Posts for Bloobiebla

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Experienced Forum User, Published Author, Player (155)
Joined: 4/7/2008
Posts: 217
zdude255 wrote:
I've gotten used to the slow menus. But hopefully Mupen64Plus should resolve this soon. What I really want is a Zelda rom that zeroes out the beeping sound for near death. EDIT: One question though, would it be possible to manipulate bombs from the Stalfos aboard the Shadow Temple ship? This would save a bit of time cutting grass after the temple itself, maybe a second.
Tried for quite some time and i'm pretty sure stalfos can't drop bombs. Most of the time it's rupees or deku nuts Unfortunately our any% is so slow it's actually slower than this run :( Well actually 20 minutes faster
Experienced Forum User, Published Author, Player (155)
Joined: 4/7/2008
Posts: 217
I run Vista so i think i may know what you are talking about. The problem might be that you have Direct64 in your plug ins, because that causes an error message when you close Mupen for some unexplainable reason. I don't record using Direct64, so it's easier for me to keep Direct64 outside of the Mupen folder when I'm not using it so I can avoid the annoyance of the error message.
Experienced Forum User, Published Author, Player (155)
Joined: 4/7/2008
Posts: 217
I have never heard of this game but this run left me very confused and entertained. Fantastic run and looks like a ton of work was put into this, yes vote.
Experienced Forum User, Published Author, Player (155)
Joined: 4/7/2008
Posts: 217
Therealssjlink wrote:
Well, I can't get this to run at the moment, but I only have one question: Has the pause emulation glitch been fixed yet? The one where it goes balck for a few seconds and lags.
Hexing out the pause lag was attempted, but sadly it causes manipulation problems. Also, hexing of any area in the game has been concluded impossible with OoT because it affects manipulation of lag while entering a new area, causing a desynch, and also destroys manipulation of parts even way later in the run. Thanks a ton to those who have posted and voted yes. I love to hear your positive comments seeing as how much time/work was put into finishing this run
Experienced Forum User, Published Author, Player (155)
Joined: 4/7/2008
Posts: 217
Arthur42Wonko wrote:
Very nice prewiew of the run. I'm looking forward to it's release. And I wondered: Shouldn't it be no pause delay in this TAS? I thought this problem had been solved in the TASes of Swordless Link and Bloobiebla thank to the new mupen. Or will the pause delay be edited out a the end of the run.
They will be attempted to get hexed out, but there's only a small chance it will work. Also, hexing of certain areas of the child section are hopefully going to be hexed, but there's no guarantee for that to work either :[
Experienced Forum User, Published Author, Player (155)
Joined: 4/7/2008
Posts: 217
That was awesome in every way Only dissapointment was how long it takes to commit suicide in Yoshi's BTP Definite yes vote
Experienced Forum User, Published Author, Player (155)
Joined: 4/7/2008
Posts: 217
Swordless Link wrote:
I think it's possible to get past the waterfall without the cucco or the song, but by the time Bloob realised this, he was well into the adult section.
Yeah, superflip
Experienced Forum User, Published Author, Player (155)
Joined: 4/7/2008
Posts: 217
XIF wrote:
Bloobiebla: are you using an actual joy stick for the analog movements or something else? Always wondered what the preferred method for TASing n64 games was.
I use the TAS input plugin for directions, and i use a classic n64 controller for the buttons, since it can get annoying to click all the buttons on the plugin. The controller also helps test things that need testing. With that said, the controller analogue isn't used for inputs
Experienced Forum User, Published Author, Player (155)
Joined: 4/7/2008
Posts: 217
The trials seem to be going to well, so the run should be complete by mid-September at the max... thanks a lot for the support for all of you who are supporting
Experienced Forum User, Published Author, Player (155)
Joined: 4/7/2008
Posts: 217
I was hoping to get a chance to AVI one of the temples earlier on, but I kept forgetting about it, haha. It depends on how long these trials take.. if it's taking a really long time then i may post an AVI of something, we'll see. Otherwise, it just seems too close to finishing to post a worthwhile WIP
Experienced Forum User, Published Author, Player (155)
Joined: 4/7/2008
Posts: 217
Smallmuck wrote:
How the runs are going? All temples and stuff.
The run is going great thanks... I'm currently at Ganon's Castle and doing the trials but a few major desynchs since the Spirit Temple have resulted in losing a lot of work and are slowing me down. I also think there are going to be a lot more desynchs coming before I finish Ganon's Castle so it's hard to say exactly when it will be finished, but i expect sometime during next month it should be done
Experienced Forum User, Published Author, Player (155)
Joined: 4/7/2008
Posts: 217
........Holy crap... that was sexy A definite yes vote from me for being the most entertaining run I've seen, despite never seeing this game in my life
Experienced Forum User, Published Author, Player (155)
Joined: 4/7/2008
Posts: 217
adelikat wrote:
Samoht wrote:
Angry video game nerd theme on OoT
Lol, I really wish there were some wait times in a TAS where this could be done :)
I would totally do that in my run if using the ocarina didn't pause your surroundings... damn that would be awesome.
Experienced Forum User, Published Author, Player (155)
Joined: 4/7/2008
Posts: 217
Swordless Link wrote:
Mountain Village >> Goron Village: http://www.mediafire.com/?mgctbj2c1y9
That was sexy
Experienced Forum User, Published Author, Player (155)
Joined: 4/7/2008
Posts: 217
chaosv1 wrote:
Bloobiebla wrote:
okaygo wrote:
How goes progression with the current runs.
It is going very nicely. A lot of hexing is needed to be done but a lot of progress has been made. Sadly, a WIP won't be able to be seen until all hexing is completed
So the pause stuff can be hexed out and fixed?
Theoretically it should work fine, but it hasn't been tried yet and if not then i'll just continue on with the pause lag. More optimal stuff in the child route is hopefully gonna be hexed in before hexing the pauses though
Experienced Forum User, Published Author, Player (155)
Joined: 4/7/2008
Posts: 217
okaygo wrote:
How goes progression with the current runs.
It is going very nicely. A lot of hexing is needed to be done but a lot of progress has been made. Sadly, a WIP won't be able to be seen until all hexing is completed
Experienced Forum User, Published Author, Player (155)
Joined: 4/7/2008
Posts: 217
chaosv1 wrote:
Just out of curiousity, does the fix correct the problem of the background of the pause screen always being either link's house or the store? Also a couple of questions about bloobiebla's run, 1) In the spirit temple, why do you backwalk to the small key chest instead of sidehopping? 2)Also in the spirit temple, when you do the sideways megabackflip to get back over the gap, it moves you away from the door. If you instead did a backwards megasidehop, it would move you closer to the door saving some frames. Is this oversight, or was there some reason behind this?
1) It is the same situation as with Mido, after the floor text, the game doesn't let you sidehop for some odd reason. 2) A megasidehop can't clear the gap :( Anyways, that section is going to be hexed more optimally along with a few other parts of the run.
Experienced Forum User, Published Author, Player (155)
Joined: 4/7/2008
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Aqfaq wrote:
adelikat wrote:
Believe it or not, some people know very little about oot! :o
What's oot?
Ocarina of Time
Experienced Forum User, Published Author, Player (155)
Joined: 4/7/2008
Posts: 217
This run is polluted with horrible suboptimizations >_>. I am not going to mention all of them, because they are fairly obvious, even to those that aren't knowledgeable of OoT. The constant suboptimizations (bad angling, long delays between angle changes, delays between sidehops, etc.) can be blamed on the fact that .......... *drum roll*....... you didn't use the TAS plugin?!?!? I would actually feel bad for you, assuming you manually found the correct angles without the TAS plugin, but you didn't :(. Here are just a few things that really bugged me: 1) Why didn't you get a bomb drop while you were at the graveyard? That way you could have superslided out of Kakariko, and not have had to of twice backwalked across Hyrule Field (the most obvious). 2)If it weren't for the sub-optimizations, you could have completely eluded that horrible beeping sound. Jumping off the house in Kakariko could have been optimized into a sidehop on the stairs, avoiding taking damage. 3) Mashing A during the texts not only constantly shows the blue arrows (wasting 3-6 frames), but it also occasionsly freezes up text windows (wasting about 2 seconds). 4) The amount of delay before beginning movement after entering an area, and also the horrible angling, leaves me to believe that you could have saved time by just mashing A and rolling everywhere. All of these unoptimized runs are a disgrace to OoT. This obviously doesn't meet the quality guidelines, or entertainment guidelines of a TAS. I'd much rather wait a few months for an optimized run of this game, than to see this or any other of the attempted OoT runs published on the site >_>. Practice using frame advance, and introduce yourself to the TAS plugin and I guarantee that you can produce higher quality runs. Maybe with the release of the coming upgraded Mupen we can see a newer, more polished run from you. Voted no
Experienced Forum User, Published Author, Player (155)
Joined: 4/7/2008
Posts: 217
It's an all jewels/trials run without any use of RBA/BA. Completing the dungeons/temples with the correct child/adult is faster regardless. The Minuet of Forest cut scene wasn't skipped, since it was faster to just not skip it due to circumstances. The Beloro of Fire cut scene was obviously skipped, but I don't think any other cut scenes that I will be activating after that are skip-able. I know they're annoying >_>, but that's where the fast forward button comes in handy Also getting the OoT is necessary, since the Song of Time is needed throughout the temples.
Experienced Forum User, Published Author, Player (155)
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Posts: 217
bkDJ wrote:
Out of curiosity, since you have some down time waiting for nuts in the 2-3-1 room, would doing the dekustick jump slash in there (to save the stick from breaking) keep the crouchstab charge in the next room? Not really a timesaver question but a game mechanics question.
Tested it and it doesn't seem to work =\. Would have been a timesaver though.
Experienced Forum User, Published Author, Player (155)
Joined: 4/7/2008
Posts: 217
Progress on the any% run is currently on hold.. he's waiting for the new Mupen64Plus to be ready, which has the pause bug fixed.
Experienced Forum User, Published Author, Player (155)
Joined: 4/7/2008
Posts: 217
Here's a TAS I did for fun of the Deku Tree/slingshot skip http://rapidshare.com/files/118903907/Deku_TreeTAS.rar.html This could be improved by a few frames if the Skullwalltullas had better placement. I wasn't too serious about this run though, so i didn't really worry about it. Also, in order to watch it, make sure the 2 files are in the same folder
Experienced Forum User, Published Author, Player (155)
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Haha this is annoying, I just like testing different types of walking and seeing which is fastest. This debate could go on for a long time. I'm sure it differentiates constantly.
Experienced Forum User, Published Author, Player (155)
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Sidehopping is faster for short distances since the time to set up a backwalk/reach the level of speed faster than sidehopping takes more time for small areas. Also angle changing from backwalk to backwalk or from backwalk to sidehop takes more time than from sidehop to sidehop. Backwalking is faster than sidehopping for long, flat stretches since the time wasted accelerating is eventually made up for, therefore a superslide would be used. It just takes a lot of testing in certain areas and it IS being used occasionally. EDIT: Also on hills, sidehopping is the fastest over backwalking no matter how long or short the stretch is
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