(Link to video)

Emulator Information

This run was made on a specific version of Mupen64 which allows resets to be recorded in an m64. Download the .zip here and extract the .exe and place it in your Mupen folder, then run it. It's crucial that you run the movie on this version of Mupen.
Plugin settings:
Video: Jabo's Direct3D8 1.6.1 IMPORTANT!!! You MUST have "Copy framebuffer to RDRAM" enabled. This is what removes the imfamous pause lag in Ocarina of Time. To do this, go to Options -> Settings -> Config (under video plugin while Jabo 1.6 is selected) -> Advanced (if there is no Advanced tab, then under Settings, uncheck "Hide Advanced Settings" and hit Apply first). Note: Although I used Jabo 1.6.1 while making the run, Jabo 1.6 works as well (and looks identical to 1.6.1 as far as I can tell).
Input: TAS Input Plugin 0.6
Sound: Jabo's DirectSound 1.6
RSP: RSP emulation Plugin. IMPORTANT!!! This plugin must be the one listed. There is another RSP plugin, and having it selected instead WILL desynch the movie. If you do not have RSP emulation plugin, download it here (extract it from the .zip) and put it in your plugins folder: [dead link removed]

Introduction

I made this run in roughly a week. A massive new break in the game was found just before I started, which made me want to TAS it. The break involved a "wrong warp" (explained below) which takes Link directly from the Deku Tree to Ganon's Castle. Specifically, it takes him to the tower escape section, meaning that Light Arrows (as well as the entire adult section of the game) can be completely skipped. The final time of the run is 22:59 by TASVideos timing standards, but 19:52 by console timing standards. It's important to note this because otherwise, the console runs will appear faster than the TAS at first glance.

Why did you play on the Japanese ROM when the previous run was played on the English ROM?

Quoted from the submission notes of my MST TAS: "The Zelda community has long since accepted that the Japanese ROM is better for speedrunning. We feel that the point of a speedrun is to see the game done as quickly as possible, and while I understand preferring the English version to play, using it for a speedrun when there's an alternative which is this much faster is just asinine. Everyone knows the Zelda story by now, and chances are, if you're watching this TAS, you already know Ocarina of Time decently well, too, and don't need to read what's being said in the game. In short, the Japanese version removes a lot of unavoidable waiting time during cutscenes and text, and lets the run get back to the action much sooner."
It's also worth noting that it is no longer against TASVideos site rules at all to use the Japanese version of a game for no reason other than text.

General Tricks and Glitches

Sidehopping: This is by far the overall most useful form of "normal" movement that you can do in the game. As a child, it's the fastest form of movement period, and as an adult, it's the fastest movement over shorter distances (backwalking is faster over longer ones).
Backwalking: This has its uses as a child (like when carrying a bomb), but it usually is slower than sidehopping. As an adult, it's the fastest form of movement, but its slow acceleration makes it slower to sidehopping in a lot of cases. Over long distances, backwalking will almost always be faster as an adult.
Rolling: Generally useless next to sidehopping, but still helpful in some places, for example, if a sidehop chain doesn't quite reach the door you're going to, it might save a few frames to do a roll instead of the last sidehop.
Infinite Sword Glitch (ISG): This occurs when a crouchstab is interrupted by something (excluding a damage source). This can be reading Navi text, reading a sign, or grabbing an object. It causes your sword to be in a perpetual state of attacking, so anything you touch while it's active will be hurt by your sword. It is what allows hovering to be done.
Infinite Superslide (ISS): Also sometimes incorrectly referred to as "extended superslide", this is a reduced-speed kind of slide in which you can actually change angles. It's done by tilting the analogue stick very slightly to the left or right, then holding Z after Link begins to move. It can be done with any kind of speed, so speed that you get from damage sources can lead to what is called a "damage ISS". The way it's used in this run is in the form of an "aquaslide", that is, an ISS started from entering water at a high speed.
Gainer: This is essentially a forward backflip. It's done by having Link face a wall while being completely against it, holding Z, doing a backflip, and immediately releasing and re-pressing Z. It causes his momentum to be shifted in the direction of the wall, and thus he does a forward backflip.
Twisty Sidehops/Backflips: This is done by holding ISS position and Z, and then tilting the control stick in one direction and performing a sidehop/backflip, all the while still holding Z. This causes Link to perform a sidehop/backflip at a certain angle, but because Z is still being held, the camera doesn't change and he rotates back to the direction he was facing previously while he's in the air. This allows some angle changes to be avoided.
Z-slide: This is the act of maintaining whatever speed Link has with constant Z presses. No matter what speed you have, pressing Z will maintain it for an additional 3 frames (1 visual frame), so holding Z for 3 frames, releasing for 3 frames, holding again for 3, etc. allows you to keep whatever speed you have for as long as you want. The obvious use of this is to effectively "superslide" from damage sources without the need of a grabbable object. This is started the same way a superflip is started, but instead of backflipping, you simply allow Link to be propelled backwards on the ground for 3 frames, and then begin the Z presses.
Superswim: This is essentially an Z-slide while Link is in the water. The only difference is that the movements here do not have to be frame perfect in order to maintain speed. This will also be cancelled if Link performs his resurfacing animation, meaning that in order to do a truly infinite superswim, he must be hit by a damage source with his shield out after he's already resurfaced.
Power Crouch Stabbing: In Ocarina of Time, the crouchstab move (B while holding R to crouch) retains the same source of damage as the last attack you did. This means that if the last attack you did was a jumpslash, then all of your crouchstabs will have the same power as a jumpslash. This is incredibly useful when fighting almost any enemy in the game, particularly bosses.
Ocarina Items: This is a glitch which lets Link play almost any item as if it were an ocarina. It's done by emptying the contents of a bottle (which contains bugs or a fish), recatching them, and while Link is holding the full bottle in his hand, performing a jump/sidehop/backflip, and while in the air, pressing the button for the bottle followed by the button for the item that you want him to play. In this run, the sword is used for this, although many items work.
Wrong Warping: This is a glitch which allows Link to warp to a different location than expected by exiting a room in some way while a timer is ticking down for the warp in that room. It's done by performing the ocarina items glitch at the very edge of a blue warp at the end of a dungeon. Doing this allows the player to actually control Link during the cutscene where, normally, he would be floating up towards the ceiling. When the duration of that cutscene is up, the screen will simply fade to white (even though Link is on the ground) and the normal cutscene will begin. However, if the room is left in some way at a very precise moment, the game will warp you to a certain location, which is determined by the last cutscene viewed prior to doing the trick. Fortunately, the cutscene required to warp to Ganon's Castle is the Deku Tree opening cutscene, which is directly on our path in this run.

Area-by-Area Information

Kokiri Forest

- A gainer and twisty backflips are used to navigate the start of the forest very quickly.
- 3 rupees are manipulated from a plant which is directly on our path. This will help us afford a shield later on.

Lost Woods

- The aquascape is performed here to leave the forest early and get to Zora's River. It's done by jumpslashing very precisely into the corner of the stone structure in the water.

Zora's River

- Twisty sidehops followed by aquaslides allow this area to be completed very quickly. Several rupees are collected on the way down the river because it doesn't cost any time to grab them. A superswim and Z-slide are done at the end to quickly reach the exit.

Hyrule Field

- A twisty sidehop at the riverbank allows an aquaslide to be started almost immediately. This means we can ISS all the way to Kakariko Village, skipping the owl.

Kakariko Village

- The goal here is just to collect all the cuccos so we can get a bottle. The first cucco is manipulated to be directly in Link's sidehopping path. After this, the other cuccos are carefully collected and manipulated in a way which minimises the time taken to get all of them in the coop. Throwing them and slashing them with the sword causes them to run in the opposite direction from where Link is in relation to the cucco.
- After the bottle is obtained, a nearby rock is lifted so that we can collect bugs from under it. As an adult, this rock can drop a blue rupee, but this is not the case as a child, so it couldn't be worked into the route.
- The first and last reset is done here to quickly warp us back to Kokiri Forest.

Kokiri Forest

- The rest of the money we need to afford a shield is collected on the way to the shop.
- Despite the fact that we got a shield, Mido is still skipped because it's faster to skip him than to talk to him (the shield is still required later). This is done by superswimming out of bounds at the nearby acute angle, using the speed generated from a jumpslash. The jumpslash to resurface behind Mido is incredibly precise.
- A deku stick is obtained from the deku baba. These have the same strength as the Master Sword, which will come in handy in every enemy battle til the end of the run. Damage is taken from the deku baba as well, because we need to die shortly after this point and it costs no time whatsoever to take damage from him.
- A jumpslash is done immediately before the cutscene with the Deku Tree starts. For some reason, this causes Link to speed up and run further into the area than he normally would, at the start of the cutscene.

Inside the Deku Tree

- Deku Nuts are collected right away because we need these to stun Gohma later on.
- The text where Navi tells us how to climb vines is skipped, first by pulling out the sword right before she talks, and secondly by jumping on the chest to avoid it.
- The skulltula on the wall smacks Link to the upper area, which is much faster than climbing up there manually. It also damages him which helps because we have to die soon.
- The web is broken, and a carefully-timed jumpslash is performed while falling to activate the "anti-gravity" glitch on the ceiling. This is simply where Link becomes "stuck" to the ceiling for a short while, and allows much greater distances to be covered. We make it onto the ledge using this.
- Because of the way the camera is facing, the next web (which normally would have to be burned) hasn't fully loaded, meaning that a sidehop and jumpslash is all that it takes to pass through it.
- Damage is taken again here so that Link has half of a heart remaining. This will allow us to die from one hit from Gohma.
- The scrubs are manipulated so that the nuts can be reflected back as quickly as possible. The final scrub is targeted afterwards in a way which puts the camera behind him (instead of behind Link), which means that it only takes him 3 hops to get off of the screen, as opposed to 4-5 (as would be the case if the camera was behind Link).
- A jumpslash is done right before the battle with Gohma starts. This means that we now have the power of a deku stick in our power crouchstab, which means that Gohma doesn't stand a chance.
- The final hit on Gohma is done in such a way that the battle ends while Link takes damage from her. This means that after the death cutscene finishes, Link dies and respawns at the start of the dungeon.

Wrong Warp to Ganon's Castle

- The reason a deathwarp is done instead of a savewarp is so that the last cutscene viewed in the run doesn't change. If a savewarp was done, the last cutscene viewed would be the title screen (which counts as a cutscene), so in order to avoid that and keep it as the Deku Tree opening scene, a deathwarp is done. It has to be the Deku Tree opening scene in order for the wrong warp to take us to Ganon's Castle and not another location.
- The web which didn't load the last time we were in the basement (which Link jumpslashed through) is now loaded. The reason it didn't load before was because we came from the very top of the dungeon, so it didn't have a chance to load in time. Unfortunately, since the web in the main room is now broken, the web below will load before we can glitch through it. This means a clip through the vine in the basement is required to quickly get back to the boss room. It's done by grabbing the vine at a specific place at the same time the gold skulltula hits Link. From here, we can swim in the out-of-bounds water and navigate to the hole, where a jumpslash aquaslide is performed.
- Ocarina items is used to gain control of Link while the blue warp cutscene is playing, and the room is left at a very precise moment during the blue warp's timer which results in a wrong warp to Ganon's Castle. The camera angle chosen while moving to the door is so that the timer will tick down during Link's entire journey towards the door - if the camera is pointed to the left or right (as it normally would be while sidehopping), then the timer will halt once Link reaches the narrow corridor by the door, unless it's readjusted to point either directly away from the warp, or directly towards it.
- The wrong warp puts us in one of the rooms from the tower escape sequence. Sadly, leaving this room puts us at the start of the sequence and not at the part after this room.

Castle Escape

- The main goal during this is to keep Zelda moving. There are various points where she stops, and as long as she starts moving as soon as possible again after each one, then the area is optimal. Another large concern during this sequence is lag, so the camera is specifically manipulated to minimise this.
- The motorboat (formerly known as "the kiss" - it had to be renamed because Link isn't tall enough to reach Zelda's face when he's a kid) is performed at every set of bars, except for the first one (where it isn't possible because he is forced out to the side whenever it's attempted). This causes him to be pushed back slightly as Zelda passes through him, and thus puts him closer to the loading zone for each section.
- The stalfos are quickly killed with power crouchstabs from a deku stick jumpslash.
- The final motorboat puts Link directly in the loading zone for the end of the tower escape sequence.

Ganon

- A deku stick jumpslash is stored at the start of the cutscene so that Ganon can be quickly brought down with ISG. ISG is done because doing power crouchstabs with the deku stick cause it to break, but for some reason, attacking with ISG doesn't. Backflips are done to reach his tail each time sooner than normal, and the final backflip is angled so that Link appears to Ganon's side during the cutscene.
- After picking up the Master Sword, there's no need for deku stick ISG anymore. Although Link is a child, and he still appears to hold the Kokiri Sword, he actually has the Master Sword, and it has the full range of the Master Sword as well, meaning that it can reach things from further away than the Kokiri Sword can. Jumpslashes are done on Ganon's tail while it's in the air to bring him down very quickly.
- The final hit is delivered and at this exact moment, Link's journey is complete and he becomes a man (as can be heard in his voice).
- The final hit on Ganon occurs at frame 71173 (19 minutes 46.22 seconds). This is important to note because real time runs are timed this way, so it's good to have this number in mind when comparing runs.
- The final input required for the ending to play occurs at frame 82216 (22 minutes 50.27 seconds).

With thanks to...

- Aktan: He provided me with yet another flawless encode, for which I'm always grateful.
- Bloobiebla: Author of the previous any% TAS and good friend of mine. He helped motivate me to make this run and checked my WIPs towards the end of it.
- bluemarth: He was the one who originally encouraged me to make this run (by giving me some motivational quotes, such as "Even if the morrow is barren of promises, nothing shall forestall... your making of this TAS" and was also the one who explained wrong warping to me, and continually motivated me to make progress while I was making the run.
- GhostNinja: For advising me to "just molest him" when nothing else worked against Ganon.
- MrGrunz: Before the wrong warp glitch was found, he and I were coauthoring the any% TAS (which, at the time, was the "Ganonless" run, where the game ended at Dodongo's Cavern). Although we didn't get very far, he still taught me various things about the game that I didn't previously know (mostly about camera manipulation during sidehops).
- r0bd0g & sockfolder: For discovering the wrong warp which made this run possible. sockfolder also helped me understand how to perform the wrong warp, and gave me an MHS address which saved me a lot of trouble.
- TylerArtrip: For showing me the fastest way to perform the trick where Link runs into the Deku Tree cutscene at a high speed. He pointed out that Link runs much further if his sword is sheathed before pressing B to jumpslash, and this ended up saving half a second.
- Everyone from #zelda who watched my unlisted YouTube WIPs and provided constructive feedback.

adelikat: Accepting for publication as an improvement to the Published movie
Aktan: Finally doing this one...

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Joined: 4/23/2012
Posts: 78
Location: Italia
In their weekly episode, the french site http://www.jeuxvideo.com and their speedrun (and TAS) "reporters" commented Swordless Link's TAS. Here is the link : http://www.jeuxvideo.com/chroniques-video/00000342/speed-game-the-legend-of-zelda-ocarina-of-time-nintendo-64-n64-fini-en-19-45-00000191.htm Enjoy ;)
Joined: 12/6/2008
Posts: 1193
Meshidaru wrote:
In their weekly episode, the french site http://www.jeuxvideo.com and their speedrun (and TAS) "reporters" commented Swordless Link's TAS. Here is the link : http://www.jeuxvideo.com/chroniques-video/00000342/speed-game-the-legend-of-zelda-ocarina-of-time-nintendo-64-n64-fini-en-19-45-00000191.htm Enjoy ;)
Damn those french with their french, which I can not understand! *grr* :D Anywho, I may not understand much, but I think they talked about the "boss cutscene". Only that cutscene doesn't have anything to do with this, afaik. It's the deku tree entrance cutscene that matters.
Joined: 7/22/2010
Posts: 53
Slowking wrote:
Meshidaru wrote:
In their weekly episode, the french site http://www.jeuxvideo.com and their speedrun (and TAS) "reporters" commented Swordless Link's TAS. Here is the link : http://www.jeuxvideo.com/chroniques-video/00000342/speed-game-the-legend-of-zelda-ocarina-of-time-nintendo-64-n64-fini-en-19-45-00000191.htm Enjoy ;)
Damn those french with their french, which I can not understand! *grr* :D Anywho, I may not understand much, but I think they talked about the "boss cutscene". Only that cutscene doesn't have anything to do with this, afaik. It's the deku tree entrance cutscene that matters.
They talked about everything as it happened, as well as why it's on the Japanese version and a general explanation of the reverse bottle adventure. The main thing they discussed during cutscenes was how very short child Link is compared to where the camera was focusing, as well as how ridiculously tiny his sword is. And of course, the sheer number of cutscenes for such a short run. Maybe you need to brush up on your French. :V Anyway, thank you for the link Meshidaru! Fun video. I'll probably never stop being amused by the French pronunciation of the English word "sword". :>
Joined: 4/23/2012
Posts: 78
Location: Italia
In fact they just explain the speedrun as it is, without any mistake. And, in fact, the accent french for any other language is horrible :p This site is the most popular videogames site in the french comunity. It has so much things like comments of many sagas, videos, tips etc. If you understand french, I think you're going to enjoy it ;) Those two guys in the video have make many comments on speedruns, and they made it for Majora's MrGrunz's TAS too. Here are the links : http://www.youtube.com/watch?v=L2mA_TbIKUw http://www.youtube.com/watch?v=zS_K_cQ5Tx8 http://www.youtube.com/watch?v=C-uWEaVXxUc http://www.youtube.com/watch?v=ZfpJAcHaYDM Enjoy
Active player (317)
Joined: 1/15/2012
Posts: 343
They also did the previous OoT any% run http://www.youtube.com/watch?v=LF5yXOVz3iM :p It's not "perfect", because they have to make it short (they don't want to explain the RBA during the ganon fight...), and it's suppose to be understandable by everybody. So of course they have to simplify everything, and if you want to really understand this TAS it's better to read the author's description, but it still a very good commentary. //All this stuff isn't off-topic at all :o
MTA
Joined: 4/3/2012
Posts: 68
this was an awesome run, good job Swordless
MTA
Joined: 4/3/2012
Posts: 68
i vote YES
Joined: 12/6/2008
Posts: 1193
Uh those were the 88 Mph guys? Didn't even know that they did the MM TAS. At one point they wanted to make english subtitles for all their episodes. I guess they dropped that. I think we should really make more commentarys here. But it somehow never happens.
wekhter wrote:
Maybe you need to brush up on your French. :V
That would be hard, since I don't speak it at all... which I said. It was a guess. Would have been funny if I was right. I wasn't, so it's not. You win some, you lose some. :D
Active player (490)
Joined: 1/12/2007
Posts: 682
I still want to commentate my MST run with you and Grunz. If you're down for that during the summer, we should do it.
Joined: 5/27/2012
Posts: 70
Location: Wisconsin
Good Job and Nice run have to love young link kicking Ganon's Rear with just the Korkri sword
Post subject: Yes vote on the run, yes vote on cutsceneless encodes
Moderator, Senior Ambassador, Experienced player (898)
Joined: 9/14/2008
Posts: 1007
Easy Yes vote. I like the various Brain-A-Splode pictures from the comments. Regarding cutsceneless encodes, I'm a fan of them (especially for longer runs with a high amount of time devoted to cutscenes). It has been asserted that the majority of the viewers feel it is OK to TAS games with the Japanese ROM and that most people viewing OOT runs probably already know the story fairly well. I happen to fully agree with this statement - if you're watching a TAS, it usually isn't to see what the game is like and follow the story (for that, a Let's Play is probably a better choice). Taking everything into account, I feel that removing the cutscenes leads to a more pleasant viewing experience for those who are familiar with the game. I liked how the previous OOT cutsceneless encode used MKV container tricks to add bookmarks to the full video allowing the viewer the option to watch either the full cut or the "director's cut" with the cutscenes, well, cut. I didn't care for the fact that this was not widely supported and I had to boot in to Windows to do it, however, so until a Mac / Linux solution exists I'm OK with things like YouTube encodes that are clearly labeled, preferably with some minimal visual indication when a cutscene has been skipped (preferably with the number of seconds (frames?) skipped displayed). That's my rambling unsolicited opinion on the matter, at the risk of taking this thread off-topic yet again. :) A.C. ******
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
Joined: 5/11/2006
Posts: 71
I can now go to work today happy because of this run. THANKS!
Samus taught us that a girl doesn't need brains to be successful. Brains are giant, evil, and vulnerable to missiles.
Post subject: Re: Yes vote on the run, yes vote on cutsceneless encodes
Joined: 7/26/2006
Posts: 1215
dwangoAC wrote:
Taking everything into account, I feel that removing the cutscenes leads to a more pleasant viewing experience for those who are familiar with the game. I liked how the previous OOT cutsceneless encode used MKV container tricks to add bookmarks to the full video allowing the viewer the option to watch either the full cut or the "director's cut" with the cutscenes, well, cut. I didn't care for the fact that this was not widely supported and I had to boot in to Windows to do it, however, so until a Mac / Linux solution exists I'm OK with things like YouTube encodes that are clearly labeled
Those "ordered chapters" mkv files are a bitch to make and don't play nice with things like 0-byte dupe images, which mkv's can use to otherwise save a lot of space for a game like oot which is 60/30/20fps depending on what is going on.
dwangoAC wrote:
preferably with some minimal visual indication when a cutscene has been skipped (preferably with the number of seconds (frames?) skipped displayed).
hmm, I guess it wouldn't be too tough to make a script that says how many frames were skipped, but I think it might be distracting since right after a cutscene, the action starts right away and should be the focus. You did see this, right?
Post subject: Re: Yes vote on the run, yes vote on cutsceneless encodes
Moderator, Senior Ambassador, Experienced player (898)
Joined: 9/14/2008
Posts: 1007
bkDJ wrote:
...I think it might be distracting since right after a cutscene, the action starts right away and should be the focus.
It definitely could be, hence my suggestion to make it minimal such as in a lower corner with simple text such as "Skipped 12s" or "450 frames skipped". The current YouTube encode is a bit abrupt but I think this concept could work for it. Thanks for your thoughts, A.C. ******
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
Joined: 9/2/2011
Posts: 21
Location: France
I've missed some reactions here. First of all, great job to Swordless Link. It's just amazing to see the evolution of runs year after year. Like SM64 they are my favorites games, and see how fast it is possible to beat the game is pretty insane.
Slowking wrote:
Uh those were the 88 Mph guys? Didn't even know that they did the MM TAS. At one point they wanted to make english subtitles for all their episodes. I guess they dropped that. I think we should really make more commentarys here. But it somehow never happens.
wekhter wrote:
Maybe you need to brush up on your French. :V
That would be hard, since I don't speak it at all... which I said. It was a guess. Would have been funny if I was right. I wasn't, so it's not. You win some, you lose some. :D
As you may guess, i'm french too (and i cannot write correctly in english, my bad). The "notoriety" of those guys is getting bigger and bigger every week since they podcast for one of the biggest videogames french website. I follow them from the beginning, and they linked me to this (your) community. I really like the fact that they really try to explain precisely how TAS can be done, which tools do you use and how can we figure the challenge that may cost. And btw, they don't just comment your run, they also present during festival some lectures, to discuss about video games and connexions with our society. All is to say that there is a french community, who follow and speak about TAS, personified by those guys, who try to raise the knowledge of this kind of play. It should be great if french and english community could gather (the idea of english subtitles in 88mph videos has already been thought but never concretly been done). I'll be very happy to help if needed. Keep up and great work ! ;)
Joined: 8/27/2009
Posts: 159
Location: California
No offense, as I'm sure you guys aren't slacking, per se, but what exactly is the holdup with publication? It's been at publication underway for quite some time, and there's not that many videos sitting on the workbench at all.
Guga
He/Him
Joined: 1/17/2012
Posts: 838
Location: Chile
Antoids wrote:
No offense, as I'm sure you guys aren't slacking, per se, but what exactly is the holdup with publication? It's been at publication underway for quite some time, and there's not that many videos sitting on the workbench at all.
Because Mupen64-rr is a pain in the ass to encode.
Player (36)
Joined: 9/11/2004
Posts: 2623
Hey, just a poke here for any publishers who didn't see it in the OoT thread, this run now has known improvements. So if you're going to create a video you should hold off until the improvement is in (assuming SL is going to.)
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Joined: 4/23/2012
Posts: 78
Location: Italia
Thinking that a better TAS is possible is incredible... Hope we'll see it soon ;)
Post subject: Re: Yes vote on the run, yes vote on cutsceneless encodes
Publisher
Joined: 4/23/2009
Posts: 1283
bkDJ wrote:
Those "ordered chapters" mkv files are a bitch to make and don't play nice with things like 0-byte dupe images, which mkv's can use to otherwise save a lot of space for a game like oot which is 60/30/20fps depending on what is going on.
There is no need for that as the encodes are variable frame rate and drops 99% of the duplicate frames already.
Antoids wrote:
No offense, as I'm sure you guys aren't slacking, per se, but what exactly is the holdup with publication? It's been at publication underway for quite some time, and there's not that many videos sitting on the workbench at all.
Actually I have been slacking, sorry about that =p ---- Edit by FractalFusion: Merged two posts.
Joined: 8/10/2004
Posts: 173
Location: Bethel, VT
After being away from the site for probably a good year now, I come back to this. Yes vote for sure!
Publisher
Joined: 4/23/2009
Posts: 1283
Here are the encodes: 320x240: http://archive.org/download/SwordlessLinksN64TheLegendOfZeldaOcarinaOfTimeIn2250.27/lozoot-tas-swordlesslink.mp4 http://archive.org/download/SwordlessLinksN64TheLegendOfZeldaOcarinaOfTimeIn2250.27/lozoot-tas-swordlesslink.mkv 320x240 10-bit 4:4:4: http://archive.org/download/SwordlessLinksN64TheLegendOfZeldaOcarinaOfTimeIn2250.27/lozoot-tas-swordlesslink_10bit444.mp4 http://archive.org/download/SwordlessLinksN64TheLegendOfZeldaOcarinaOfTimeIn2250.27/lozoot-tas-swordlesslink_10bit444.mkv 320x240 Stream: http://aktan.site90.com/?vid=SwordlessLinksN64TheLegendOfZeldaOcarinaOfTimeIn2250.27/lozoot-tas-swordlesslink_512kb&sub=SwordlessLinksN64TheLegendOfZeldaOcarinaOfTimeIn2250.27/lozoot-tas-swordlesslink_512kb 640x480 10-bit 4:4:4: http://archive.org/download/SwordlessLinksN64TheLegendOfZeldaOcarinaOfTimeIn2250.27/lozoot-tas-swordlesslink_480_10bit444.mp4 http://archive.org/download/SwordlessLinksN64TheLegendOfZeldaOcarinaOfTimeIn2250.27/lozoot-tas-swordlesslink_480_10bit444.mkv 640x480 Stream: http://aktan.site90.com/?vid=SwordlessLinksN64TheLegendOfZeldaOcarinaOfTimeIn2250.27/lozoot-tas-swordlesslink_480_512kb&sub=SwordlessLinksN64TheLegendOfZeldaOcarinaOfTimeIn2250.27/lozoot-tas-swordlesslink_512kb 1920x1440 10-bit 4:4:4: http://archive.org/download/SwordlessLinksN64TheLegendOfZeldaOcarinaOfTimeIn2250.27/lozoot-tas-swordlesslink_1440_10bit444.mp4 http://archive.org/download/SwordlessLinksN64TheLegendOfZeldaOcarinaOfTimeIn2250.27/lozoot-tas-swordlesslink_1440_10bit444.mkv 1920x1440 Stream: http://aktan.site90.com/?vid=SwordlessLinksN64TheLegendOfZeldaOcarinaOfTimeIn2250.27/lozoot-tas-swordlesslink_1440_512kb&sub=SwordlessLinksN64TheLegendOfZeldaOcarinaOfTimeIn2250.27/lozoot-tas-swordlesslink_512kb Other encodes and publishing coming soon. Edit: Added 320x240 10-bit 4:4:4 encodes. Edit 2: Added 320x240 Stream. Edit 3: Added 640x480 10-bit 4:4:4 encodes and 640x480 Stream. Edit 4: Added 1920x1440 10-bit 4:4:4 encodes. Edit 5: Added 1920x1440 Stream. Edit 6: Removed all 1920x1440 files due to a flaw in the encodes. Edit 7: Re-added 1920x1440 10-bit 4:4:4 encodes. Edit 8: Re-added 1920x1440 Stream.
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 14854
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [2080] N64 The Legend of Zelda: Ocarina of Time by SwordlessLink in 22:50.27
NitroGenesis
He/Him
Editor, Experienced player (551)
Joined: 12/24/2009
Posts: 1873
OmnipotentEntity wrote:
Hey, just a poke here for any publishers who didn't see it in the OoT thread, this run now has known improvements. So if you're going to create a video you should hold off until the improvement is in (assuming SL is going to.)
These do not seem to have been added, but I guess 1 pub is better then no pub.
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
Former player
Joined: 7/4/2005
Posts: 714
Location: Albuqueruqe, New Mexico
Yah, but can you beat SUB 2 hours and 33 minutes ;) Good run m8
Change my sig. again, and I will murder your pet fish.
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