Joined: 5/6/2005
Posts: 141
yarbles wrote:
Hmmm, desyncs right at silver gauntlets now, whereas the previous WIP was working fine....gonna try again without fast forwarding and see if that helps
I went through the entire movie without hitting the fast forward key and it still desynced at the Silver Gauntlets.
Player (206)
Joined: 5/29/2004
Posts: 5712
Maybe GuanoBowl recorded too much without checking to make sure that the movie still worked.
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 8/1/2004
Posts: 143
Location: Colorado
Erm yeah, going back in the thread it looks like everyone is having the same problem. Dunno if it would be possible to hexedit the working part of the movie (with the savestate) to the first part of the movie?
mwl
Joined: 3/22/2006
Posts: 636
Sorry, GuanoBowl.
Maybe GuanoBowl recorded too much without checking to make sure that the movie still worked.
That's a rather harsh thing to say. It's also OUR responsibility to make sure the movies play correctly. I could have sworn the movie played past the owl, though--at least, it did on my initial playthrough. But now it's definitely desynchronizing. EDIT - The movie runs perfectly from the save state beginning in Link's House. So hex-editing is a possibility.
Joined: 11/11/2005
Posts: 43
I agree; the movie works PERFECTlY with the savestate.
Former player
Joined: 8/3/2004
Posts: 100
Location: Michigan, United States
kooz, maybe you want/need to see where he's going because you're not so familiar with this game?
Nah, I played this game to death when the N64 was still in full swing. I guess it would only be impressive to me if had done any OOT speedrunning. I have a hard time watching this for the same reason I can't watch Goldeneye 007 speedruns, and I played the hell out of that game too. I guess I just like to see where the player is going. *shrug*
Joined: 3/29/2006
Posts: 273
Location: Sweden
GuanoBowl wrote:
looks like im going to have to redo from the 2nd owl dialogue...when i jump it didnt kill me so damn damn damn damn
I wathced it and it was okay, you died and restarted in Kokiri Forest, then you went to lake Hylia...
Former player
Joined: 7/4/2005
Posts: 714
Location: Albuqueruqe, New Mexico
YautjaElder wrote:
GuanoBowl wrote:
looks like im going to have to redo from the 2nd owl dialogue...when i jump it didnt kill me so damn damn damn damn
I wathced it and it was okay, you died and restarted in Kokiri Forest, then you went to lake Hylia...
Can you playback the movie, make a save state in the necessary place (I think it was by Jabu Jabu) And send it to me and let me play it to see if I have made a bad .m64 file.
Change my sig. again, and I will murder your pet fish.
Joined: 3/29/2006
Posts: 273
Location: Sweden
GuanoBowl wrote:
YautjaElder wrote:
GuanoBowl wrote:
looks like im going to have to redo from the 2nd owl dialogue...when i jump it didnt kill me so damn damn damn damn
I wathced it and it was okay, you died and restarted in Kokiri Forest, then you went to lake Hylia...
Can you playback the movie, make a save state in the necessary place (I think it was by Jabu Jabu) And send it to me and let me play it to see if I have made a bad .m64 file.
I tried, but now it doesn't work anymore! You started doing odd things after the owl... there is something odd going on here...
Former player
Joined: 7/4/2005
Posts: 714
Location: Albuqueruqe, New Mexico
im just doing a redo on it from the owl scene. Hopefully it will work out.
Change my sig. again, and I will murder your pet fish.
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
It totally has something to do with the game/owl area. It seems like there maybe a random possiblility of the owl doing something different which, in theory, makes a demo of this not possible to be the same? A demo only records what you input, right? So, if the game randomly desides to change it course of action, then you doing the same input for that would result differently. Idk, something is definitly messed up, though. I get the non-death result, but i will keep replaying and speeding up to get to that part to see what happens when the owl flys away.
"I think we can put our differences behind us... for science, you monster."
Player (87)
Joined: 2/10/2006
Posts: 113
Location: US
Desyncs are caused by a couple possibilities: The emulator depends on how fast something is rendered or calculated--this is why plugins are really important, as they affect the timing. More accurate emulation should decrease the dependency on your computer's timing, and instead simulate the N64's timing. But accurately emulating the N64 is very difficult. (Compare to the NES, which is accurately emulated, and the movies basically never desync) Or, some variables are not initialized by the program, or not saved by the savestate. This is not necessarily a bug, since a real N64 could read from uninitialized memory. But for making movies, this is bad, since uninitialized or unsaved data is unpredictable! Anyway I hope these problems don't frustrate you too much, because seeing a TAS of this game would be a real treat!
Use the force
mwl
Joined: 3/22/2006
Posts: 636
Hmm. Well, desynchs happen quite a bit in Doom TASes, too. Especially those recorded in MBF.
nfq
Player (94)
Joined: 5/10/2005
Posts: 1204
Usually when making a movie, we have Raw data UNchecked since it can cause desyncs. So why play this with Raw data checked?
DemonStrate wrote:
It seems like there maybe a random possiblility of the owl doing something different which, in theory, makes a demo of this not possible to be the same?
There is nothing random in games... or at least, that's what the FAQ says.
Joined: 12/1/2005
Posts: 107
Could someone make an avi, so that everybody can watch the run without problems?
Player (35)
Joined: 12/18/2005
Posts: 250
Finally had a chance to see the OoT run, and I must say it's VERY impressive. I have to wonder though, why the backstepping? Unless it's faster, I think it'd be better (both visually and TAS-wise) to sidestep it all or just run forward, although I admit it is funny when you run backwards through a lot of stuff. Still, it did get a little bit boring watching you just backpedal your way through the Desert. Like everyone else here, I had de-sync problems playing it normally, until I realized I needed raw data to be checked, which proved fine up to the Silver Gauntlets, which is apparently where everyone is having desynch problems. A very nice run so far, so keep up the good work Guano!
我々を待ち受けなさい。
Joined: 1/3/2006
Posts: 334
walking backwards IS the fastest method ATM (unless someone finds a omfgzsoopabewst-glitch^^)
Joined: 3/29/2006
Posts: 273
Location: Sweden
Yep, backwalking is the fastest way to move, much faster than anything else. Not using it would be a crime. :X
Mitjitsu
He/Him
Banned User
Joined: 4/24/2006
Posts: 2997
But side hopping is faster up an incline and if you need to move imeadiatley in a forward direction after backwalking then you should do a backflip at the end so you can maintain the momentum.
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
nfq wrote:
Usually when making a movie, we have Raw data UNchecked since it can cause desyncs. So why play this with Raw data checked?
I think GuanoBowl started with it checked and didn't want to start over. It does seem to cause some unreliability... The pause screen issue is possibly a bigger problem, though.
Luke wrote:
this is why plugins are really important, as they affect the timing
The plugins weren't designed to be able to do that. The timing is determined by the emulator core, not the plugins. This is one game where the graphics plugins can affect the timing (only at pause screens), but that's most likely a bug in the emulator core and not the fault of the plugins.
Former player
Joined: 7/4/2005
Posts: 714
Location: Albuqueruqe, New Mexico
Alright, Im up to the fishing pond and im going to replay the entire movie from frame 0 to see if it registered my death. EDIT: WOOHOO! Owl didnt mess up and neither did the death. Looks like im back in business. Ill submit once Im done with Jabu. Ill use a save state once entering the Fishing Pond because I know you guys dont want to watch me walking all over the place.
Change my sig. again, and I will murder your pet fish.
Joined: 3/29/2006
Posts: 273
Location: Sweden
I'm so glad that it worked for you now. :D Just remember to use this in Jabu-Jabu: http://www.youtube.com/watch?v=AHFTpDHHVXk
Former player
Joined: 7/4/2005
Posts: 714
Location: Albuqueruqe, New Mexico
I dont uderstand how bomb boosts work. I know you press z and r to let go of it and it will explode but how does it show 2 explosions? Is another bomb pulled out?
Change my sig. again, and I will murder your pet fish.
Joined: 3/29/2006
Posts: 273
Location: Sweden
GuanoBowl wrote:
I dont uderstand how bomb boosts work. I know you press z and r to let go of it and it will explode but how does it show 2 explosions? Is another bomb pulled out?
Just 2 bombchus. The only thing the first one is good for is making you jump and damaging you. In the air (almost immidiately after you jump), pull out another one and Z+R drop it. Then press B to jumpslash. I suggest making a save-state there and practicing.
Bp_
Joined: 11/30/2005
Posts: 81
Location: Quebec
YautjaElder wrote:
I'm so glad that it worked for you now. :D Just remember to use this in Jabu-Jabu: http://www.youtube.com/watch?v=AHFTpDHHVXk
Hey, can I ask you why you don'tlose bomchu when you do your jump? Is it caues you're using the "game shark" thing ?