Active player (423)
Joined: 9/7/2007
Posts: 329
It's faster because it uses the "free" time in cycle 1.
Joined: 12/6/2008
Posts: 1193
My words were "where time doesn't count". With this I meant ofcourse ingame time. That should be obvious.
Joined: 12/6/2008
Posts: 1193
Btw. we had a slight route change again. So expect to be surprised. ;)
Skilled player (1307)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
As long as it doesnt involve a major saving of time, Im fine with it!
Experienced player (599)
Joined: 2/8/2009
Posts: 656
we have also a new deku palace strategy :P will save another 3 seconds, a bomb and is way more entertaining I actually planned to upload a TAS of this new strategy. worked 8 hours on it to finally overwrite the TAS by loading a bad placed save stat <_<
Joined: 12/6/2008
Posts: 1193
Well don't be so lazy, TAS up to that point and upload a new WIP. Problem solved. ;P
Sonikkustar wrote:
As long as it doesnt involve a major saving of time, Im fine with it!
Well for a TAS it's pretty major. It's in the realm of seconds. XD
Experienced player (599)
Joined: 2/8/2009
Posts: 656
how pros access ikana canyon: http://www.youtube.com/watch?v=usJBQqRsflo sadly, we use wrong warp to get to ikana in the any% run :(
Experienced player (599)
Joined: 2/8/2009
Posts: 656
deku palace section of the MM TAS: http://www.youtube.com/watch?v=scoCC8uR6EE
Joined: 7/2/2007
Posts: 3960
Man, what? You should preface that video with "Don't blink!" Awesome as always, MrGrunz.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Active player (432)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
MrGrunz wrote:
deku palace section of the MM TAS: http://www.youtube.com/watch?v=scoCC8uR6EE
YOU FLY YO! YOU GOTZ THAT CRAZAY LOOK ON YOUR FACE THAT SEZ: "I'LL HAVE MY WAY WITH YOU, CAUSE I AM BLACK DYNAMITE, YOU DIG?!" NON CAN F3CK WITH YOU YA! FO REAL! I SMELL YOU DOG! YOU GOT THAT HOT CRACK MAN! CRACKER-CRACKERI-CRACK. Damn..
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Joined: 3/24/2008
Posts: 35
Location: Toronto
AngerFist wrote:
MrGrunz wrote:
deku palace section of the MM TAS: http://www.youtube.com/watch?v=scoCC8uR6EE
YOU FLY YO! YOU GOTZ THAT CRAZAY LOOK ON YOUR FACE THAT SEZ: "I'LL HAVE MY WAY WITH YOU, CAUSE I AM BLACK DYNAMITE, YOU DIG?!" NON CAN F3CK WITH YOU YA! FO REAL! I SMELL YOU DOG! YOU GOT THAT HOT CRACK MAN! CRACKER-CRACKERI-CRACK. Damn..
HAHA no way you've seen black dynamite!
Gets made fun of for still playing his NES and N64
Joined: 8/18/2009
Posts: 47
Hi there, I just started to TAS this game not too long ago, for now I'm just doing some pointless playaround in Termina Field, and I was wondering how to change Link's angle during an hover, like in this video. Thanks.
Joined: 10/27/2008
Posts: 4
Location: N Wales
Anavrin wrote:
Hi there, I just started to TAS this game not too long ago, for now I'm just doing some pointless playaround in Termina Field, and I was wondering how to change Link's angle during an hover, like in this video. Thanks.
Z target something (you can use a bomchu used for hovering) so the camera angle isnt fixed. Push forward and then to the side, quickly put the control stick to the middle and then to whichever direction you want link to be facing.
Experienced player (599)
Joined: 2/8/2009
Posts: 656
wow, nice to see finally a new person TASing this game. I'm pretty much the last one ;) harri is totally right. here's how to do it frame perfectly, though: - Z target something (usually bombchu while hovering). search for the right frame to press Z after pulling out the bombchu - hold 6 frame either a bit to the right or left - let go off the control stick for 6 frames - hold the new direction for 3 frames if you have any question, just PM me or go to the zelda irc. you can find the irc on zeldaspeedruns.com
Joined: 8/18/2009
Posts: 47
Is it possible to perform a forward backflip while hovering? Would it be useful at some places?
Experienced player (599)
Joined: 2/8/2009
Posts: 656
it is possible and whenever it is useful I use it :P
Joined: 12/24/2008
Posts: 37
I'm going to start tasing this game too, or trying. Are the glitches the same with OoT.
Joined: 12/6/2008
Posts: 1193
Well not the same but a lot are very similar. Afaik it all has a little different timing. MM is lacking the power crouch stab, but has way better bomb physics than OoT, which helps a lot with hovering and makes the HISS possible. I would suggest you read up on the glitches here: http://zeldaspeedruns.com/site/index.php?game=mm
Joined: 12/24/2008
Posts: 37
What input plugin are you guys using to run this? I wanted to replay Mukki's MM run. But non of my input plugins are working for it.
Experienced player (599)
Joined: 2/8/2009
Posts: 656
we usually use Jabo's Direct3D8 1.6 no idea, what mukki used, his run is nearly unsynchable any way. you have to create a .fla file before playing it back first or something like that. for my run I use the one I posted
Joined: 1/3/2006
Posts: 334
TAS Input plugin, you'll find it in the N64 Emulators section. Grunz seemed to have misunterstood you and recommended a graphic plugin
Experienced player (599)
Joined: 2/8/2009
Posts: 656
oh, totally overread "input plugin" As the input plugin has no effect on the ability of synching a TAS, I just assumed he was refering to the video plugin. most important things when trying to synch a TAS are the video plugin, RSP plugin and audio plugin. sometimes the emulator version is also important, but as I said already, not being able to synch mukki's TAS doesn't mean you are using the wrong emulator or something. synching mukki's TAS is often really random ;)
Joined: 12/24/2008
Posts: 37
Phallosvogel wrote:
TAS Input plugin, you'll find it in the N64 Emulators section. Grunz seemed to have misunterstood you and recommended a graphic plugin
Have it. Thats what I use for my sm64 runs.
MrGrunz wrote:
oh, totally overread "input plugin" As the input plugin has no effect on the ability of synching a TAS, I just assumed he was refering to the video plugin. most important things when trying to synch a TAS are the video plugin, RSP plugin and audio plugin. sometimes the emulator version is also important, but as I said already, not being able to synch mukki's TAS doesn't mean you are using the wrong emulator or something. synching mukki's TAS is often really random ;)
Thanks for the help MrGrunz.
Player (159)
Joined: 5/20/2010
Posts: 295
EDIT: Note! This statement is wrong. I seemed to misunderstand the cause of desync. :P In my experience, using fast-forward seems to cause many desyncs, so I suggest avoiding using fast-forward even in boring cutscenes. This might be applied to other long m64 files.
Experienced player (599)
Joined: 2/8/2009
Posts: 656
fast forwarding makes no difference at all. the thing that causes desynches is lag difference. you have 60 controlable frames for 20 pictures so 3 frames per picture. now let's say at some point because of the lag I have 4 frames for 1 picture when TASing. then you have a different RSP plugin that can handle lag a bit better you have no lag at the same point and still 3 frames for 1 picture, all the inputs are now displaced, which the desynch. when there's lag is always the same when you use the same input and the same plugins each time ;)