Joined: 11/2/2009
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MrGrunz wrote:
hmm, there are actually no real downsides, but here is the only one: when you save or death warp, while having bottle on B, you get deku stick on B again and you loose your master sword. when you save or death warp without having the master sword in your inventory, it gets auto equipped to B, so you get the master sword automaticly back, but you loose the deku stick/bottle on B ;) when you save or death warp on v1.0, you keep bottle on B and do not loose the master sword ;)
No The sword that was equipped when you originally stole the rod with will be deleted upon restarting with a bottle on B, in all versions. It will always equip a Deku Stick (and you can easily bottle B again from there) If the master sword was deleted due to this, and you do not have it in your inventory, and you savewarp AGAIN, then it will put MS in your inventory and equip it to B, the next time you start up the file, in 1.1+. This is a result of the old swordless link glitch being fixed. In 1.0, the sword will still be gone and you will still have Stick on B. *Note: The light arrow cutscene acts as a BA trigger because of that cutscene that shows child link, and traveling forward in time puts MS in your inventory. ----- re: Bridge Skip with ISG: The reason ISG is crucial at the moment is because you can sideroll to megaflip, and sideroll into the edge with ISG keeps you in place, you literally do not move anywhere, so you are the closest possible distance from the other side, which is basically required. A sideroll along the ledge doesn't seem like you will be able to get the perfect angle while still going right to the edge, especially with that little wood thing there that we stand on.
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I think the guay skip might be possible by gathering up the all the tektites you need while you have the guay following you, the guay will follow you for about 6 seconds then turn away, you just need to run under it again and it will follow you again. So keep doing this while you set up the tektites just right. Then if all is done right, you can do 4 (is this the right number?) consecutive back flips starting soon after the guay starts to go for you again, and the last one off of the guay. Also you could potentially have the last back flip be a mega flip so you could start on higher ground, I think this ends the hover so you can't do another back flip after that but it might be required. Has anyone been able to get to the fishing pond after tektites hovers with just one more bomb hover? And then aren't there 2 guays you can use if necessary?
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Mitjitsu
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I don't know why you keep bringing the Guay method skip so often especially when I've explained it to you a couple of times how infeasible it is. 1. Even it its possible it is still very slow 2. There is only one Guay in Lake Hylia 3. It takes a long time to lure a Guay over to the fishing pond 4. You would (if you're lucky) only be able to get 1 hover at max because the Guay will fly away to where it originally came from. 5. Controlling Guay's behaviour will be very difficult
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Can someone link me a save state at the start of LH for testing this scare crow skip method please.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Joined: 12/6/2008
Posts: 1193
Mitjitsu wrote:
I'm starting to think it might just be better to use the 1.2 version so we can get the Deku Stick on B. At least that would provide backup and would be faster because of overall less lag.
So does anybody know for sure if Deku Stick on B works with the 1.2 GC-version of OoT and if it does, why not use it?
Joined: 3/17/2009
Posts: 496
Spider-Waffle wrote:
Can someone link me a save state at the start of LH for testing this scare crow skip method please.
sry, I don't have one, but I think it's great that you are offering to help with the testing
Joined: 11/15/2009
Posts: 12
Dunno if this has been asked in 256 pages (and I don't have the time to search through them) but has anyone considered doing a run of Master Quest? (most every ROM I see for it has been for N64 despite it being for GameCube, considering it *is* the game engine with different dungeons... Or is it similar enough to the original that a TAS isn't needed?
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Joined: 5/13/2009
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Someone tried to do it a while ago, but never got around to finishing it. If master quest is going to be done, it has to be an all dungeons run. Someone tried to do an RBA of master quest, without any of the dungeons. It wouldn't be accepted. Anyway, it would be for the N64 though it was only released in Japan there. i think someone took the Gamecube ROM and made it for N64 in English. TO sum up my point and answer your question, if someone makes and all dungeons run, and it is of high playing quality, then YES it will be accepted.
[19:16] <scrimpy> silly portuguese [19:16] <scrimpy> it's like spanish, only less cool
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http://www.youtube.com/watch?v=VCTiicDMuOY http://www.youtube.com/watch?v=bnuS6znT5OE Improvements possible in both dungeon runs, but that is to be expected given they were done nearly two yeats ago.
Joined: 11/15/2009
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I see quite a bit there... I just got Guano's OOT run and decided to try it with the Japanese version of the game... Turns out the dialog scrolls much faster in that one. If someone were to run with the Japanese ROM, it's a couple thousand frames saved just from game start to the end of the "you got the kokiri sword!" dialog. Bet some desync happens later on though... edit: Not desync, but different content? There are three Rupees in the English where there weren't in the Japanese...
Joined: 7/2/2007
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Generally we use the English language version unless there are important gameplay changes in a different version. For example, the Japanese version of Castlevania 3 has much better music due to the inclusion of a special sound chip in the cartridge, which wasn't used in the English version. Faster text alone is not a sufficient reason to use a different ROM. Even if the dialogue does drag on in OoT...
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if the japanese ROM can save some time off of the text and cutscenes, then I say go4it
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No
Player (117)
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you only need to use the Japaneese version if there is a major time saving glitch or bug that isnt in the american version. The reason the J rom isnt being used is that it makes no difference on gameplay
[19:16] <scrimpy> silly portuguese [19:16] <scrimpy> it's like spanish, only less cool
Joined: 3/17/2009
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Rational argument for using the japanese ROM: Lets say you don't use the japanese ROM and you do the TAS as quickly as possible and then u publish it here. Then this other guy uses the japanese ROM and does exactly the same as you, but his run is 5 minuts faster because the text & cutscenes are faster. Do you see the problem here? It's logical to use the fastest ROM if the gameplay is still the same.
Joined: 7/2/2007
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This is not the place to have this discussion. But keep in mind that "fastest possible" is not the be-all, end-all goal of the site.
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Derakon wrote:
This is not the place to have this discussion. But keep in mind that "fastest possible" is not the be-all, end-all goal of the site.
Agreed that being the fastest is not the only concern (alltough it is the main one) What reason is big enough to justify using the slower ROM in the case of OoT? This topic doesn't state that it's limited to discuss only the American OoT-ROM, but if there is another topic suited to discuss these matters I would gladly present my arguments there as well
Joined: 7/2/2007
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I'm not aware of a thread to discuss this, actually; you might consider making one in the Sites forum. However, the rules are pretty explicit and I doubt you'll get much support unless your arguments are really overwhelmingly convincing.
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Synx wrote:
Then this other guy uses the japanese ROM and does exactly the same as you, but his run is 5 minuts faster because the text & cutscenes are faster.
It wouldn't get published without major gameplay improvements though.
Joined: 12/6/2008
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http://www.youtube.com/watch?v=EU27ZETHNjo I told you it was possible. :p And that's not even TAS. Man you guys must have been lazy while trying to find it. :p
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Synx wrote:
Also the bridge is impossible to get over without hookshot.
Owned :P
Joined: 5/13/2009
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Slowking wrote:
http://www.youtube.com/watch?v=EU27ZETHNjo I told you it was possible. :p And that's not even TAS. Man you guys must have been lazy while trying to find it. :p
NIIIIIIIICE!
Joined: 12/6/2008
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Just FYI I didn't find this, KlydeStorm did.
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Omg this is awesome ! Means we can skip the hookshot in an any% run ?
Joined: 8/27/2006
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Wow that's a big Owned ! How much times till you finish the game in 5 minutes ? :P