Player (34)
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
Okay, I've finished making a route. Gonna start the beginning and make some changes along the way. The only changes that I could make are whether or not to superswim or use door cancel at the beginning. Also, a matter of 5 rupees near the beginning. Besides that I should be good. Of course new tricks will be found, and I will implement them as needed, but I really want to get a TAS done as a model for length.
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.
Joined: 9/22/2012
Posts: 19
Location: Oregon
Abahbob wrote:
Okay, I've finished making a route. Gonna start the beginning and make some changes along the way. The only changes that I could make are whether or not to superswim or use door cancel at the beginning. Also, a matter of 5 rupees near the beginning. Besides that I should be good. Of course new tricks will be found, and I will implement them as needed, but I really want to get a TAS done as a model for length.
Oh my body is so ready! I can't wait to see the WIPs and end result! Keep up the awesome, awesome work. Wind Waker is one of my favorite games of all time. I've played through it so many times, I want to see it broken in half.
Skilled player (1651)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
Abahbob wrote:
Getting into FoF:
These weird wire frames keep cropping up. The thing that worries me, is it seems like this is the sort of occurrence that might crash a console. Have these been demonstrated to actually work on a real GC?
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.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4042
DarkKobold wrote:
Abahbob wrote:
Getting into FoF:
These weird wire frames keep cropping up. The thing that worries me, is it seems like this is the sort of occurrence that might crash a console. Have these been demonstrated to actually work on a real GC?
The wireframes are a plugin or something for Dolphin. If you do this on console the screen just goes black except for a few shaders (like mirror shield/mirror shield light). There's nothing particularly glitchy about it, it's just an extension of what happens when you open a chest and something cool is inside.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
XkyRauh
He/Him
Joined: 6/9/2005
Posts: 171
Location: Southern California
But what we're getting at, I think, is that if this run were performed on a console, the moment Link disappeared beneath the house, the screen would be completely black and all we'd have to gauge progress is sound, until the transition to FoF was made. Is that accurate?
Joined: 12/6/2008
Posts: 1193
XkyRauh wrote:
But what we're getting at, I think, is that if this run were performed on a console, the moment Link disappeared beneath the house, the screen would be completely black and all we'd have to gauge progress is sound, until the transition to FoF was made. Is that accurate?
yes, except the darkness starts sligthly before Link falls through the floor. But basically console runners can do this and have done this. I have seen someone do the Cabana deed skip in complete darkness. So it is definatly doable on console. The wire frame encode is just a courtesy to the viewer.
Player (34)
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
You can see the movement on the minimap, and pausing allows you to see for a fraction of a second.
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.
Joined: 12/6/2008
Posts: 1193
Abahbob, couldn't you also super swim to the hosue nearest to FoF and do the dry storage and door sorage there, then just walk though that tree barriere? Wouldn't that be faster?
Player (34)
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
You can't actually walk through the tree barrier because it in an object. It is possible to jump around it, but you lose a lot of speed going up that path with all the twists and turns. Also, I'm thinking of not even using this, and instead doing a wicked superswim from dragon roost island. I need to check this out today.
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4042
I am really pumped for this TAS, it's going to be so full of dry storage glitchiness it'll rival OoT for the wtf levels
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Skilled player (1651)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
Slowking wrote:
So it is definatly doable on console. The wire frame encode is just a courtesy to the viewer.
Cool, that is all that matters to me.
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.
Player (34)
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
Some awesome guy on youtube helped me disable the door fadeout effect. Of course this uses patches, but I think this would look better than wireframe. Example: Link to video
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.
Player (34)
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
Fastest softlock. Fun TAS to get back into TASing. Link to video
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.
Joined: 11/7/2012
Posts: 23
I guess I'll dump this info here. To remove the level transition/door fade-out (for door cancel):
  • In the games list, right click whichever version of the game you are using.
  • Click "Properties".
  • Go to the "Patches" tab.
  • Click the "Add..." button.
  • Enter in these values, depending on which version you are using:
    • GZLE01 (NTSC-U)
    • GZLJ01 (NTSC-J)
  • Press "OK".
  • Make sure the patch is checked on and close the game properties.
Are runs permitted with this, though?
Joined: 12/6/2008
Posts: 1193
The dtm has to be able to be played back without any patches. So as long as the patch doesn't cause any desyncing, when turned off during playback, it should be fine. Also for an encode this would be good and certainly allowed. There are lots of encodes on this site that use changed or extra visuals to make things clearer. Does this patch also prevent chests from turning the world dark or just doors, btw.?
Joined: 11/7/2012
Posts: 23
Slowking wrote:
Does this patch also prevent chests from turning the world dark or just doors, btw.?
I'm fairly certain it only prevents full-screen fade-out from most doors. I'll probably look into chest darkness.
Player (34)
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
I currently use that patch, and no, it does not affect syncing. It does not affect the chest fadeout. I'll look into making a patch for that when I get there, and also one for the fire effects.
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.
Joined: 11/7/2012
Posts: 23
I'm guessing that chest darkness is handled by darkProc() in d_a_tbox.rel (treasure box?). A bit difficult to patch directly since it's in a relocatable module.
Player (34)
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
If you know something about this, a patch for that, and the heat effect in DRC would be amazing. I know nothing about it, so anything would be awesome.
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.
Joined: 11/7/2012
Posts: 23
The heat shimmer effect in DRC is basically a particle system anchored to the camera. Only way I've found of disabling it so far is by patching JPADraw::drawParticle (0x802690E0 in NTSC-J), but this disables every other particle system as well.
Player (34)
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
gngbng wrote:
The heat shimmer effect in DRC is basically a particle system anchored to the camera. Only way I've found of disabling it so far is by patching JPADraw::drawParticle (0x802690E0 in NTSC-J), but this disables every other particle system as well.
That should be good enough. I'll have on encode that splices together a bunch of different dumps with different patches on at different times. I'll have one base video without any patches, and just put them ontop of it, keeping the timing correct.
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.
Joined: 11/7/2012
Posts: 23
Turns out the heat shimmer effect is controlled by a class called daYkgr_c, rather than the more obvious dPa_kagero (kagerou = lit. "heat haze"), which is a different particle effect. daYkgr_c has a static member variable called m_alpha_flag. Setting it to 0 will cause the effect to fade out. Therefore: (offset is 0x803E9FFA in NTSC-J) Edit: apparently, this is already on the WW page on the Dolphin wiki. Welp!
Joined: 12/6/2008
Posts: 1193
Nice. Makes me look foreward to the TAS and amazing encodes even more. :)
Abahbob wrote:
That should be good enough. I'll have on encode that splices together a bunch of different dumps with different patches on at different times. I'll have one base video without any patches, and just put them ontop of it, keeping the timing correct.
I hope you are leaving the storage room in Earth temple alone, even if you get a patch for the chest darkness. That room just looks way too awesome with Medly's eyes glowing in the dark. But such a patch would be really cool for cabana deed skip. Also there might be a way to make a mkv that has the unpatched video as a baseline and the patched part on top of that, depending on which chapter list is selected. That would probably be the optimal scenario.
Player (34)
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
I'm tired of TASVideos and all the shit going on recently. I'll come back eventually for TWW stuff. Bye.
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.
Skilled player (1738)
Joined: 9/17/2009
Posts: 4980
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Abahbob wrote:
I'm tired of TASVideos and all the shit going on recently. I'll come back eventually for TWW stuff. Bye.
So...you care about the site?

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