. I don't get it at all I dunno, I think it would probably be pretty easily and handily explained by someone taking the contents of the map and flipping them all.
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# ? Mar 9, 2016 01:29 |
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Mak0rz posted:That would be the logical way to do it. When you activate or open a chest, have a flag that makes a dummy chest appear/open on the ceiling of the counterpart map. Very straightforward. It's pretty clearly a different map as enemy and item layouts and other effects (water, skylights, wind, lava, etc) change between the two. What doesn't make any goddamn sense at all is why the "dummy" chests are fully functional and contain the items found in their right-side-up counterparts. That is just really puzzling to me. I don't get it at all They're almost certainly fully-functional (albeit upside-down) chests tied to the same object ID as is in the regular chest. Why bother making a dummy object that you then have to make certain is properly updated, when you can just invert a real one? Nobody should be able to open them anyway. Cheez posted:I dunno, I think it would probably be pretty easily and handily explained by someone taking the contents of the map and flipping them all. This, however, I suspect is not the case. I mean yes, intuitively it makes sense to work this way, but I expect that too much of the map design must take into account the foibles of the physics engine (which is directionally oriented due to gravity) for an inverted map to cleanly work. You'd end up having to add a bunch of patches to say "okay, use the inverted map, but in this room, adjust this wall vertex by (X, y)" and at that point you might as well just make a whole new map and do your customizations that way.
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# ? Mar 9, 2016 01:45 |
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TooMuchAbstraction posted:They're almost certainly fully-functional (albeit upside-down) chests tied to the same object ID as is in the regular chest. Oh, yeah that makes way more sense actually. I obviously don't know much about how the game is built
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# ? Mar 9, 2016 02:05 |
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The two Stone Tower levels are indeed different -- Z_INISIE_N and Z_INISIE_R. I imagine the graphics between them is the same, but the collision is different. I could actually spend a bit of time adapting zelview to view MM scenes.
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# ? Mar 9, 2016 03:10 |
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# ? Apr 30, 2024 10:11 |
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fool_of_sound posted:Yeah the R/B 151 pokemon speedrun uses arbitrary execution like that to spawn pokemon you can't catch in that version. Some runs use more of it, but it's evidently really easy to gently caress up and crash your game. The first three generations of Pokemon games all have some manner of ACE in them, although I think the version the Gen 3 games have is so convoluted and slow it's faster to beat the game normally, so the speedruns don't use it.
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# ? Mar 9, 2016 06:16 |