Posts for RachelB


RachelB
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I remember his claims that a Wind Waker TAS would just be impossible whilst it is being worked on right now
To be fair, at the time it was not known just how well dolphin syncs after the save state fixes. Two weeks before he said that, it would have been silly to even consider tasing a 4+ hour 3d game. But now? It's barely worth the time to check for desyncs.
RachelB
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rog wrote:
So, i started working on tasing zelda TP using 3.0-470 (the one i posted before), and got a desync. After moving to a new area, i pulled out my sword right away before rolling, so i could do a jumpslash later. When i played it back, link simply rolled away, without drawing his sword. So i went back, and redid that part. I then played it back, and it desynced exactly the same way. Interestingly enough though, both movies played back perfectly in 381 tas-input. I cannot even imagine what would cause it to not playback on the revision i recorded it with, but work fine on a completely different revision. Anyone tasing with the revision i posted before, do be aware there may (or maybe not) be issues with it.
If anyone cares, i tried it again, and it syncs fine now on 470. No idea why it desynced before, but definitely glad, since there's a fix in it for TP that would have been extremely annoying to do without.
RachelB
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darkszero wrote:
Just to be safe, have you watched Paraxade's run? I'm not up to the TP speedrunning, but since the earlier parts are really old there's some chance new route's been found.
As well as ing-x's RTA done a few weeks ago, yes.
RachelB
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78a20e625681b3455a920c07850488a8 is the md5 of my scrubbed, but uncompressed iso. The issue is probably dsp lle recompiler. This will not synch using dsp HLE, and the only way to (legally) use the LLE is to dump a file from a wii/gamecube. He mentioned an error about this in the encoding forum, so my guess is that he didn't fix it. Guga, check that the md5 of your dsp files match what i posted in the other thread. If they don't, either redump them, or if you can't, pm me.
RachelB
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Acheron86 wrote:
Do you have any ideas that you want to try that depart from the known routes or rely on tricks not realistically possible in real time? I know the Zelda tricking community broke this game pretty well, and I don't remember reading anything about possible TAS-only strategies...
I haven't really looked into it yet. There are a few small things i plan on trying, but nothing significant. So far i've done up to where you first become a wolf. There definitely should be no way to improve the route before the forest temple, so i plan to do that, and then investigate possible changes as i go. If you have any suggestions, i'd love to hear them.
RachelB
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CoolKirby wrote:
I know I probably sound stupid asking this, but what exactly does a Deku Nut do when thrown during RBA? Is it just another item that manipulates memory, like bugs in a bottle?
http://zeldaspeedruns.com/oot/ba/bottle-adventure See item amount BA. It allows you to set your B item after using BA based on the amount of the item you have. In this case, you need a fish on B to point to the deku nuts. Farore's wind is item 13, so you'll need 13 deku nuts when starting the LA cs to get it.
RachelB
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Honestly, i can't even imagine how he got 15.43 in real time. These goats do NOT cooperate. If your angle is even a little off it will frequently cause them to run off to nowhere, and make it impossible to get less than 20 seconds. If you hit A at the wrong frame, they'll casually stroll towards the barn, instead of running, again, making it impossible to get a decent time. And even if you get everything perfect, they very often will just refuse to enter the barn in a reasonable time. I've seen the tiniest of changes in angle at the very end turn a 15.33 into a 17.5. This wasn't too bad for tasing, since it only takes a minute to retry the last second a dozen or two times, but in real time, it'd be an absolute nightmare. I believe it took me around 2 hours just to tie his record, and 2-3 more to beat it.
RachelB
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I think i'm done with these goats. This is a huge waste of time. I've already spent 15 hours on them, and the best i've got is 15.27. 10 hours ago i had a 15.33. I optimized the first half almost perfectly, and it still made almost no difference in the final time. Of the first 12 goats i pass, i get 11 of them directly into the barn right away, and the 12th runs to a perfect spot so i can get him later (it's impossible to get him into the barn at the start). And it doesn't even matter. It still ends up taking just as long for the remaining ones to go in as it did before. I don't think sub 15 is going to be realistic after all, and it's just not worth the time to keep redoing this just to save another frame or two. It's just way too difficult to optimize this. Also, wtf, the timer jumps up by .09 in a single frame at the end (the frame AFTER the last goat is counted) <_< Link to video
RachelB
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I know the revision I'm working on, 3.0-305 "more-save-fixes", is stable, whereas people have begun reporting problems with the recommended "TAS-input" revisions.
I don't think such problems are limited to the tas-input revisions (other than the few crash on starts some people had, which have been fixed), it's just the revision that is being used right now, so obviously no one is going to have a problem with a revision they aren't using. I tased muramasa in both 305 and 378, and had no issues at all with either one.
RachelB
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I don't think any luck manipulation needs to be done before it starts. My best time so far is 15.33, which beats the real time WR by .11 secs, but it can definitely be done in under 15 seconds. I spent around .4 seconds waiting for the last goat, which is definitely avoidable by getting more of them inside the barn sooner. It's just a huge pain in the ass to get them to cooperate.
RachelB
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These goats are going to take months to get right...
RachelB
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I've been working on it most of the day actually. The beginning is definitely fine.
RachelB
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Yes.
RachelB
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That won't make any difference, tas-input is the same as more-save-fixes, except it has an improved tas input. I'd double check your settings, and then record it again; you got a desync.
RachelB
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NamiNami wrote:
When I start recording and I choose random CPUs they're Zelda and Roy but when I play the recording they are Yoshi and Bowser. Wut?
Are you using these settings?
RachelB
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So, i started working on tasing zelda TP using 3.0-470 (the one i posted before), and got a desync. After moving to a new area, i pulled out my sword right away before rolling, so i could do a jumpslash later. When i played it back, link simply rolled away, without drawing his sword. So i went back, and redid that part. I then played it back, and it desynced exactly the same way. Interestingly enough though, both movies played back perfectly in 381 tas-input. I cannot even imagine what would cause it to not playback on the revision i recorded it with, but work fine on a completely different revision. Anyone tasing with the revision i posted before, do be aware there may (or maybe not) be issues with it.
RachelB
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Zora armor was the only obvious thing. I'm fairly certain it's a lot faster to skip it. Everything else looked ok for a tas, but i can't be certain.
RachelB
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Don't think that will work for a tas, but is definitely a great start. Skipping zora armor is faster than getting it, right? Is there anything else of significance that should be changed?
RachelB
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ThatGugaWhoPlay wrote:
Whenever I try to close Dolphin while is dumping, it crash and AVI file is unwatchable. Yes, MPC is unable to open it.
Try going into graphics settings and unchecking dump frames. Advancing a frame or two will then give you a message saying it stopped dumping to avi, and the avi will work even if dolphin crashes after that.
Also, when I open the .iso, it says: "./User/GC/dsp_coef.bin has an incorrect hash. Would you like to stop now to fix the problem? If you select "No", audio will be garbled."
What's the md5 of your dsp_coef.bin? it should be 9a6514b88003c9c47e334de654ec550b, if not, then redump it.
RachelB
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Is there an up to date route for this game anywhere? I'd like to take a shot at doing this run.
RachelB
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I'd have to consult my crystal ball on that one. There's no way to predict how or when changes will be made that affect timing, unless of course you are the one making those changes. Prior to 3.0-365, movies would sync going back more than a thousand revisions. Take that how you will. I meant speed as in emulation speed, not game speed.
RachelB
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Eh, there's really not much difference right now. The newer revisions are slightly faster, but it's not even really noticeable. If you can fix it easily enough (which it sounds like you can, and already did fix some of it) then it may be worth it, if only because it'll let you upgrade to the newest revisions as they are released. And of course for such a long game, even an extra .1 fps could make a big difference when running through 7 hours of gameplay. edit: decided to test the speed difference. I ran my muramasa tas for two minutes in 378 and the 470 i posted above. In 378 it reached frame 3204, and in 470 it got to 3415, averaging 1.7 fps faster. Not the most conclusive test ever, but that's actually way more than i thought, and i'd definitely recommend upgrading for that reason alone.
RachelB
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NrgSpoon wrote:
Can you elaborate on that final comment? How do you equip a level 14 sword at level 12? Does it have something to do with the game mode?
I pick up the demon god mask in act 8, which gives 5 str and vit. There is no actual level requirement for any weapon, level 14 is simply the level where you would naturally have enough str and vit to equip it.
RachelB
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I'm tempted to say yes, but i dunno. I was not aware of such tricks when i made my last post.
RachelB
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Load times will never be emulated, that would just be silly.