Mitjitsu
He/Him
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After some testing it appears Link's speed drops from an initial superslide speed of -18 to -10, but you continuously turn and maintain this speed until one hearts is contempt. You need to let go of Z+R for a period of 9-24 frames.
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Negative. When supersliding, you have to let go of ZR, wait 7 frames, then you can press and hold Z to change direction and start going a new way without spinning. When sliding in one direction holding Z, you can let go of Z for one frame, hold it again and be at a slightly different angle.
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This glitch is awesome great one Comical. Should rlly optimize OoT movements because even though its slower than superslide, its still faster than sidehopping(too bad its not as precise). As for long distances, you can chain stuff together like this.
Comicalflop wrote:
I don't recommend HISSing at parties though, people will think you're a snake.
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Location: Massachussetts, USA
Swordless is the one who found it. I only tested how it works, what it's capabilities are, and whether it also works in OoT. It should be as precise than sidehopping; how many frames you let go of Z, then hold it again determines the angle change, and 1 frame where Z is not held causes a very slight angle change. Also, you can pull out items while sliding (since your shield is not held out) so you can pull out a bomb and do another superslide.
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Player (156)
Joined: 4/7/2008
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Wow, this is extremely cool. Very very awesome find. In any case of a superslide, after manually canceling you would change direction at a maintained high speed for a short distance by moving the analogue in the opposite direction. This is especially helpful when entering water. Nobody has ever tried to shield and hold Z again after canceling a superslide apparently. Although it mainly has to do with the analogue position that is so awkward. SL and I and petrie spent a while trying to figure out what he had done. I figured that it somehow had something to do with the corner he pressed against, and it was arguable that his speed lowered during the transition. Thanks a load for figuring out this was possible. Edit: I've been playing around with it a lot more, and got to thinking of so many circumstances where this trick would come in handy. Any one long stretch of land where we used to feasibly superslide can now be the sum of multiple small stretches of land around corners. Lots of testing in varying areas will be needed to see where a superslide would save time.
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Here's a video I uploaded of my new trick: http://uk.youtube.com/watch?v=7hpjSaCBwJI The zig-zag thing is pretty neat.
Mitjitsu
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I made an interesting parody about the latest trick. http://uk.youtube.com/watch?v=3D6ZDpYHrN0
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That's one of the coolest things I've seen in a while :) I assume you can combine that trick with the technique used to get a foreward facing superslide? Because that would be pretty awesome. EDIT: AKA seemed to be thinking the same thing.
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Joined: 4/1/2008
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Can you do this when starting the superslide off an item? Ive tried but so far I havent gotten it to work not even off a bomb/enemy because link always tries to pick up the item. Maybe if you go far enough away that the item unloads Also how did you did that zig-zag thing?
Comicalflop wrote:
I don't recommend HISSing at parties though, people will think you're a snake.
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Ten years ago today, OoT was first released in Japan. Happy birthday, OoT. ^_^
Mitjitsu
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OK, I've decided to release an old [URL=http://www.megaupload.com/?d=TQPTQ0DM]WIP [/URL]. It has since been redone from scratch twice and been improved by about 7 seconds, and that's not even taken into account the time saved by the reduced pause screen delay. SL has decided to focus his efforts on Majora's Mask instead, while I've teamed up with Bloob on the new any%. We've put a lot of effort into the run so far, approxiamatly 78k+ re-records with less than 10 mins of movie length. Unfortunately, a soft reset isn't yet available for Mupen64Plus. With little to no indication from the development team as to when it will be implemented. So that will play a heavy factor as to when the run will be finished. EDIT: Now with new shinier link
Joined: 8/3/2008
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AKA wrote:
We've put a lot of effort into the run so far, approxiamatly 78k+ re-records with less than 10 mins of movie length.
*jaw drops* you what? I mean excellent work, but . . by comparison the TAS I've done is just over 10 mins now and still under 3k rerecords. I'm stunned
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Joined: 12/1/2007
Posts: 425
ThMrksman wrote:
AKA wrote:
We've put a lot of effort into the run so far, approxiamatly 78k+ re-records with less than 10 mins of movie length.
*jaw drops* you what? I mean excellent work, but . . by comparison the TAS I've done is just over 10 mins now and still under 3k rerecords. I'm stunned
It depends on the game. Bomberman Hero is very simple compared to OoT.
Joined: 1/3/2006
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could you please upload to another site? the file has expired..
Joined: 5/24/2004
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Wow, nice superflip!! I was wondering why you got the extra 10 rupees in the forest. Now I know. I take it the new any% route doesn't require any spiritual stones because you can use the ToT door skip?
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ThMrksman wrote:
AKA wrote:
We've put a lot of effort into the run so far, approxiamatly 78k+ re-records with less than 10 mins of movie length.
*jaw drops* you what? I mean excellent work, but . . by comparison the TAS I've done is just over 10 mins now and still under 3k rerecords. I'm stunned
The total rerecord count applies to every time the run has been restarted for longing further optimization. The run was restarted on multiple accounts, so the total rerecord number from every previous version of the run was hexed into the most recent m64. The reason for this is because each time something is redone, the earlier efforts are just as important in achieving frame perfection as the final product... so in all fairness, every rerecord should be taken into consideration.
Joined: 7/16/2006
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could you upload it to a different place? it seems there's a download limit.
Post subject: Re: 2 for the price of 1
Joined: 11/11/2006
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Location: United Kingdom
AKA wrote:
OK, I've decided to release an old [URL=http://www.megaupload.com/?d=TQPTQ0DM]WIP [/URL]. It has since been redone from scratch twice and been improved by about 7 seconds, and that's not even taken into account the time saved by the reduced pause screen delay. SL has decided to focus his efforts on Majora's Mask instead, while I've teamed up with Bloob on the new any%. We've put a lot of effort into the run so far, approxiamatly 78k+ re-records with less than 10 mins of movie length. Unfortunately, a soft reset isn't yet available for Mupen64Plus. With little to no indication from the development team as to when it will be implemented. So that will play a heavy factor as to when the run will be finished. EDIT: Now with new shinier link
I implore you, please make your runs with framebuffer enabled in your video plugin. You're using the wrong settings and it's meaning that a few things are being emulated incorrectly. Why play the game using incorrect emulation settings when it should be set to something else? There should be a site rule against this.
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
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AKA wrote:
I made an interesting parody about the latest trick. http://uk.youtube.com/watch?v=3D6ZDpYHrN0
Is it required to oscillate like that to keep the camera facing forward? It'd be really nice to actually see where link is going for once in an OoT run.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
Joined: 8/3/2008
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z0MG wrote:
It depends on the game. Bomberman Hero is very simple compared to OoT.
touché
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The new (old) WIP looked very nice. I'm looking forward to seeing it finished, but I guess that's all up to the Mupen64plus developers. Improving that by seven seconds can't have been easy; all I saw that could have been different was perhaps cutting the final superslide from the river closer to the left wall of the Kakariko staircase (can't remember if that's even possible due to water depth) and sidehopping rather than backwalking up the staircase at the end, but since it was right before ending input it probably wasn't meant to be seriously optimised anyway ;-)
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Very nice WIP
Joined: 7/16/2006
Posts: 635
TBH, I think it would be better to just finish this and not wait for Mupen64Plus. There's really no telling how long it will be for them to finish, and in the meantime, we have a OoT run that desperately needs obseletion. It's not like anyone would really fault you for the emulator's lack of features. Awesome WIP, BTW.
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Joined: 12/1/2007
Posts: 425
petrie911 wrote:
TBH, I think it would be better to just finish this and not wait for Mupen64Plus. There's really no telling how long it will be for them to finish, and in the meantime, we have a OoT run that desperately needs obseletion. It's not like anyone would really fault you for the emulator's lack of features. Awesome WIP, BTW.
However, the run can easily be obsoleted as soon as Mupen64Plus is finished.
Joined: 9/14/2008
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Hey whenever I try to load this game it says choose graphics plugin in configuration dialog. What does that mean?