Posts for RingRush

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[1] Used glitches that are patched in the 1.2 version of the game [2] Did not show off the full game including the far more interesting and TAS-demanding levels of Internet Explorer 9 and Kastle Keeta [3] Is an inside joke game that most people here would not understand For the above reasons I'll vote no (but fix 1 and 2 by doing a glitchless run and you might entice me to vote yes).
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Using the slope climbing trick from Banjo Kazooie (eg Ticker's Tower), you can get to the wooden part at the top of Honey B's Beehive. However, I have been unable to do make the last jump from the white part to the brown part and still reset my slope timer. If you can do this, you should be able to scale the brown wood more and possibly flutter to a slope on the outskirts of the level. From there, it looks you can use slope resets to work your way past the Cliff Top entrance, around to the back side of the wall, and all the way across the screen to the Pine Grove entrance, which would skip the Fire Egg switch and presumably allow a TAS. It'd waste time, but at least the run can go on (and it would be a cool trick anyways). Alternatively, if you could get to WitchyWorld early without CKEs (presumably from GGM), you could skip the switch completely. Or, if you can find a way to exploit the Mayhem Temple --> Terrydactyland warp, you should easily be able to get CKEs early and have a back entrance to Witchyworld (and thus Pine Grove). I think if anyone wants to TAS this game, searching for one of the three tricks above would be better than waiting for who-knows-how-long until the Fire Egg switch is fixed. Of course, since nobody has gotten past it, there might be other dead ends, but who knows?
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I am in shock that this is actually implemented on some day other than April 1st. I was really liking all the changes going on with the new tier systems and then I see this. What. the. hell? 1. There are many popular reviewers out there. What makes the AVGN so special that he deserves a place on a site completely unrelated to him? 2. What on earth is this category supposed to signify? All I can think of is "bad game" and accordingly "joke TAS" or "freak-show oddity". Yeah, I'm sure TASers of Super Mario Brothers 3 or Battletoads would like their TASes to be labeled as such. I was going to write a long post, but screw it this should be obvious. Show some respect to the TASers and show some respect for the site and remove this nonsensical category.
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Check a bit earlier in the topic and someone posted a demo I made of possible routes for real time/TASes. Note that this demo was done on keyboard (no analogue stick), was not trying to be optimized, and still didn't include the most optimal route. Yet it beats your first level by about a second. First and most importantly, you did not unlock the hazard shield. Most agree this is necessary for 100%, and it costs such little time to get you should do it no matter what to avoid controversy (all other upgrades are necessary anyways so this is the only issue). Next, compare your routes with the routes in my demonstration. Some parts you may have faster, but I know a lot of the routes shown there are better. It is up to you as the TASer to figure out exactly which is best. Some other routes to consider that aren't demonstrated in that video: 1. There is a trick I didn't know about to jump from the spoon on the right side of the kitchen up to the sheep. This costs some coins but it makes the room much faster...if you can get the coins elsewhere this should be included. 2. There are a lot of possibilities for the basement (more than what is shown in either of our videos), play around with them a bit. Make sure you talk to Mr. Potato Head. 3. There is a trick to jump from the banister up above to the shelf in the living room and then to the platform with the sheep. It is very hard real time but this isn't an issue for a TAS. I don't know if this is a faster route or not, but it seems like it would be. 4. Along those lines, consider re-ordering the rooms. You definitely have to do the living room before the garage to get the Hazard Shield, and you'll have to backtrack to the living room after the kitchen (possibly in between the basement and kitchen but doubtful) to get the 50 coin token. 5. You will have to do luck manipulation to get favorable enemy locations. For example, you can manipulate the enemy I get the third coin from in my video to be right at the top of the stairs when you are heading down them (or at least in a favorable position to get the coin early if you end up doing the banister jump). This can change the coin route a bit. 6. Speaking of which, that coin route has some very sketchy coins. Mine isn't perfect either, but you really have to put some serious timing to get an optimal coin route. Enemies are great for coins if you can manipulate them to be on your path, and in general going far out of the way for coins is a bad idea (see: how much time you lost on the garage). Some general optimization tips: 1. I didn't know it in the first level of that video, but you can press one button to cancel text boxes instead of cycling through them (such as when talking to Potato Head or RC). I forgot which it is off the top of my head...square maybe? 2. If possible, be where pizza planet tokens spawn when they spawn. I noticed at least for the robot boss you didn't do this, and that costs time. You might want to test if ground pounding in that location a la SM64 is faster too. 3. Grabbing ledges takes a ton of time, so always try to avoid it if you can without losing much time (eg consider pushing the boxes a bit more at the top of the basement). Speaking of which, it might be better to keep the first box half-way on the upper ledge or jump on it when its falling so you can push the back boxes a bit less. 4. It might be faster to choose continue on the last token and then exit level rather than exit level from that final menu. I know for sure that is the case in levels 3,6,9,12, and 15, but it is worth testing in every level (since you skip the "too infinity and beyond" animation). This level is obviously going to need a redo (I personally would vote reject if it wasn't...being behind a keyboard run is inexcusable for a final product). However, you might want to keep working a bit before you start on the actual TAS. You don't want to constantly be discovering things mid-way through the game that you could have used earlier on (though if you discover absolutely nothing over the course of the run you maybe should be searching harder). Make sure you spend some time researching tiny optimizations, such as the optimal way to start moving, the optimal way to shoot a different direction and then keep going in the same direction, the optimal way to double jump for both height and distance (this might take some creativity because of oscillating speed during jumps that can't be solved via left/right), and other things. I hope you continue this project since I think this game would look absolutely amazing TASed...there are just so many cool tricks throughout the levels. Good luck.
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I was testing on the playstation version. Are you using ramwatch or just doing it by observation? Normally when you run your speed oscillates, but when you alternate left/right (sometimes have to run a few frames first) your speed will stay at the maximum value of the oscillations. The difference is very minor and doesn't even come out to a frame over short distances, but it is there.
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The game does check if you can fly, so you'll need to visit: 1. Mumbo's for all moves there 2. TTC for flight 3. CC for enough notes to get past the third door 4. FP for beak bomb 5. MMM to get pumpkin for the water level switch That is at least 26 jiggies. If the 765 note door skip was found it would likely be with bee so you might have to add another 15 jiggies for Click Clock Woods. But to be honest the 810 note door looks unlikely to be skipped. There is not a lot to work with in the room, and without flight you really need to clip right next to the door. The area around the door is a bit weird (especially the nearby corners and the archway) but in this game weird is far from clippable (as Cronikeys said, it seems like the areas you are most likely to clip are areas that DON'T look glitchy).
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Yeah it is easily possible to skip light dash for Hero Story, but as far as I know you have to go to the top of the tower in Metal Harbor anyways to SDJ to the carrier, and at that point light dash may just be faster.
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Okay fine, Japanese text saves over 10 minutes in MST. There you have temple cutscenes, the master sword cutscene, and the Light Arrows cutscene. But HERE there is no excuse. There is nowhere near enough text to warrant such a catastrophic hit to entertainment value. The story is already difficult enough to understand with this glitch, but you are going to give us another insurmountable hurdle by making the text UTTERLY UNINTELLIGIBLE? Swordless has demonstrated time and time again that he has no care for the viewers, the judges, or the fabric of TASVideos. I am voting no and I strongly urge my compatriots to do the same.
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Thanks for the accept, I appreciate it. And happy April Fools (would have been better if this was judged sooner). The glitch where you exit a loading zone to corrupt the main menu is legitimate. But all it does is corrupt the graphics - all the "game running in the background" stuff is nonsense. What I actually did in this run was make the text illegible, mess around in the menus a bit, and then load a save file right before the final boss while you couldn't tell what I was doing (making up some silly excuse that the glitch only works with SRAM). I'm canceling this run since it demonstrates no tricks other than distorting the title screen graphics. I can't let this run get published or it would destroy the HONOR and INTEGRITY of TASVideos.
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You know a TAS is good when Jesus is one of the authors.
Experienced Forum User, Published Author, Experienced player (512)
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I enjoyed the run, but I definitely agree a 100% in this style would be even better. It would remove the awkward middle ground, be more entertaining, and finally give us a 100% run of this game.
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Okay, I was considering working on this game. Here are some notes: - Alternating holding left and right every frame is faster than holding forwards and removes speed oscillations, which is pretty nice and TAS-looking. - In this video you can observe a useful/cool glitch. It is very easy to perform on pj64 or mupen-rr. However, I was unable to perform this glitch on my actual N64 OR on the playstation emulator pcsx-rr. In both of these cases, the camera physics behave noticably differently than on my N64 ROM. This leads me to two possible conclusions: (1) There are different versions of Toy Story 2, or (2) The clip is an emulation glitch. I have obtained several roms/isos trying to check (1), and I cannot find any evidence of a version difference for the (U) version. I have tried other language versions, and they were also able to clip on mupen/pj. What would be useful is if people could try to do the clip on actual console - if someone can get it, that confirms this is a version difference. If nobody can get it...I can only assume (2) is true and this is not a true glitch. - Which brings me right to my next major dilemma: what emulator to play this on. Here are some emulators I've tried: 1. PJ64: game runs perfectly, but no TASing capabilities. This is an obvious no, but it is just to contrast with the next emulator. 2. Mupen-rr (whatever the most recent version is): the game runs alright, but it is very, very laggy. As in, so laggy, that somewhere around 1 in every 3 frames is lag. The framerate drops far below console levels all over the place, oftentimes to half speed or slower. Unless there is some special way to fix this, I think this horrible lag alone eliminates this possibility. The N64 version of the game would be faster all other things being equal, due to the ammount of loading time and filler screens before the game / between levels. I thought I heard someone say once that the N64 version requires 10 less pizza planet tokens to beat (N64 requiring, 30/50, PSC requiring 40/50), but I haven't verified the accuracy of this. Either way, I'd probably do 100%. 3. PCSX-rr: In some areas there are some minor graphical glitchs on Buzz, making him appear black, shadowy or blue-tinted. It is undesirable, but not really that distracting from the run. I can post a sample video if need be. The main reason why I'm hesitant to use PCSX-rr is that I can't find a good TAS input for the analogue stick like the one for mupen or the one built into PSXjin. As I did all my work on this emulator for Croc (where analogue is slower than digital due to a semi-bug in the speed system), I'm pretty comfortable with it. 4. PSXjin: This may have the same graphical glitchs as PCSX-rr. I don't know though, since I can't get the game to run past the first two screens after game startup (before the main menu). I also have the same problem with A Bug's Life, which is another game I am considering TASing. However, Croc and Croc 2 I can run perfectly fine (or at least as "perfect" as pcsx-rr), so I know I at least have a clue what I'm doing. I've tried fiddling around with psxjin's settings to try to match my pcsx-rr, but to no avail. Just to be clear: the same file I can get to run in PCSX-rr, I cannot get to run (past the first few screens) in PSXjin. If anyone has any ideas, that'd be useful. Of the 4 choices above I'd like to do the N64 version since it has less waiting times between levels, but unless the crippling lag problem can be solved that is just impossible at the present moment. Furthermore, if the door glitch ends up being an emulation error, I am skeptical of the accuracy of gameplay emulation for the n64 version and think it would be best not to use it. I don't think the small graphical glitchs in the PSX version are a big deal, and would probably run that, but I need either a good input plugin for PCSX-rr or a way to get the game to run on PSXjin. Also I'm not commiting to anything right now, except that if I can't resolve these issues I commit to not TASing this game ;) Edit: Received one result of someone else testing the glitch on console (n64): did not work.
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Why is there a discussion about RTA on TASVideos. Does there need to be yet another OoT topic locked?
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Chronological order would be nice, but that would mean two near identical boss fights right after one another (not sure if that is desirable or not). How friendly is hexing in this game outside of hunting stages? As to me it seems like the best course of action, say after completing Iron Gate would be: 1) See how long it takes to manipulate Dry Lagoon 2) TAS City Escape after IG instead and see how long it then takes to manipulate either Dry Lagoon or Wild Canyon 3) If DL is faster after IG, save the inputs for CE and do DL after IG, and hex CE in later. This process could be repeated throughout the run to let you manipulate hunting stages far more efficiently than strict story or strict chronological order. That is, assuming these levels are as hexable as I'm suggesting. If not, it probably isn't worth it.
Post subject: Temp encode
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Temporary encode: http://www.youtube.com/watch?v=El15zl7IfWA Will start adding run comments later tonight. Also yeah this is my second TAS.
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[22:40:17] <RingRush> sm64 [22:40:19] <RingRush> camera angles [22:40:46] <RingRush> some people didn't like them, but the author chose to use them because they thought it would be more entertaining [22:40:48] <RingRush> it was accepted [22:40:54] <RingRush> Japanese text - some people don't like it [22:41:02] <RingRush> but the author chose to use it because he believes 12 minutes less of text is more entertaining [22:41:07] <RingRush> so it should be accepted [22:41:25] <RingRush> the only difference between the two cases is a site rule that was already deemed to not apply by 2 admins [22:41:38] <RingRush> and in this case LESS people are complaining about the disputed feature [22:42:15] <RingRush> the precedent is that if the author thinks something is more entertaining, and most people agree with him, then go with the author I don't feel like writing a long essay so here is an irc log. Edit: [22:50:55] <Upthorn> everyone else who wants to fast forward [22:50:59] <Upthorn> can still fast forward [22:51:01] <Upthorn> even if I don't! [22:51:04] <RingRush> okay [22:51:04] <Upthorn> IMAGINE! [22:51:10] <RingRush> but what about people who DON'T want to fastforward [22:51:12] <RingRush> just like yourself [22:51:15] <RingRush> but DON'T want long cutscenes [22:51:19] <Upthorn> well [22:51:26] <RingRush> then the japanese text is more entertaining for them [22:51:27] <Upthorn> up until Slowking posted in the thread [22:51:35] <Upthorn> As far as I could tell [22:51:38] <Upthorn> there weren't any [22:51:50] <Upthorn> because all the people who were saying Japanese was better Well, now you can tell. And of the cutscene watchers, guess who gets hurt more? The people who have already played OoT and care about the run and don't want to sit through 10+ minutes longer of inaction, NOT the people who have never played the game who have only a casual interest in the run.
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http://www.youtube.com/watch?v=d5GvPPBGKFw This is of actual OoT. The ending is different from the 3DS version in that it is a bit more glitchy (talking to Zelda as Adult Link).
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Emulators aren't perfectly accurate but we can try to be as accurate as possible. Mupen doesn't even try to attempt to do proper loading times. But if you don't like those version differences, want more? How about the "You have to use the Classic controller" screen every time you reset. You know, the thing that adds a second penalty to every savewarp. Or how about the Mirror Shield design in VC being different than the N64 Mirror Shield design? This should serve as proof that there are actually differences to the game, and there may be plenty we don't even realize that could effect a TAS (cough dampe's gravestone cough). I don't see why you are so insistant that N64 on a modified mupen is essentially VC as surely you know enough to know there are differences. Edit: Slowi clarified on IRC that he wants to use the ROM found in the MQ disc, and TAS it on mupen. [21:36:44] <RingRush> when you buy a mq disc [21:36:51] <RingRush> you don't buy the rom they used [21:36:56] <RingRush> you buy a game that has an emulator that has a game [21:37:11] <RingRush> so using just the rom inside the gc disc is not an actual game that is for sale, it is just a component of a game Add to that the fact that you are completely removing the long savewarps from the actual disc (where you have to select which version of OoT you are playing, standard or Master Quest), and I just can't see how you can call playing this on mupen an accurate representation of a commercially released game.
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Okay guys, I don't see how this is so complicated. OoT N64 and OoT VC are different games (shoutouts to angerfist). The sole difference between them is not just stick on B (among other things, there are lag, loading time, and slight control differences). Thus modifying mupen to allow stick on B would not even be attempting to "play VC on an easier emulator" it would be playing your own creation. If you want to do that and call it an OoT hack, go ahead, but that -would not be Ocarina of Time-, N64 version or VC version.
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http://www.youtube.com/watch?v=lSRrk4df5T4 Here is a sample of a run using the warp glitch. The TAS route would look a bit different, and most likely use tektite hover to steal rod (and also probably fight King Dodongo with the Master Sword). Note that this run is on the japanese version while the current TAS is on english, accounting for much of why the times are so close (along with some updated glitchs that a new any% would use anyways).
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MST already bans RBA and BA, and without the two you can only do 3 warps. Fire Temple --> Forest Temple Deku Tree --> Dodongo's Cavern Dodongo's Cavern --> Gerudo Training Grounds These warps save a bit of time, but really not more than a few minutes max. You can do these warps in MST since they are based on death and not Farore's Wind on B. The main point of this stuff without BA is to skip cutscenes, so there is little reason to ban it. Ganon must be fought in all temples.
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This run has more tricks and more of the actual game than the normal run. It also has a smaller cutscene to gameplay ratio. "At what point does it stop being interesting" - almost objectively, this is more interesting than the current run. You have to do almost everything you did in the any% run before Ganon's Tower just to set up Bottle Adventure, and then you have to do more tricks. And the glitched ending is hilarious lol It is possible for this to change, but right now the run is so close to the current any% that I think it is foolish to make it a different category. For MST, there are only a few warps you can do, none of which are very game breaking. The main purpose in MST is to skip cutscenes, not to use the warping effect.
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Even on the J version the game does not emulate properly on mupen. The game is riddled with random speed ups, decreased jump height (which is obviously terrible for a TAS), and crazy ledge warps that are impossible on console. J version cannot do Swim Through Vertical Walls and cannot skip text like the english version, so there is no reason it should be used in a run. I would love to help TAS this game, but I don't think we'll see it runnable any time in the near future. PS: Rambi arena only takes 6 banana fairies, which can be done in about 15 minutes with glitchs, less than an hour without.
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It looks like one of those is him passing through the checkpoint. Remember, checkpoints give 5 rings for 20-39, 10 for 40-59, and 20 for 60-79 (and as you know, speedshoes for 80-89). Also, do you know if you'll be doing any dualspeed duration in the TAS (getting two speedshoes overlapping to get a permanent speed increase). It seems like somewhere there should be two checkpoints close enough (or a capsule and a checkpoint...City Escape comes to mind as a candidate).
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http://www.youtube.com/watch?v=Kl_9j0mEJko Final WIP. Still some left in the run, but I won't be encoding anything else until the end.