I just want to say Thank you to everyone who is replying here.
And here's 4-2:
Link to video
I felt like I might explain this stage a bit, since many things are happening.
0:01
Right at the beginning, there is an Owl CS. By drowning Purple, the Links are in a different state and cannot trigger the CS.
0:12
Good old OoB. Basically leaving the other Links on the TV screen as Green enters the GBA screen, and then switching to them, resulting in clipping onto the upper area.
Since you were never intended to transition here, you end in a wall (and can actually softlock).
0:21
Obtaining the feather. You can actually skip it, but it's super slow.
The jumps are very precise (1 frame), which result in no sounds when jumping.
0:37
This canon is silly. You can only reach it every 2nd frame because of its up and down motion.
Sadly, jumping into it from below is 2 frames slower, but I didn't care. This is cool.
0:45
These "double" jumps are a bit weird and I really don't want to explain them right now. Just enjoy.
A lot of smaller skips with this trick. We do something similar in RTA runs. The mechanics are different, but in the end, you get another jump off the swamp area.
1:29
This trick actually skips a huge part of the stage where you need to obtain a bow and two small keys to obtain a moon pearl.
The item in the house is a power bracelet to lift the trees.
1:39
Note the beauty of this. By rolling and reuniting a couple frames later, Green cannot use his sword yet, but the reuniting Links can, resulting in a C-left spin attack while Green is still moving, collecting all the 50s and the 100, which requires a link carrying something to avoid the short "Gem get" CS.
1:42
Destroying the pot to lure the lights away. Usually you need to wait a cycle.
There are 2 trees, the right one contains gems I pick up in a similar fashion.
1:46
The boss screen. I choose this pathing because the prior attempt where I went diagonally had bad Ghost phases, and moving diagoanlly while switching Links is not really possible, resulting in a somewhat linear movement.
This saved 29 frames over the prior attempt with pseudo linear movement.
The boss itself is easy, once it gets near a light, you can attack.
It takes an eternity before you can attack though, except for the last hit.
But I got a good solution for that one~
Also, you cannot exit the screen until the boss is off screen, so I am not wasting a single frame.
2:30
When you do the midair attack really close to the ground and jump the next frame, you can do this.
Looks really cool.
Mandatory.
In case anyone read this, I hope you enjoyed it.
Finished 4-3 last night. About a minute faster than RTA, and this stage has no glitches used in runs. Shows again how insane micro management is in this game.
Link to video
In other news, the full run TAS desyncs in 3-1 as to different enemy behavior of one certain archer.
As of now I cannot fix it, but whatever I guess.
I finished my studies by showcasing my internship to my teachers, by doing so I got 2 nice job opportunities in Berlin, and now you post this TAS. There are two meanings in these signs: today is a good day, and Germany is wonderful.
Nice, congratulations!
Enjoy your stay I guess?
Yeah, I tried to fix things with two editors (Yaife and DTM Editor 1.6) but both seem to be unable to correctly read my (by now) 170k frames input file, so I cannot really do much. Maybe something will change again with more progress, these desyncs are kinda random, idk.
Zmaster and I recently found a new technique that greatly benefits the TAS (and RTA runs to some extend). A short summary can be found here
http://pastebin.com/HAeGik2L
To sum up, TAS can save over 5 minutes.
Significant changes:
Deathless 1-3 Barrier Skip.
In addition with another clip at the top the entire screen can be done in roughly 12 seconds. For comparison, dying once takes about 12 seconds. TAS dies here to perform old barrier skip......
Link to video
Also, there's a Small Key Skip now, which works in RTA as well. However, this skips bombs, which TAS did anyway, but is a bit inconvenient for RTA runs.
Link to video
Additionally, deathless Phantom Ganon skip is possible now as well (TAS only):
Link to video
2-2 Shadow Link (and pretty much everything else) Skip:
This is huge. Do Bow Minigame and leave. TAS only.
Link to video
2-3 Deathless Lamp Skip
As you might recall, the normal method requires dying 3 times. As already mentioned, dying takes a lot of time. Do it thrice, even more.
This saves ~50 seconds.
Link to video
4-1 TAS Bow Skip (more like Shovel Skip)
Another major thing. You can use the horses the intended way and then just skip the shovel.
Link to video
Yep, the desync is in 3-1.
That's why I said TAS is kinda screwed either way (though it might be possible to fix it per hand and a hexeditor).
I don't want to start over though.
Update:
The TAS will most likely be redone.
Currently I am still checking things in 1-1, which lead to the Firerod Skip.
Link to video
It's nothing huge, but skips the key and having to enter the house.
Requires octo manipulation though, which will be super painful, and in combination with manipulating gem RNG it is already super demotivating...
Also, my hands are troubling me, so progress may or may not happen at any time.
Redoing the whole tas is big enough. I don't think people will have any issue if you pass on too hard RNG manipulation. Many runs have been submitted with a good but not stellar RNG manipulation.
I suppose, but good gem RNG is required for certain routes, so I may or may not be lenient on this matter.
I am now using a special Dolphin build that has a (potential) desync warning, which should help with that.
Plus, I will be a lot more careful, since I don't want to start over again because of a desync.
Copied from the YT description:
You can use Enemy Clipping in combination with FMC and C-formation acceleration to drag Purple into the staircase area.
However, due to game mechanics any inactive Link will respawn if they are on the staircase.
Thus, it is necessary to clip all Links into the wall as Purple clips through. This is possible on one frame, and with a direction change, Green actually makes it into the loading zone to enter the GBA screen.
Since the boomerang is required, this merely saves time, as it only avoids opening the door and obtaining the firerod, plus 2 GBA transitions.
It's still something, if the octos can be put into position rather quickly.
Okay, actually managed to improve the Firerod skip.
You only need one Octorok for the clip, which makes RNG manipulation exponentially easier.
Also, skipping the GBA section by rolling over the 1 tile row, which is quite precise because of the drag back effect due to mechanics of this trick.
Link to video
1-1 has been redone.
Link to video
I figured it might be nice to have some explanations for those who care.
The major challenge in 1-1 is manipulating gem RNG, having a significant gem rain at the end (~980 gems required) and another rain earlier that is triggered by the switch.
Since TAS skips the firerod now, it also ignores the first Shadow Link, losing 100 gems over the old TAS.
Thus, a new gem source is necessary, which is realized in a gem spring from a grass tile which can be accessed with the boomerang and is allocated on the same screen as the switch.
I spent 10 hours on that screen until I found a satisfying result that was fast and gave a sufficient amount of gems.
The general problem with manipulating gem drops is that there are many factors that affect it, including the Links' positions and which Link is active.
This creates a huge problem, since trying to position the Links to catch gems makes the RNG change and leads to extremely different results (talking about a possible variance of hundreds of gems!).
Now, the new approach comes with general smoothness, if I may say so. Obviously I am a lot more experienced now than I was when I first started the TAS, which is reflected in this result.
The RTA timing is about a 1:28, which is roughly 31 seconds faster.
This huge improvement was possible thanks to new techniques, and as already mentioned, skipping the firerod.
Notable details in order:
0:06
Improved Link management, Red is cutting through the bushes while Green is moving.
0:12
Block Skip.
By reuniting while calling and canceling the formation menu, it is possible to clip in and through actors, and under special conditions, also in and through tiles.
This technique is called FMC (Formation Menu Clipping).
Here, the big block is actually an actor, so Purple can clip in. I use a jumpslash for initial momentum, then reunite and mash X to constantly interrupt the reunite process.
This slows Purple down, allowing him to start a roll before respawning next to Green, giving additional momentum to reach a particular spot where he can clip out by pressing X on a specific frame.
0:33
Firerod Skip
I use a stunned octo (an actor in a state that allows clipping if a Link is inside) and drag Purple into it by doing FMCs.
Then, he can be dragged into actual tiles. I use timed rolls that preserve Green's momentum during the frame between FMCs to move him to the other side.
60FPS is recommended for the full experience of this glitch.
0:41
The horrible RNG screen. If the Links get hit by the shock wave while in the switch CS, they will still receive knock out and will be stunned.
However, there's a small frame window to either avoid it completely or throw the rocks, which gives invincibility if thrown on a specific frame.
Since Purple has no item, he gets stunned, but picking him up cancels his state.
While collecting gems with Blue and Purple using the C-left spin attack and utilizing the boomerang, I am also getting the second gem source, then clear the path and move on.
Yep, this took 10 hours.
0:50
Green collects 20s in the water, then respawns next to Purple to enter the bridge to perform Out of Bounds.
Basically, the non-Green Links' position is stored on the TV screen because I separate them on the first possible frame when regaining control on the GBA screen.
Then, I can select one of them and reunite, which puts them on top of the bridge.
0:57
More boomerang action. Really nice gem management.
1:02
The other horrible RNG screen.
Defeating the big guy will spawn a 100 or 150 gem, so I manipulate a blue Gem (150), then smash my head against the wall, cry in agony,
jump out of the window from 2nd floor, crash-land, get up, enter the house, walk up the stairs, get back on my PC,
gracefully collect the gems that magically dropped from the sky in a sufficient amount, then leave the screen and store a roll before the 2000 Gems Cutscene starts.
Overall, I have been working on this stage for about 17 hours.
I hope you enjoy.