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So basically you get caught by any Moblin in the game and thrown into the jail cell as long as you don't have completed FF1 or as long as you don't have a sword? Well both would make sense. That's fun.
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It was mentioned that the route requires you to rescue tingle. Is the tingle turner usable in a TAS yet? If not, is there an alternate route?
RachelB
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Is the tingle turner usable in a TAS yet?
Nope.
Joined: 8/23/2008
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jlun2 wrote:
It was mentioned that the route requires you to rescue tingle. Is the tingle turner usable in a TAS yet? If not, is there an alternate route?
Tingle is always a requirement in any playthrough, unless it becomes possible to skip collecting the triforce shards. That said, I believe that, for this particular game, the GBA emulation isn't working properly.
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Don't you need to free tingle for him to decrypt the triforce charts? In some games he would just glitch to his island at a certain point, but I doubt that's the case here.
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Does throwing things like urns, barrels or the wooden sticks do more damage than hitting enemies normally?
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Tseralith wrote:
Does throwing things like urns, barrels or the wooden sticks do more damage than hitting enemies normally?
He doesn't have the sword until the end of FF1, so that's his only means of attacking. That said, the stuff he uses here do no more damage than usual, but some weapons you can obtain later do IIRC.
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Well, we are all hoping for a barrier skip. I'm going to mess with it when I get there. Letting Tingle out was necessary, on the way, and took almost no time on the Forest Water, so I'm confident that doing it on the way for bombs is the way to go.
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.
Joined: 8/23/2008
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Didn't all the barrier skip testing indicate that, while the barrier's up, traveling past it automatically triggers the damage/knockback effect, no matter where you are? Not to say it isn't possible, but we'd have to find some way to make it not knock Link backwards, I assume.
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Mitjitsu
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Getting past the barrier is likely to require disabling it in some kind of way.
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Wait, does this: http://www.youtube.com/watch?v=gs4-dbGWhwc&l combined with this: http://www.youtube.com/watch?v=sH7Or8zlHV0 not constitute barrier skip? Is it an issue with doing the 0-heart dive in the position of the first video?
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That is what I am going to try to do. If it is successful, I will restart my run, and it will be a much cleaner run. A 0-Heart Wind Waker dive lined up correctly for a zombie hover into the loading zone for Gannon's Tower.
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.
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I had no idea the barrier only extended upwards. I can't see any reason that shouldn't work, as long as you can pull off the hover without landing on anything (might be easier said than done given the angle).
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The barrier goes INCREDIBLY high up, but not infinitely. It goes far down, but not too far
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.
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I literally spent over 20 hours trying to find a skip, but it doesn't appear to be possible to me. This is the hitbox. Around the hitbox is an invisible wall (which is open below and above). You can cancel the hitbox by using the wind waker on the same frame it would knock you back. When taking damage, Link no longer is invulnerable to the hitbox, so he gets knocked back as soon as he stops blinking red. When taking damage, Link doesn't stop blinking red until he gets up (from his fall) and active for a split second. For this reason, it's not possible to take damage to get Link's HP down to 0 (to start a zombie hover later) and still cancel the knockback - Link dies before he can cancel it. He could wind waker dive, but then the hitbox isn't blocked and he gets the knockback as soon as he starts zombie hovering. It's also not possible to zombie hover above the barrier since, as explained, you can't be dead AND have canceled the knockback. You also can't reach the ceiling of the barrier by zombie hovering from a place far from the barrier (castle entrance where the king of red lions is), and if you could you still get knocked back towards the middle point of the barrier. You also can't bomb clip since the railing ledge isn't possible to grab. You can grab it for very brief moments (1~2 frames) - I noticed that Link tries to grab it for one more frame when holding R or another specific button... but you can't extend the ledge grab past this point, sadly. What we need: -> a glitch that lets Link lose HP without him blinking red. -> make it possible to grab the railing ledge -> a glitch that simply cancels the hitbox of the barrier, or some other new glitch
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Link to video part 3
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.
RachelB
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Can't wait for a cutscene-less encode!
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I haven't seen any discussion about a possible barriere skip for years now. So I'm very rusty on the details. Anywho
MUGG wrote:
This is the hitbox. Around the hitbox is an invisible wall (which is open below and above). You can cancel the hitbox by using the wind waker on the same frame it would knock you back. When taking damage, Link no longer is invulnerable to the hitbox, so he gets knocked back as soon as he stops blinking red.
So what you are saying is that we actually can zombie hover in the damage field for a short while, but that we'll get knocked back out when link stops blinking? What if forest water were to expire on the exact frame at which Link stops blinking? Might that cancel the knockback again?
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rog wrote:
Is the tingle turner usable in a TAS yet?
Nope.
So...what's the tingle-turnerless route going to be like?
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So what you are saying is that we actually can zombie hover in the damage field for a short while, but that we'll get knocked back out when link stops blinking?
Yes.
What if forest water were to expire on the exact frame at which Link stops blinking? Might that cancel the knockback again?
The forest water message doesn't cancel the hitbox. --- There is an emulation glitch where using the camera freezes the game... So I can't do any glitch testing on that.
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Right after the bomb shop cutsce, is it possible/worth the time to super swim glide (in lack of better name) yourself up to the door where you find Tingle?
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Information Dump Numbered purely for readability purposes. 1: Need 80 rupees before we can buy sail. 2: Need to let tingle out at Windfall before he's on Tingle Island to decipher triforce charts. 3: Need to go to Greatfish before you can get bombs. 4: There is a text lock that occurs if you beat FF1 after greatfish without a sail. (I think these are the conditions?) Supposedly this text lock is bypassable, but no one has proved it/explained it to me yet though. This would remove the first windfall visit requirement and save maybe a minute at most. 5: Need Wind Waker OR Grapple to get into Forest Haven. (Maybe we could zombie hover to the loading zone with some convoluted method that is probably slower.) 6: Need bottle to get forest water (Obviously) 7: Need a sword to zombie hover to deku leaf. (Or grapple) 8: Need a method of dealing damage to chu jellies to get deku leaf to spawn. 9: I don't currently know the trigger for when Grandma will give you soup. I'm guessing you need both pearls though. 10: Need to trigger Tetra text in beginning of FF1 to get bombs. 11: Need to complete FF1 to spawn the boat. (For getting triforce shards, probably necessary for other things as well.) 12: Need Deku Leaf to drop a bomb during a zombie hover. We use this to open the teleportation pot in DRC. (Tingle tuner would let us heal and just land on the ground without dying, thus removing this requirement. We would then zombie hover into DRC instead of deku leafing in, probably.) Need to clarify with AniMeowzerz: FF2 vs Tower of the Gods and Hyrule visit. Will edit into post later. The current route wants forest water as early as possible. (We detour to Windfall sail because it's mostly on the way to DRI. We're already pretty tight on time and will re-evaluate this later.) We then trigger greatfish to open up bombs later. Northern Fairy Isle has one of the few lantern moblins outside FF1, so we get the rupee bag and go in FF1. The next short term goal is to get the two pearls. We want the deku leaf to bomb drop the DRC pot with no tingle tuner. We clear DRC first to waste time for Forest Water. Forest Water is going to hit within about 2 minutes of this proposed route from approximations. We can go to Bird's Peak Rock to burn some of this time. After Forbidden Woods, I don't really know the game plan, so that needs a lot of work. We need forest water to open cabana after hookshot, so I think we'll be using it after we complete the dungeon or later. We then need another forest water for light arrows skip, so we want to make sure there is at least a 20 minute gap between Cabana Triforce Chart and Light Arrows (This will most likely be satisfied anyway.) Triforce Chart Minimum prerequisites: (You need Wind's Requiem for all of these) Ani compiled most of this list. I don't know that much about late game, so things may have been blatantly overlooked here: Savage Labyrinth (Outset) (30 floors of enemy rooms) (30/60/99 arrows?) (I got 611 rupees going through here.) -Power Bracelet -Deku Leaf/Hookshot (You can deku leaf over from near Forest of Fairies) Cabana Deed (Link's Oasis) -Grapple (will have) -Hookshot (Needed to clip into Cabana) -Forest Water (Let's us skip Spoils Bag and collecting joy pendants, and thus early game cutscenes.) -Sidle past gates/Use skull hammer to slam switches through walls. Bird's Peak Rock -Grapple Hook (Clip into the chamber) Overlook Island -Hookshot to latch onto trees to get up to grotto (Zombie hover dying in grotto kicks us out) - 4 rooms of enemies, darknuts in middle room to get chart Diamond Steppe Island - Confirmed: Can get in with superswim speed. -Deku Leaf, WW dive (minimum, you can use one of the sea tornadoes to get up onto it; slow (costs maybe 20 seconds.) -OR Hookshot (faster than leaf; if skipping hookshot you need to WW dive under the island to get up to the grotto) - Sequence break mini dungeon. - Get Ghost Chart for the ghost ship - 7 locations it can show up at at night. - Go in ghost ship, fight enemies, (grab some rupees) - Grab chart. Stonewatcher Island -Power Bracelets (Abahbob may be able to unload the rock with superswim) -Lift stone, go in grotto. - 4 rooms of enemies, darknuts in middle room to get chart - This has 101 rupees per ~24 seconds. Islet of Steel -Just Superswim in (Still need Wind Waker) -Grab Chart Needle Rock Isle -Bombs -Grapple Hook -Shoot down gold boat, use grapple hook to fish the chart. Good rupee grinding methods: - Ghost Ship 310rupees/40sec = 7.75rupees/sec (1000 = 129s) - Stonewatcher Island - This has 101 rupees per quite close to 24 seconds. (4.208 rupees/sec) (1000 = 240s) - Overlook Island - This has 101 rupees per quite close to 27 seconds. (3.74rupees/sec) (1000 = 270sec) - Delivery bag game (DR) - Battleship (Windfall) 40sec*2games + 30sec*5games --> 780 rupees --> 3.39 rupees/second 40*2 + 30*6 --> 920 rupees --> 3.53 rupees/sec (1000 = 283s) Once we're getting 150 per game 150r/30sec = 5rupees/sec (only for a limited duration) - Cannon Game (Spectacle Island, shoot the boat) - Sliding puzzles? (Cabana) Savage labyrinth Enemy List: http://zeldawiki.org/Savage_Labyrinth We do need a lot of feedback on the later game route. We have everything up through Forbidden Forest pretty much under control. Only a few modifications are needed to better optimize forest water timing. (Also 80 rupees can be gathered more optimally most likely.) Chart 1: Islet of Steel (+60 rupees) Shard 1: Greatfish Isle Chart 2: Link's Oasis (<cafde> some 200-300) Shard 2: Gale Island Chart 3: Bird's Peak Rock (+60 rupees) Shard 3: Stone Watcher Island Chart 4: Ghost Ship/Diamond Steppe (310X) Shard 4: Outset Island Chart 5: Needle Rock Isle Shard 5: Cliff Plateau Isles Chart 6: Outset Island (+611 rupees) Shard 6: Southern Triangle Isle Chart 7: Stone Watcher Island (101X +62 Rupees) Shard 7: Seven-Star Isles Chart 8: Overlook Island (101X + ?) Shard 8: Two-Eye Reef (Wind Temple has 52 rupees near the end.) [15:24] <cafde> there's a bit over 300 in the ghost ship, which is what i farm on jp since the ones at overlook/stonewatcher aren't there [15:24] <cafde> you can get it multiple times if you die/save+quit so it's probably not ideal for a tas [15:24] <cafde> and some 200-300 or so in the private oasis
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Attempt to add something: Ani compiled most of this list. I don't know that much about late game, so things may have been blatantly overlooked here: -Savage Labyrinth -Power Bracelet -Deku Leaf/Hookshot (You can deku leaf over from near Forest of Fairies) I remember when I did it the Deku Leaf way and only later found out you're "supposed" to use the hookshot. It's possible to do this without the extended magic meter, but you'll need a mostly full magic bar. The path up to the Forbidden Forest('s bridge) is laden with grass, but I don't know if it can drop magic jars. -Bird's Peak Rock -Grapple Hook (Clip into the chamber) IIRC you need to hit a few switches to open an arbitrary grate before you can go down the hole with the chart. It might be possible to hit them with bow and arrow, but the "intended" solution is using a...something; the thing used to control seagulls, which requires the Bait Bag
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xud9dab2 wrote:
-Grapple Hook (Clip into the chamber) [/i] IIRC you need to hit a few switches to open an arbitrary grate before you can go down the hole with the chart. It might be possible to hit them with bow and arrow, but the "intended" solution is using a...something; the thing used to control seagulls, which requires the Bait Bag
http://www.youtube.com/watch?v=fnW-JfDVRHQ
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
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Kirkq wrote:
Islet of Steel -Bombs
Superswimming can get through the side of the ship pretty easily, so if there's extra time on forest water then this could be an option. The rest of the list looks good I think, I don't know much about doing things out of order, though.