Joined: 12/6/2008
Posts: 1193
Is this "posting random facts about the game that everybody knows"- day? If so I'm in: There is a shortcut between Ikana and the swamp!
Player (118)
Joined: 5/13/2009
Posts: 700
Location: suffern, ny
Fact: there is a mask that makes Chickens Follow you!
[19:16] <scrimpy> silly portuguese [19:16] <scrimpy> it's like spanish, only less cool
Joined: 8/23/2008
Posts: 417
If you play that song backwards, it slows down time, baby!
I will not use self-reference in my signature.
Joined: 4/13/2009
Posts: 431
Just because someone does something you don't agree with doesn't mean so you should start copying that! Please stop this. The forum is sending out notifications for posts that are pointless.
Joined: 3/17/2009
Posts: 496
Nice one EEssentia, but I think you missed the point. Your fact has to be about the game in topic.
Former player
Joined: 11/25/2009
Posts: 77
I found a way to clip through the fence outside the observatory. I asked about it in #zelda, but no one seemed to know about it. Don't know if it could be helpful... http://dl.dropbox.com/u/48454461/ofc.avi If you want to speculate the input or whatever, here's an archive with the m64 file along with the required savestate: http://dl.dropbox.com/u/48454461/ofc.zip
Experienced player (604)
Joined: 2/8/2009
Posts: 656
this has been known already. Console speedrunners simply never use it due to it being pretty hard to pull off. There has never been made a TAS, that had to go to the observatory, so TASers used it neither in the past. I hope you keep searching, though ;) would be cool to see some new tricks for any%.
Former player
Joined: 11/25/2009
Posts: 77
Argh, what a waste of time (TASing 3D games is really hard for me). But you weren't on #zelda at the time, so I couldn't ask you :( Anyway, I found two more... things, but they're even more likely to have already been found, and are probably even more useless than the fence clip. Gainer (Zora) from stairs to top of the Clock Town Inn Jump atop the laboratory glassware in the Marine Research Lab - I was hoping for a quicker way to get on top of the fish tank, but you basically can't do anything while standing on the glassware... (note that I'm holding down B, which is why he slides forward to the large container and then down it)
Former player
Joined: 11/25/2009
Posts: 77
Anyone seen this video before? http://www.youtube.com/watch?v=vmEuFesD8Lw
Joined: 7/16/2010
Posts: 7
Anyone got speed addresses for both OoT and MM?
Joined: 8/18/2009
Posts: 47
diamondrazer wrote:
Anyone got speed addresses for both OoT and MM?
What do you mean?, Addresses to use with MHS? I found them before, I'm not sure if I still have the files, I'll have to check.
Former player
Joined: 11/25/2009
Posts: 77
Correct me if I'm wrong, but this should be the RAM address for the y-position at least (for MHS): 00CECD4E
Joined: 7/16/2006
Posts: 635
The following are for Mupen64 rerecording v2. X position 00CEC864 Y position 00CEC868 Z position 00CEC86C X velocity 00CEC8A4 Y velocity 00CEC8A8 Z velocity 00CEC8AC Gravity 00CEC8B4 Terminal velocity 00CEC8B8 Forward velocity 00CEC310
Nisto wrote:
Anyone seen this video before? http://www.youtube.com/watch?v=vmEuFesD8Lw
Hmm, I've never seen the redead thing before. The rest is already known, I believe.
Former player
Joined: 11/25/2009
Posts: 77
Huh, is there a built-in RAM watcher in Mupen64? Or did you mean that these are still for MHS, but specifically for the Mupen64 v2 process? Also, here's a RAM address which counts down to 0 when you're unable to use the Blast Mask: 00CED3A2 (another address I needed for my project) It starts counting from 54 (this is probably a counter for when the bomb particles disappears), goes down to 0, bumps to 255, and then down to 0 again, where it stops.
Joined: 7/16/2006
Posts: 635
Nisto wrote:
Huh, is there a built-in RAM watcher in Mupen64? Or did you mean that these are still for MHS, but specifically for the Mupen64 v2 process? Also, here's a RAM address which counts down to 0 when you're unable to use the Blast Mask: 00CED3A2 (another address I needed for my project) It starts counting from 54 (this is probably a counter for when the bomb particles disappears), goes down to 0, bumps to 255, and then down to 0 again, where it stops.
Yeah, these are MHS addresses. The real N64 RAM addresses would be much lower, around 002xxxxx. Anyways, the address you have is actually a short (16-bit) integer which gets set to 0x0136 (310) and then counts down by 1 each frame. That's why it resets to 255--it's just borrowing from the higher address.
Former player
Joined: 11/25/2009
Posts: 77
That's odd, in that case. Because for me, the address you posted for y-position doesn't represent that at all in MHS. Don't know why it differs, but for me the address is actually 00CECD4E Maybe we have different emulator versions or whatever... (MD5 of mine is 6EB39A7175EC2E31287571D69F21D102) Also, thanks for the heads-up on the data type. I guess I was lead to believe it was byte type because no matter how long I tried searching under short values I just couldn't find it >.< EDIT: Since all the addresses seems to differ for me, I could use some pointers on how to find the X Velocity address. First of all, I want to add that I've been searching for almost, if not, 2 hours, for this address. So this one is really tricky for me. Secondly, is the data type supposed to be double? The values of the address I found so far really only makes any sense when set to this data type.
Former player
Joined: 11/25/2009
Posts: 77
Was it known that you can do a gainer (forward backflip) when hovering? To be precise, what I did was: - Put the analog X angle to 82, and the Y angle to -127 for 6 frames (10 frames if you're back-walking before) - Let go of the analog for 6 frames - Hold back the analog for 2 frames - Press A while still holding back the analog (1 frame) - Hold forward... Sorry about all the dumb posts. I'll just stop posting if this was already found as well...
Joined: 7/26/2006
Posts: 1215
Nisto wrote:
Was it known that you can do a gainer (forward backflip) when hovering?
Probably not useful because to gain height rapidly, you go so far backwards that a single forward backflip won't help with ledge grabbing, and that sidehopping gives way more distance? See slowking's reply below
Joined: 12/6/2008
Posts: 1193
Yeah we knew that you can gainer out of a hover. There is exactly one place where it could be usefull. That is the first sunblock in STT. In all the other places zora mask will give you more height. There zora mask would crush you. But Grunz used a forewards backflip, since it is slightly faster. (gainer and forewards backflip are not the same)
Player (100)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
Majora's Mask TAS (No Cutscenes) I made this in honor of Grunz' TAS. I basically took one of the mkv encodes, and used movie maker to edit out cutscenes and door transitions. The result is a good 37 minutes of non-stop action :) I hope you guys appreciate my effort despite my crappy editing skills :P Also, It'd be cool if anyone wants to upload this to youtube since the file is pretty big and I don't have a youtube account anymore.
Joined: 5/14/2007
Posts: 525
Location: Pisces-Cetus filament
I will do it. Thank you!
AzumaK wrote: I swear my 1 year old daughter's favorite TASVideo is your R4MI run :3 xxNKxx wrote: ok thanks handsome feos :D Help improving TASVideos!
Editor, Experienced player (571)
Joined: 11/8/2010
Posts: 4038
I like the cutscene-less encode, Vykan12. I don't mind the cutscenes in the normal run, but the run looked good without them too!
Joined: 4/13/2009
Posts: 431
Vykan12 wrote:
Also, It'd be cool if anyone wants to upload this to youtube since the file is pretty big and I don't have a youtube account anymore.
Why not get a new one?
Experienced player (604)
Joined: 2/8/2009
Posts: 656
it's awesome to finally have a cutsceneless encode, but I'd still prefer it to have only one public encode on youtube. it'd be better to upload it as unlisted, so everybody who has the link to the video can watch it ;)
Joined: 12/6/2008
Posts: 1193
I actually thought that Aktan had put chapters, with which to skip cutscenes, in the official encodes. Well seems like he only did that for OoT.