Kommentare
California, USAloohhoo3 years ago

I did read your other forum post and I didn't agree with a lot of what you said, sadly. Namely, just because you're not awarded with anything for getting certain types of items didn't seem like a good reason to not get them in a 100% definition. The all achievements perspective is logical. But losing track in-game how many items you have by the end of the run is also a non-issue.

Let me address your counter points from here:

  1. If runs are watched from start to finish, then moderators can take note of which tinderboxes or whatever other items are used, so verifying the run by reloading the last save doesn't have to be the only way to do so, it's just easier. Beside the fact that in my demonstration run, I didn't even use a single tinderbox or oil potion or laudanum. Whether or not doing so slows down a run doesn't feel like good reason to not do a category.

  2. I was not aware of these items as I went based off of a 100% guide and 151 tinderboxes are all that are required for the achievement (which triggered on my first successful attempt, lol) and only 37 oil potions obtainable. Is that tinderbox not just in the Nave Redux (which I collect)? And do you have better examples of where the other two oil potions are because I couldn't quite tell what I was looking at.

  3. If those items are considered segmented / TAS only, then it would make sense to exclude them, considering at least the tinderbox doesn't go towards any achievement. But it could be worth looking into easier ways to getting them. I'm all for doing the revenge ending if it means a true 100% - saving agrippa is just fun :P But I also think it would be fine to exclude them for the aforementioned reason.

  4. Timing start/finish is whatever for me, I just stopped the timer when I clicked on the portal for agrippa's head. In retrospect the credits is more logical because you do still move after for a moment.

Again, I'm a huge proponent for this category because it feels much more complete to me, and being unable to not grab 3? items feels better than just not getting a ton of them and labeling that 100%.

Personally, I don't think it would hurt to potentially label this Max% (something that exists on the Metroid Prime 2 boards, for Max% No Dark Beam for example). Regardless of if something like this ever gets added to the boards, I'm going to keep doing runs and optimizing where I can, and I invite y'all to do so also :D

California, USAloohhoo3 years ago

Hey everyone.

A while back I saw Skyreon's "100%" run. I don't agree with that run's definition of 100% - you can load your last save at the Orb Chamber to verify that you have all the items after you have beaten the game. Other game categories with 100% items that don't show item completion at the end are typically verified in a similar way, or the moderator watches the entire run. So the idea that you have no way to track your progress didn't seem like a good reason to not get every item and shouldn't be called 100%, but this is my opinion.

I theorized and did a run of what I called an "All Items" speedrun instead. I have no idea if this has been done already somewhere. It is glitchless by nature. You collect literally everything and when the credits are done, verify item contents by reloading the Orb Chamber save. The collection requirements are:

151 tinderboxes 44 notes and diaries 37 oil potions 16 laudanum potions 7 oil barrels 5 memory capsules all progression items, even if not used touching all torture devices saving agrippa

No other restrictions.

I timed my run RTA (e.g. with loads and without a load extender or w/e) and I paused my timer a few times to double check my item counts, which I wouldn't do in a real run. And I flubbed my routing at the end lmao. So this is just a demonstration run more or less:

My haphazardly written "route" can be found here (which I think I will update some more as I get better): https://docs.google.com/document/d/1LwTv4SnE38EntnrEkwIvYXQ1jCkjkdDfaOY_t6y7oys/edit#

I'm also kind of an Amnesia glitch noob, so I didn't use any exploits. I am interested in any that could be applied though!

Skyreon gefällt das.
California, USAloohhoo5 years ago

We were iffy on this but decided to add Stage RTA, 100 coins, and 8 red coins. The reason why we aren't doing individual stars is you could enter the level and spawn virtually on top of the star, so it removes the challenge. This may change as later releases come out. Hope that helps :)

California, USAloohhoo5 years ago

The point of the randomizer is to navigate around all the star door counts, some of which can be skipped by BLJing (LBLJ for early BitDW, SBLJ for early DDD / BitFS, 50 star BLJ for early tippy). Same goes for MIPS clip and the 30 star door. Not all seeds are "good seeds", but your job as a player is to work around that and find the fastest path through things. Plus, the idea is that this is the equivalent to 70 stars on vanilla boards, which ban BLJs by definition.

Any% (allowing glitches) boards are going to come soon once an update comes out that allows you to modify the star door count.

Locking thread.

Pear und SuperM789 gefällt das.
California, USAloohhoo5 years ago

@Jhynjhiruu: Because N64 as a platform exists on the main SM64 board.

California, USAloohhoo5 years ago

Ok, so I figured out why some people were having issues with it.

Using PJ64 1.6:

  • CPU style needs to be set to interpreter (it defaults to recompiler).
  • Graphics plugin set to 1.5.2
  • Memory set to 8MB
Soda gefällt das.
California, USAloohhoo5 years ago

This isn't that hard, guys. If you want the ROM just add me on discord and I'll give it to you.

It's on my profile but: Looh#5941

Also, @conmangamer22, try setting memory size to 8mb. I realized that was my default and probably has something to do with it.

Francesco gefällt das.
California, USAloohhoo5 years ago

@UbuntuJackson: Yes, that is the file name.

@conmangamer22: That should only be an issue if you didn't extract the rar part (.r00) before extracting the .rar. Programs like 7-zip will still extract them but typically throw a "Data error" - click details and see if this appears anywhere. Make sure the file size is just over 7MB.

California, USAloohhoo5 years ago

It's really not hard to find. i even gave you the proper google search term to find it on the first page. I don't feel comfortable linking the site as it breaks this site's rules.

California, USAloohhoo5 years ago

I cannot provide a link to the rom, but google around for the games + sdk dump and you'll find a big zip file of all the roms w/ folders. You need to find the one for Super Mario 64 (it's not named very clearly). In the folder for the game, we only need the two zipped files.

You'll need to understand how .rar files in parts work in order to get it to extract correctly. The second .zip file in the folder contains a .r00 (a rar file part) that we need to extract first. Then open the first zip file, extract the .rar from it into the same folder as the .r00, then extract the .rar file. You'll end up with two .z64 files; the bigger one is the game and the smaller one is the boot menu you would see on console (optional).

After that, using Project 64 1.6, set the graphics plugin to Jabo 1.5.2 and then just select the rom.

(If it's not okay for me to post this explanation, I understand if this post gets removed.)

Progji gefällt das.
California, USAloohhoo5 years ago

I've done some comparisons - the level load times are the same, the amount of lag is the same, and I've not experienced anything weird except for some strange graphical problem in Dire Dire Docks at the top edges of it, which does not affect game play as far as I know. iQue games won't save on emulator either, so I don't know if this adds to any time reduction (since I can hit save and continue and nothing happens).

But yeah, I would say in general it emulates very accurately.

Here's the thing in DDD: https://i.imgur.com/2UG1hde.png

California, USAloohhoo5 years ago

So I've gotten iQue SM64 to run perfectly in Project 64 1.6 thanks to the rom dump, and was wondering if maybe we could get a sub-cat added for EMU specifically? I don't have a run yet to submit but if this could be added I would definitely do one.

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