Joined: 7/16/2006
Posts: 635
OK, it's new route time. The Fortress 100r chest is actually a fairly decent get, at 24 seconds. Faster than ECT, at any rate. We'd get the egg in the hookshot room and the one where we fight the pirate first, then come back for the ones where we skip the pirate fight. First cycle stuff (get ~270r) Double Time Hit CT Owl buy bomb bag, 20c (140r) (20c) Off to swamp (11c) Get bottle, all that stuff Sonata Song of Soaring Hit Woodfall Owl Woodfall up to Bow (8c) Warp to CT Head to Ranch Get in early (5c) Get Ranch Bottle *Double Time again when morning comes* Warp to CT Head to GB Hover over fence (3c) Get Zora Mask Hit Owl Statue Go get Hookshot + 2 eggs (0c) Get 2 eggs from Fortress+100r chest (240r) Warp to CT, buy 20c (160r) (20c) Warp to Woodfall, go to Fairy Fountain WW to Snowhead (5c) Complete Snowhead (0c) Warp to CT Buy 20c (80r) (20c) Climb Stone Tower (0c) Buy 20c (0r) (20c)*** Complete Stone Tower, get rupees inside (>160r) Buy 20c (>120r) (20c) ** Use Boss key skip to complete Woodfall (0c)** Buy 20c (>40r) (20c) Get Pinnacle Rock Eggs Do GBT with new skip Moon The triple starred line is where the rupees 0 out, so if you go with less than 270r from the beginning, your incidental rupees will need to balance out there. The double starred lines are unclear. It may be better to do Woodfall the regular way, in which case you only need 80r from Stone Tower.
Player (79)
Joined: 7/7/2008
Posts: 873
Location: Utah
Sadly, I have the feeling that when all this is done you would still have to wait for the Clock Tower to open.
Active player (499)
Joined: 1/12/2007
Posts: 682
If that's the case, I'll bomb(chu) hover into it.
Joined: 7/16/2006
Posts: 635
Captain Forehead wrote:
Sadly, I have the feeling that when all this is done you would still have to wait for the Clock Tower to open.
That's what the two Song of Double Times are for. I don't think it'll be a problem.
Joined: 10/20/2006
Posts: 1248
V2R from Youtube wrote:
Revised Video: http://www.youtube.com/watch?v=rHL4JX... Its the 4th day on MM. It stops time for those who dont already know. What you have to do is wait until the timer almost stops (Around 5 sec left). Then look into the telescope at the bombers hideout. AS SOON AS THE TIMER STOPS JAM THE B BUTTON!!!!! If you did it correctly than you should be standing next to the old man talking to him. Once you can play you will have no timer and the moon will be gone. Also you cannnot access your start menu UNTIL it either sais Dawn of A New Day OR it goes to the (what i call) Night of A New Day. Then asfyer that you may use items again. But beware talking to people will crash your game!!!!! Do not talk to anybody except for the telescope man and the guards just to be safe.
If this comes because the game tries to load people's texts from the fourth day that don't exist or - what would be even better - from setting flags that you have talked to somebody in a part of the memory where it shouldn't be set, I was wondering if this could lead to any game breaking glitches. Has anybody investigated this case yet?
Active player (499)
Joined: 1/12/2007
Posts: 682
Time for an minor update. I've redone the start of the game (again), and saved even more time. In the area where we first gain control of Link, I saved 3 frames by straining the angle more inwards before the exit. This got him into the transition area earlier. In the second Deku Link room, I saved 6 frames by doing the initial sidehops while facing the other way. This allowed for a quicker turn at the corner. In the room with the dead tree, I saved 132 frames, using a new strat which involves jumping over the gap, eliminating the need for the deku flower. And before anyone asks, the text was necessary. If I didn't listen to the text, I wouldn't have had enough running distance to do a spin and subsequently get enough speed to clear the gap. Both Bloob and I tested this extensively. In the Happy Mask Man room, I saved 18 frames with better angle management on the rails. Finally, I used a reset on entering Clock Town. This skips the entire South Clock Town introduction scene. You can see it in action here: http://www.youtube.com/watch?v=4Ix6HQQ5coc Here's the m64: http://dehacked.2y.net/microstorage.php/info/73153645/Redoing%20for%20the%20millionth%20f%27ing%20time.m64 To watch this m64, you'll need the antids version of Mupen, which I've conveniently uploaded in case anyone doesn't have it. Extract the exe and put it in your Mupen folder, and run it from there. Oh, and make sure you use Jabo 1.6 and the TAS input plugin to ensure that it synchs. Antids Mupen: http://www.megaupload.com/?d=M0CECCU6 Enjoy!
Joined: 4/29/2008
Posts: 71
Swordless Link wrote:
Time for an minor update. I've redone the start of the game (again), and saved even more time. In the area where we first gain control of Link, I saved 3 frames by straining the angle more inwards before the exit. This got him into the transition area earlier. In the second Deku Link room, I saved 6 frames by doing the initial sidehops while facing the other way. This allowed for a quicker turn at the corner. In the room with the dead tree, I saved 132 frames, using a new strat which involves jumping over the gap, eliminating the need for the deku flower. And before anyone asks, the text was necessary. If I didn't listen to the text, I wouldn't have had enough running distance to do a spin and subsequently get enough speed to clear the gap. Both Bloob and I tested this extensively. In the Happy Mask Man room, I saved 18 frames with better angle management on the rails. Finally, I used a reset on entering Clock Town. This skips the entire South Clock Town introduction scene. You can see it in action here: http://www.youtube.com/watch?v=4Ix6HQQ5coc Here's the m64: http://dehacked.2y.net/microstorage.php/info/73153645/Redoing%20for%20the%20millionth%20f%27ing%20time.m64 To watch this m64, you'll need the antids version of Mupen, which I've conveniently uploaded in case anyone doesn't have it. Extract the exe and put it in your Mupen folder, and run it from there. Oh, and make sure you use Jabo 1.6 and the TAS input plugin to ensure that it synchs. Antids Mupen: http://www.megaupload.com/?d=M0CECCU6 Enjoy!
Very nice! It's awesome that this game is getting a lot of attention and new time-savers are being found left and right. I can see this being a Sub-2h run.
Experienced player (603)
Joined: 2/8/2009
Posts: 656
I'm playing a little bit around with the wrong warp glitch at the moment. all I could find yet was a way to do wrong warp with the zora rooms: http://www.youtube.com/watch?v=sSOFrr6e_bQ very useless trick ;) there are a lot of buildings I was able to get Out of Bounds, but I wasn't able to find any other rooms, that were on the same map. I really doubt, that nintendo made a new map for every building, so there should be other places for wrong warp for sure. has somebody a debug rom to see if there are any potential places to use wrong warp or is somebody keen on helping me with it?
Joined: 4/29/2008
Posts: 71
Nice MrGrunz. Although yes it's pointless XD
Joined: 7/26/2006
Posts: 1215
MrGrunz wrote:
has somebody a debug rom to see if there are any potential places to use wrong warp or is somebody keen on helping me with it?
Some plugins (like jabo 1.6) have a wireframe mode. I wonder if that shows the polygons that make up the collision boxes of rooms that are all in the same map...?
Mitjitsu
He/Him
Banned User
Joined: 4/24/2006
Posts: 2997
MrGrunz wrote:
has somebody a debug rom to see if there are any potential places to use wrong warp or is somebody keen on helping me with it?
You could always use PJ64 which has levatation cheats.
Joined: 7/16/2006
Posts: 635
The most surefire way is to use Utility of Time look through the scene files for ones that contain multiple rooms. You can Wrong Warp with any scene that contains multiple rooms that have different loading zones or warpers. Also, Jabo's 1.6 has a wireframe mode? I must try this out. Would make navigating unloaded rooms so much easier.
snorlax
He/Him
Joined: 5/20/2007
Posts: 174
Location: Wisconsin
If someone has time, I would appreciate an encode of the WIP (as would other people I imagine). Thanks.
Joined: 7/26/2006
Posts: 1215
I'll encode it. But I won't be able to upload until late tonight, since I'm a ways away from home. Note to encoders with good x264/mencoder knowledge... So, I can have "threads" be more than 1, "bframes" more than 0, AND have duplicates decimated. Only possible with avisynth input, mkv output (as far as I know). If you care, you should google "DeDup" :)
Joined: 4/2/2008
Posts: 103
Location: The Netherlands
bkDJ wrote:
So, I can have "threads" be more than 1
By that do you mean decoding threads?
Experienced player (603)
Joined: 2/8/2009
Posts: 656
Mitjitsu wrote:
MrGrunz wrote:
has somebody a debug rom to see if there are any potential places to use wrong warp or is somebody keen on helping me with it?
You could always use PJ64 which has levatation cheats.
I always use levitation, but I wasn't able find any other rooms in a lot of buildings, what is weird. nintendo wouldn't make a map for every building did somebody test already if you can pull of a ESS with a recoil flip?
Former player
Joined: 12/1/2007
Posts: 425
Ver Greeneyes wrote:
bkDJ wrote:
So, I can have "threads" be more than 1
By that do you mean decoding threads?
No, encoding threads.
bkDJ wrote:
Note to encoders with good x264/mencoder knowledge... So, I can have "threads" be more than 1, "bframes" more than 0, AND have duplicates decimated. Only possible with avisynth input, mkv output (as far as I know). If you care, you should google "DeDup" :)
Unfortunately, MediaInfo does not report 60fps from the output, so this probably won't be allowed.
Joined: 6/9/2006
Posts: 614
Location: Mettmann
goddamn this game is so nice i cant wait for a good TAS of that(i enjoyed it more then any other zelda game..) good luck
Joined: 4/2/2008
Posts: 103
Location: The Netherlands
Johannes wrote:
No, encoding threads.
Oh, that's just normal x264 then surely? I guess he was talking about the combination.
Experienced player (603)
Joined: 2/8/2009
Posts: 656
I had a idea to imrpove our any% route. Here's a video about it: http://www.youtube.com/watch?v=YCgB7LIQOgA my idea is to get dampe's bottle on the final day to skip the ranch bottle. by hovering you can get into the grave without captain's had with about 12-14 bombchus. maybe a TAS can do it with 10 or something As this speed test was non-TAS I compared it to my MM speed run. I was about 20 seconds faster with dampe's bottle, althout I used no goron mask. of course, most of the time I lost, because I had no goron mask, I saved with superslides again, but goron rolling is still faster in many places ;) getting dampe's bottle is really really boring, so we should still get the ranch bottle. buying 10 extra chus will cost most of the saved time again, but dampe's bottle should be still about 10 seconds faster or something
Joined: 7/16/2006
Posts: 635
I'll see what I can do with this; fewer bombchus is a given, but how many fewer depends on a few things. Hopefully the loading zone for the grave extends pretty far below the ground. Obviously, your manipulation of the Poe pieces could be better. Two on the ground and one up above is better. I don't think three on the ground is possible, though. The Ranch Bottle takes 4 minutes, while your video takes 5:30. I might be able to strip a minute and a half off that time, but I wouldn't count on it.
Experienced player (603)
Joined: 2/8/2009
Posts: 656
the whole thing is combinated with ikana access, so have to compare everything like this: way to ranch + aliens + ikana access vs. my whole video the loading zone is pretty small, but it should be no problem, I think ;)
Former player
Joined: 12/1/2007
Posts: 425
Ver Greeneyes wrote:
Johannes wrote:
No, encoding threads.
Oh, that's just normal x264 then surely? I guess he was talking about the combination.
Threads in x264 + MEncoder's decimate filter + AVI output = bad things.
Joined: 7/16/2006
Posts: 635
MrGrunz wrote:
the whole thing is combinated with ikana access, so have to compare everything like this: way to ranch + aliens + ikana access vs. my whole video the loading zone is pretty small, but it should be no problem, I think ;)
I know; I took that into account. And on an unrelated note, Jabo's Wireframe mode does not render the collision surfaces of rooms, just the textures. Such a shame.
Joined: 7/2/2007
Posts: 3960
I have to say, the grave access was one of the more WTF moments I've seen in a Zelda TAS. Very nice. :)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.