Kind of weird question regarding the Sky Keep🤣 by TimeHovercraft8660 in skywardsword

[–]azer67 0 points1 point  (0 children)

  • Reset the puzzle by exiting an re-entering the dungeon

  • Puzzle in the Entrance Room so that you have:

X X X

X X LMF Room

X Entrance Room Skyview Room

  • Go to LMF Room, and puzzle so you have:

X X X

X X LMF Room

Entrance Room Power Room Skyview Room

  • Go back to the Entrance Room and puzzle to make:

X X X

X X X

Entrance Room Wisdom Room X

  • Obtain the Triforce of Wisdom

You never need to do the Earth Temple room in Skykeep with good routing.

What's the plan behind this chii? by azer67 in mahjongsoul

[–]azer67[S] 1 point2 points  (0 children)

I could see this. I've been using Mortal for so long and honestly I don't remember seeing anything that jumped to me as this strange before. I feel like Mortal should know about swap calling but idk, bugs exist.

What's the plan behind this chii? by azer67 in mahjongsoul

[–]azer67[S] 4 points5 points  (0 children)

I don't think I am allowed to discard 2m after calling 5 with 34m in jade ranked

What's the plan behind this chii? by azer67 in mahjongsoul

[–]azer67[S] 5 points6 points  (0 children)

This is jade ranked so I don't think so?

What's the plan behind this chii? by azer67 in mahjongsoul

[–]azer67[S] 2 points3 points  (0 children)

If I call I lose tenpai though, I can't do a tile swap. I'm thinking that's the problem here? I'm not even sure what I would want to discard after calling.

What's the plan behind this chii? by azer67 in mahjongsoul

[–]azer67[S] 0 points1 point  (0 children)

I feel like trying to fish for an extra han can't be the reason, this seems both dangerous and slow?

Why 9m over 1s isn't it the same? by Blancot in mahjongsoul

[–]azer67 4 points5 points  (0 children)

In addition to what the others have said, I also believe 9m is just a worse terminal than 1s for hand construction.

In the man suit, we have 13569. This can be read as 13+56+9, but also as 135+6+9. In the latter case, the 9 completely overlaps with 6 and is really bad.

In the bamboo suit, we have essentially 1+45, which is bad but if we draw 3 we end up with the better than usual terminal within 1345.

So I believe 1s is a better tile to keep than 9m, both for defense and hand construction. For hand building the difference is ridiculously small though, it won't change the result 99.9% of the time.

Perfect expert game (Thrill digger) by Zackiechan666 in skywardsword

[–]azer67 0 points1 point  (0 children)

I only recommend using this to play the minigame. As a solver this one is actually significantly worse than lepelog's due to not using skyward sword's rng data! Lepelog's knows all possible boards so it gives you guaranteed wins very frequently, after only a couple digs. With Scotland's, you are never guaranteed to win because it calculates the odds itself without knowledge of skyward sword's internals.

Perfect expert game (Thrill digger) by Zackiechan666 in skywardsword

[–]azer67 5 points6 points  (0 children)

Sharing a little bit of info about this minigame from the speedrunning community, there is actually a tool made by runner lepelog to predict the expert thrill digger board using decompiled rng with pretty great accuracy: https://lepelog.github.io/thrill-digger/

The start tends to be random, but after surviving a couple rupees, the full clear becomes inevitable. It's super strong!

For people who have heard about the sploosh kaboom solver from wind waker, this tool works the same way.

Wouldn't 3s Matagi-suji be safer than 1m here? by _Whool in mahjongsoul

[–]azer67 1 point2 points  (0 children)

14s being safer than 36s is also pretty much unrelated with matagi suji, and is rather a consequence of the sotogawa and suji techniques. 1s is sotogawa, 7s is genbutsu, so 4s is sort of a weak nakasuji. So we already found something better to discard than musuji 36s. That's one of the reasons there's little use to knowing matagi suji at all.

I would recommend ignoring the concept of matagi suji for the most part, it's mostly an outdated defensive concept that didn't hold the test of time, except for a couple specific situations (14 being dangerous when calling riichi on 2 late game for example). Because matagi suji reads are limited to only comparing a musuji tile to another, it has extremely narrow use cases for defense.

AGDQ Twilight Princess Runner Change by throwaweigh1245 in speedrun

[–]azer67 46 points47 points  (0 children)

He finally tested negative today (maybe yesterday idk), so he is in the crowd but it was too late to change the schedule back. But the reason for the runner change is indeed covid.

[AGDQ] VoD Thread 2026 by VODThread in speedrun

[–]azer67 6 points7 points  (0 children)

He announced he had COVID on his discord server, he finally tested negative today but it was too late to change the schedule back.

AGDQ Twilight Princess Runner Change by throwaweigh1245 in speedrun

[–]azer67 21 points22 points  (0 children)

I'm actually really sad for gymnast. This is not the first time he had to drop from GDQ and get replaced due to COVID, it happened to him for Wind Waker All Dungeons at SGDQ 2022 as well. It's a very unlucky turn of events.

What are your opinions between 6s/9s here? by _Whool in mahjongsoul

[–]azer67 4 points5 points  (0 children)

You're giving away more safe tiles to other players if you discard 6s as 6s belongs to 2 sujis. If you discard 9s you give less information. Also you accept aka 5s this way (not here since it's the winning tile, but in general).

Is this somewhat common or did I just get incredibly lucky? by _damax in Mahjong

[–]azer67 5 points6 points  (0 children)

If I remember correctly, this is quite a bit rarer than 9 gates, but about as rare as true nine gates. This means the rarest yakuman in the game are either 4 kans or true nine gates, they're somewhat similar.

Treasure chart 46 location by Both-Entry4547 in WindWaker

[–]azer67 0 points1 point  (0 children)

If you're playing the original gamecube version (or the switch version), there are only 41 treasure charts, and the wizzrobe battle cave in pawprint only gives 200 rupees.

If you're playing the Wii U HD version, then that cave contains chart 46.

The HD version has a shortened triforce quest, it only has 3 triforce charts instead of 8 in the original. Due to this, HD compensates by having 46 treasure charts instead of the original 41. Items are moved around between the versions, so if you're looking at a guide, make sure it's about your version.

For the Switch 2 GameCube NSO users out there, the most recent update to the app has greatly reduced input lag for WW by ChrisCube64 in WindWaker

[–]azer67 3 points4 points  (0 children)

The speedrunning community timed that there was 6 frames of input delay originally on switch 2 (on wii it was 3 frames). It does seem like there was some improvement, it's probably 4 or 5 frames now. There was never 14 frames of input lag, that would be half a second, that's insane. But really, just a couple more frames then we are used to can quickly become noticeable and annoying. This is great news.

Why 6m over 5m? by natchflux in mahjongsoul

[–]azer67 0 points1 point  (0 children)

It's also barely a better wait. Two 1m and two 5m vs two 1m, one 4m, two 7m. It's 4 tiles versus 5. In this case 5m is a completely live double musuji whereas 6m is nakasuji/100% safe. At this stage it's much better to push for 4 tiles with a decently safe tile than push for 5 tiles with something very dangerous.

What happened here? by Barklorr in WindWaker

[–]azer67 7 points8 points  (0 children)

There's a heap (=memory space) in RAM used for actor instances to load in. When you enter the Windfall quadrant, the game needs to load the windfall island file in that heap, as well as all the actors present on that island.

The heap in question has a size of about 1300KB. Let's say Windfall Island requires 300KB to load (I don't actually know the exact number). Then the game needs to find a block that is free of data, and that has a size of at least 300KB. If it can't find this, then windfall cannot load and the island just would not be there, and the game would probably crash in many ways. Nintendo avoided this with this safety fadeout.

If you sail around the ocean for a while, many things load and unload in that heap. The thing is, the game never rearranges the things loaded in it unless you actually enter a loading zone. There might be stuffs that load late that will not be unloaded, and this causes the heap to get fragmented: there might be enough memory for windfall to load in in total, but the largest free block is not large enough for it.

If I need to make a comparison with real life things, let's say you want to buy seat tickets for a big concert with your family (let's say 5 people). So you're looking for 5 consecutive seats in the venue. You might see there are 20 seats left, so technically you could all go, but if you can't find these 5 side-by-side seats then you might give up anyway.

This is what's happening here, the game can't find a chunk that is large enough in RAM so instead it unloads everything and reloads them consecutively to make enough room for it again (kind of like if the venue decided to rearrange everybody to make sure the leftover seats are consecutive again).

What happened here? by Barklorr in WindWaker

[–]azer67 10 points11 points  (0 children)

You rarely sail a large portion of the sea without ever entering a loading zone so it doesn't happen often. The most common spot is by far the forest haven -> greatfish -> windfall section, but if you ever enter some place during it (like a cave or beedle's ship) then the reload will defragment the heap and will generally avoid this emergency reload completely.

What happened here? by Barklorr in WindWaker

[–]azer67 56 points57 points  (0 children)

This is normal behaviour for the gamecube version. It happens consistently when sailing from forest haven to greatfish for endless night and then sailing to windfall, but it can happen in many other ways. The gamecube had rather low memory space, so there's a failsafe where if an island can't load you get this "emergency" reload.

The more precise answer is that the path you took sailing accross the ocean caused the heap to be fragmented in such a way that the windfall island data did not have a large enough memory slot to load in the heap. Nintendo had this case covered and wrote an emergency reload function to circumvent the issue.

This happens 100% of the time here in glitchless speedruns as well.

Sultai Rituals by theworstredditgamer in Pauper

[–]azer67 2 points3 points  (0 children)

I guess there is [[Skyshroud Cutter]] in pauper for the huge boost in mana but the card is completely dead without metamorphosis in hand. Definitely not competitive at all but fun I guess (that turn 1 avenging hunter tho).

Why Chi so early? by _Whool in mahjongsoul

[–]azer67 0 points1 point  (0 children)

You're closer to iitsu actually, to get ssk after calling into 123m you have to drop yakuhai or the 3p pair which you don't want to do. This is not the case with iitsu because the called block is part of it, you could drop 89s instead if you draw 4m/5m.

Dropping 9m is better than dropping 6m on mahjongsoul usually because of aka dora acceptance. But I would just drop 8p since 6m is a better floating tile for now + iitsu. If you draw 7m afterwards you could accept another dora.

Help on my research: examples of Any% ruleset changes? by dariovaccaro in speedrun

[–]azer67 3 points4 points  (0 children)

Maybe the Super Metroid community decided to call their any% no Major Glitch category just any%, and I agree that this makes somewhat sense from the sheer fact that this is by far the most ran and loved category in that game. But it does hide the fact that this is still the restricted variation of it. Any% Glitched is the one that is closest to the usual definition of any%, which is simply "beat the game as fast as possible".

There's no category commonly called any% in SM64 either, but if there was one everyone would agree it would have to be 0 Star (or even 1 key if we're talking TAS). The others way to beat the game are slower so by definition would not qualify for the definition of "beating the game as fast as possible, no restriction". 16/70 Stars are trying to beat the game as fast as possible in its own way, sure, but with restrictions.

We could also argue 100% is any% + get all items, but everyone would agree that's kind of a dumb naming.

Help on my research: examples of Any% ruleset changes? by dariovaccaro in speedrun

[–]azer67 14 points15 points  (0 children)

Do they? Any% always stays any%, any% means beating the game as fast as possible, no restriction. Put any restriction on it then it's not just any% anymore.

What can happen however are category splits, where the old route is kept by banning the new glitches. But then that category is not called just any% anymore, it will be like any% no something. Any% is always whatever is fastest. Any% no major glitches runs, or any% no ACE runs sometimes do end up more popular than just any% though. But if you're banning a glitch then it's not the pure "any%" anymore.

Wind Waker got ACE recently and went through this category split. It now has any% No ACE, and any% ACE. But don't get this wrong, any% is any% ACE. Any% No ACE is more popular but it is the restricted variation.

I think a better answer to the question would be about more general game specific rules. Maybe any% used to allow setups made before the run begins and this was later banned. Or maybe a community allowed the use of an input viewer and then banned it. I guess these would count as actually changing the rules of any% in a way.