Couldn't you just TAS OoT using the GCN rom on Mupen? That way we can make a defence that the gitch is supposed to work on that version during the submission process.
It would seem it gives the impression that it's okay to break the rules at will to get a faster time, so long as it's a popular game and/or one's a well-known TASer.
Thats probably more or less the case in this instance, as the admins need to think about their ad revenue.
Here's the thing, we all accept that the WW glitch with FW isn't possible to do on a N64, because it crashes the game. This argument isn't on the same level as what rom,language is used, or even artificial restrictons the run imposes on itself. If its not theoretically possible to reproduce the glitch on orginal hardware, assuming you were to program a bot to replicate the same inputs then it shouldn't be allowed, because that would make the run *fake* from my point of view. However, one method that could be used is to use the GC rom (the one that has the red button on B) and publish it as GCN movie and ignore the fact that the run was TASed on Mupen.
Don't worry people who want it published. Adelikat has pretty much confirmed his intention to publish the run a couple of days ago and I'm all for that, but I do think the justification used by much of the ZSR community has been somewhere along the lines of...
I'm assuming this is a serious question. It is hard to address your point, because I'm not entirely sure what it is. Thus, I can really only address the examples. Is there a legitimate reason for using the (J) ROM for SMW or SM64? I'm pretty sure the SM64 speedrunning community still uses the (U) ROM.
Congratulations on finishing your run Swordless. When you started working on your run I didn't think you'd be capable of doing such a long and complex task; not until 2015 anyway. I was surprised by how much stuff I saw that I didn't know about, especially the clips in the Adult segment. Hearing "Green Hill Zone" at the end of the light trial was my favourite part of the run.
AngerFist wrote:
I urge the staff of Tasvideos to be brave, true and honor the rules. This man deliberately broke the rule, just to mess with the site because of his childish attitude and refusing to understand the debacle with Abeshi situation.
Since I knew this submission was going to get reponse like this I decided to bide my time until someone said something along those lines. For the last year or so I've been having a war of words on IRC with the Zelda Speedrunning Community as to why they shouldn't be using the J version. I've known for many years how much of a text speed advantage both MM and OoT have. I was suprised how much they were blown away by this advantage a year or so ago. The thing is this does have a minor effect on the route choices that were made. After all would SL have gotten the fairy ocarina had this been on the regular U version? Probably not, because the cutscene would normally be about a minute longer making it faster to go into the Lost Woods and use a superflip off the Deku Shrub. Unfourtunatly Angerfist, accepting Abeshi's run a couple of years back has created a prescedent for accepting bad quality runs as long as they're an improvement and faster than the current WR, and for accepting runs regardless of what version or language is used as long as its faster. Obviously, the run is clearly of a superior technical quality than the current run we have published and that alone for me regardless of what I've just said to you is enough to see this run obselete the current run. In future I would urge whose ever making an improvement to take careful note of the frame counts in each area and ignore text and cutscenes.
Someone could 1up SL next time by using the v1.2. rom which contains less lag :-D
The hack looks well made, but I couldn't bare the thought of watching another 0 star run. The only way I can see the run being accepted is if it collected all the stars. Personally, if I think it would be best if someone was to create a hack that comprised of several varied obstacle courses. That way you would be seeing most of what the hack has to offer.
Yes this site does have stupid rules left and right, but what interest me right now is how something can be considered not legit when it works on most iterations of the game on real consoles. And how it is a better idea to use an emulator in another emulator instead of just straight up using an emulator.
I can't help but feel like you're missing a rather obvious point here. If it doesn't work in the N64 version of the game on console then you shouldn't use it in a TAS of the N64 version of the game. It's not rocket science. If you think that's a dumb rule, then you're obviously unaware of what the site is for and should probably read up on it.
This isn't relevant to this run though, but emulation inaccuracies like that lead to rejected runs, a.la SML2.
It is an emulator inaccuracy which causes the glitch not to work; not the other way round. We had the same issue a few years back relating to the dokashira glitch in Pokemon Green.
It's of little relevence how much discussion happens in this thread or any other parts of the site. As we'll be subjected to the same arguments in the form of a 6+ page discussion when the eventual run is submitted months down the line.
I remember reading through a site (can't find the link) a few years back which disassembled an OoT rom proving what was done here is more than possible. However, it was always assumed that it was impossible to be manipulate these addresses.
Does the trick involve using that specific fire warp?
I can see some logistical route planning nightmares coming up. After all, you need to beat the Forest Temple to be able to do BA and you need to do the egg timer glitch to avoid having to sit through one of the longest cutscenes in the game.
EDIT: It turns out using the DC warp is the fastest.
Awards should be kept to a minimum and be meaningful. The last thing you want is to create a Boxing like situation where you have a bunch of paper champions.