Joined: 12/12/2004
Posts: 158
mwl wrote:
Has anyone figured out what to do to get rid of the long pause in loading the status screens? Copy framebuffer to RAM or something?
Yes, that works, but when you try to play it on your computer it's really really slow. About 10 times slower, I think. So if you can fast forward though the game and get about a 3x speed from it, you'd have about a 30% max speed with that option on. So it's definately not something to be considered for a testrun, and the only way to reasonably watch it for most people will be through an avi.
Former player
Joined: 7/4/2005
Posts: 714
Location: Albuqueruqe, New Mexico
mwl wrote:
Oh, and before I forget, find a good place to get 50 Rupees (20 for fishing and 30 for bombchu bowling.) If you could somehow get all three red rupees from the Anubis in Spirit to appear outside the fire, that would be great. Has anyone figured out what to do to get rid of the long pause in loading the status screens? Copy framebuffer to RAM or something?
Im pretty sure he will give me 60 Rupees. I just got to hit him in the fire at the right place so they will all go to 1 place or all stay on the platform.
Change my sig. again, and I will murder your pet fish.
Former player
Joined: 7/4/2005
Posts: 714
Location: Albuqueruqe, New Mexico
Will this save time: Instead of getting the key in Spirit Temple, can you get the key from defeating one of the Guerdo Guards and use it in the Spirit Temple? If so, would this save time?
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Joined: 12/12/2004
Posts: 158
Hmm, that's an interesting thought. For most of the dungeons the key counts are different, but since the game would expect you to get all the keys in the fortress and use them all before going into the Spirit, it may count all of that as one dungeon. So it might be possible. I'm also thinking that th key count might overlap between the Spirit Temple for child and adult. I doubt that would help with anything, but you never know. There's also a good chance that none of it overlaps, so yeah, we'd need to test it out. =P
Former player
Joined: 7/4/2005
Posts: 714
Location: Albuqueruqe, New Mexico
cause If I got 2 keys in the Fortress, then I would not need to do any puzzles in the Spirit, this could save time or could not.
Change my sig. again, and I will murder your pet fish.
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
GuanoBowl wrote:
I also use Zelda v1.2
What the hell? Why?
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
mwl
Joined: 3/22/2006
Posts: 636
What the hell? No, you cannot do that. The number of small keys you have is stored as a separate variable for each dungeon. Besides, I think someone has mentioned that entering the Thieve's Hideout as a child will cause your game to freeze.
Former player
Joined: 7/4/2005
Posts: 714
Location: Albuqueruqe, New Mexico
K, will continue from Fortress.
Change my sig. again, and I will murder your pet fish.
Joined: 3/4/2005
Posts: 28
mwl wrote:
Besides, I think someone has mentioned that entering the Thieve's Hideout as a child will cause your game to freeze.
No way... How could you get the 37th heart piece then? It doesn't make it freeze, don't worry about that
mwl
Joined: 3/22/2006
Posts: 636
I don't know; I never bothered to verify it. But keys don't carry across dungeons and that is a definite fact.
Former player
Joined: 7/4/2005
Posts: 714
Location: Albuqueruqe, New Mexico
Okay, new WIP to Desert. The text starts to appear at frame 83995. So Im 20 frames better than what I thought I had. If anyone knows what frame I enter the Desert at in my last run, post up!! I usually mark a spot where something visible like text or cutscenes. http://www.yousendit.com/transfer.php?action=download&ufid=BC61A0DB75D36D2E Here you go, Im watching it right now to see if anything desynch'd, if not, on to the ST
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Joined: 6/19/2005
Posts: 180
It desyncs for me right before the start of the desert area. If I have Raw Data unchecked, it desyncs almost immediately (the name is I instead of J). Any particular reason that it's doing this? o_o EDIT:
Andypro wrote:
Desyncs for me right at the Gerudo Valley chicken ;(
Then it's not just me.
Joined: 5/24/2004
Posts: 262
Desyncs for me right at the Gerudo Valley chicken ;(
Former player
Joined: 7/16/2004
Posts: 108
Location: Germany, Bremen
Just wanna say that I don't have any problems with the movie. It plays correct until haunted wastelands. I've used v1.0 with raw data checked. The movement looks smoother now, keep it up like this ;) !
.:| www.superplayers.de |:.
Former player
Joined: 7/4/2005
Posts: 714
Location: Albuqueruqe, New Mexico
seems to work fine for mine, sorry about you others that it seems to desynch for. Just wait for the avi's :) How many backwalks should I do in the Wasteland? My last one had 6 I think, and from what was said earlier, it can be done in 5. 1. Across quicksand 2. After quicksand 3. To poe route 4. Halfway in poe route 5. Barely enough to reach the DC. Also, my angle will be a tad skewed from my previous run into the Spirit Temple. This should take away those sidehops and save 2 seconds at least. EDIT: Doesnt work, the angles of going off and ending up at the beginning are too wide.
Change my sig. again, and I will murder your pet fish.
mwl
Joined: 3/22/2006
Posts: 636
When I load the movie from the start of the Gohma battle using the save state, it plays until the Haunted Wasteland with no desynchs. However, when I play from the very beginning, the movie desynchs when you grab the chicken in Gerudo Valley (around frame 80,700 or so.) You fall into the river and get carried off to Lake Hylia, where the tektites kill you.
Active player (406)
Joined: 3/22/2006
Posts: 708
Yeah, desynced for me too. How weird. The previous versions worked fine for me. Are you playing it back from the beginning or from a save state?
Joined: 6/19/2005
Posts: 180
Ok, loading it up from the save state at Gohma... -.-; Right. Problem is that when I load a state, it starts recording. How do I fix this?
Joined: 12/12/2004
Posts: 158
IMPblackbelt wrote:
Ok, loading it up from the save state at Gohma... -.-; Right. Problem is that when I load a state, it starts recording. How do I fix this?
Check the Read Only box when you playback the movie, though you'll have to redownload it first.
mwl
Joined: 3/22/2006
Posts: 636
You still don't know how to load a movie properly using a savestate? Delete all .m64's and .st's in your Mupen dir. Redownload save.zip from Guano. Load up the ROM and wait for the N64 logo to appear. Go to Utilities -> Movie -> Start Movie Playback (or Ctrl+Shift+P) Check the "Open Read-Only" box at the top. Wait for the N64 logo to appear. Go to Run -> Load As... (or Ctrl+L) and select the .st file you wish to load.
Joined: 6/19/2005
Posts: 180
Open Read-Only? That's how it works... I see. Thanks. I already redownloaded it, I just kinda have to learn as I go. Less and less of a noob every day, right? ^^ EDIT: I just remembered a funny little time-waster someone showed me a while ago. Apparently the tectite-spider thingies have a little glitch in them. If you use the hammer to flip them over and they slip over water, then hammering the ground to flip them again will send them straight into the air, legs up. It's hilarious to watch, especially if the moon is perfectly aligned in the sky. :P WHAM! POW! TO THE MOON!
Former player
Joined: 7/4/2005
Posts: 714
Location: Albuqueruqe, New Mexico
Waka-Waka. Hey, up to learning the RoS. MWL, you say it can sound like a blur, give it a shot, I sped it down to 5% and cant figure out how to make it go fast. There is like 1 second from the save state where the RoS is to play for you, GL. http://www.yousendit.com/transfer.php?action=download&ufid=F35B8CE229A74077 Wow, Im really getting tired of Desynch. Esp. when I've checked it before and it worked fine from that point. Im seriously thinking about quitting. There is no point in continuing if I'm going to desynch everytime I grab the god damn chicken.
Change my sig. again, and I will murder your pet fish.
Joined: 3/29/2006
Posts: 273
Location: Sweden
Shouldn't you be using frame advance when playing ocarina songs? I'm no TAS expert, but it seems like a good idea to me.
Former player
Joined: 11/13/2005
Posts: 1587
YautjaElder wrote:
Shouldn't you be using frame advance when playing ocarina songs? I'm no TAS expert, but it seems like a good idea to me.
Using frame advance is good in every situation.
mwl
Joined: 3/22/2006
Posts: 636
Well, this is the best I can do: http://www.yousendit.com/transfer.php?action=download&ufid=B2F798B91DE8AA89 I played the song in 50 frames, a 30-frame improvement from what you did in your previous run. And it's not really a blur. I don't know. I was a bit exaggerating when I used that word, but it also seems that I can't play songs as quickly in Mupen as I can in Proj64 (by about 10 frames max. depending on the song), even using the same key assignments. I used the keyboard for inputs and assigned * Down arrow for C-down (F) * Left arrow for C-left (B) * Right arrow for C-right (A) * Up arrow for C-up (high D) * NumPad-1 for the A button (low D). To play this song I moved the A-button to left arrow so that I had easy access to all keys.