|
First: What. Second: The Walrus and the Carpenter were luring the oysters to their deaths. Third: I actually never played Majora's Mask, though I have picked up the basics of the structure and such via osmosis over the years. How confused am I going to be? Third-and-a-half: Going by what we've seen so far, pretty confused, but it's an entertaining train-wreck nevertheless.
|
# ¿ Oct 16, 2015 07:28 |
|
|
# ¿ May 21, 2024 05:25 |
|
I neglected to mention this at the time, but I did a replay of Mega Man 2 recently and I actually got to use the glitch that came up earlier in this LP, so thank you, LP Majora's Mask, for improving my Mega Man 2 game. Spoiler, if we're still doing that: Metal Blade is so overpowered and so cheap using the glitch made no real difference except on one stage.
|
# ¿ Nov 16, 2015 05:45 |
|
Reverse Bottle Adventure has been boggling me ever since I first saw it in the OoT Super Wrong run. I finally sat down and tried to replicate what kind of logic error produces this kind of crazy effect. It turns out it's super-elegant. I built a little reverse-bottle simulator in C to fiddle with stuff, and found values that look very reasonable for similar (occasionally literal) bugs. Let's take a set of items... code:
The inventory itself is an array of bytes too. For our simplified example, the slots might just be bomb count, bombchu count, and number of bottles. The only way I can make sense of the bottle adventures is if the B and C buttons are themselves "inventory slots" that can contain arbitrary items. Now, when you use something on the C button, you have to update not just that item on the C button, but also the version of it that is actually in the inventory. I am postulating three "shadow" inventory slots right after the C button items which have, not items, but an index into the inventory slot index. So the full inventory looks something like this: code:
code:
Okay, so far so good. But when you mess with bottles, you need to go update stuff back in the inventory. I think they must have done something like this for setting bottle contents: code:
Then I decided to have some fun with it and do various Super Wrong things with my simulated inventory. It seems to check out: pre:Initial conditions: B: Kokiri Sword; C Left: Nothing; C Down: Bottle of bugs; C Right: Bottle of fish 0 bombs, 0 bombchus Bottles: Nothing, Bottle of bugs, Bottle of fish, Nothing After emptying bottle on C-Down: B: Kokiri Sword; C Left: Nothing; C Down: Empty bottle; C Right: Bottle of fish 0 bombs, 0 bombchus Bottles: Nothing, Empty bottle, Bottle of fish, Nothing Got bugs on B: B: Bottle of bugs; C Left: Nothing; C Down: Empty bottle; C Right: Bottle of fish 0 bombs, 0 bombchus Bottles: Nothing, Empty bottle, Bottle of fish, Nothing After emptying bugs with fish on C-Right: B: Empty bottle; C Left: Nothing; C Down: Empty bottle; C Right: Bottle of fish 0 bombs, 0 bombchus Bottles: Empty bottle, Empty bottle, Bottle of fish, Nothing Catching a poe on C-Right: B: Empty bottle; C Left: Nothing; C Down: Empty bottle; C Right: Bottled Poe 0 bombs, 0 bombchus Bottles: Empty bottle, Empty bottle, Bottled Poe, Nothing Catching bugs with poe on C-Right: B: Bottle of bugs; C Left: Nothing; C Down: Empty bottle; C Right: Bottled Poe 0 bombs, 10 bombchus Bottles: Empty bottle, Empty bottle, Bottled Poe, Nothing What happens if you manage to get something with ammunition, like, say, Deku Nuts, on B? When it updates the new ammunition count when you fire one, it seems like it should produce an RBA-like effect. Is this possible? Or are bottles special here?
|
# ¿ Nov 23, 2015 09:28 |
|
Suspicious Dish posted:Ammo values are not stored as part of your inventory slot. It's stored in a separate value, and the code for each weapon simply hardcodes that pointer address. The code for the bottle drop update is the only place with the offset bug. Thinking about it a bit more, that does make sense. Bottles are unique in that (a) there are more than one of them and they are functionally identical and (b) they can take on a variety of values. Meanwhile, if you're firing a Deku Nut, you can just say "hey, I fired a Deku Nut. I think I'll go update inventory[DEKU_NUTS]." There's no equivalent to "Well, one of my four empty bottles got bugs in it, and I have to put them in the correct slot."
|
# ¿ Nov 23, 2015 09:54 |
|
That was a Hell of a ride. I'm glad I got to come along for it. This will make my eventual attempt to play Majora's Mask for real a lot more surreal.
|
# ¿ Dec 10, 2015 06:08 |
|
icesoldier posted:Gonna try throwing another word substitution in there and voting "I say". I like "I say".
|
# ¿ Dec 18, 2015 09:16 |
|
|
# ¿ May 21, 2024 05:25 |
|
The discussion of familiarity with motion in different games struck home pretty hard for me; I grew up on Mega Man and I definitely have trouble in Super Mario or 3D Zeldas. I do have to say though that your Zora handling is actually really great; seeing you blaze around and corner with Zora form is something that makes me want to play Majora's Mask more than really anything else I see about it.
|
# ¿ Feb 24, 2016 10:57 |