Posts for Slowking


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More likely is that there will be some other way to cancel the warp, without OI.
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Well I think I can say that it's still actively being worked on and that it's looking really fucking good. :) How far they are along, I wouldn't want to say. They'll take the time they need to make it perfect.
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That graph shows the velocity while charging up a superswim, not while superswimming. While superswimming the speed decreases linearly.
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Synx wrote:
What is the differences between that and a TAS-route? I guess a TAS would skip the guy who stops u from going to the deku tree?
Yeah skipping Mido is basically the only difference at this point. There is actually not that much to redo from the previous TAS, but I don't think Grunz wants to, at the moment, and everybody else would have to start from scratch. So yeah...
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Well dungeon TASes would be a good way to practice. On the other hand, if you don't get really anal about superswims, you'll end up in a dungeon pretty quickly anyway.
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Abahbob wrote:
Ultimately it's the runner's choice. If the TAS is optimal, I'll vote yes. But please realize how much longer the beginning of the game is if you don't use superswims at all. If people have to skip through sections, is it really completely entertaining?
I actually would vote no if superswims would be excluded. That would make the run a lot less fun, which is the primary goal of tasvideos and it would prolong it by hours. Also the goal of any% is to finish the game as fast as possible. If you don't superswim that isn't even remotely as fast as possible and a TAS might actually end up slower than current real time runs. I don't see a problem with having superswims that are slightly suboptimal. If it's not reasonably possible to optimize them and still get the tas done, then the runner should just not do it. Better to have a run that has slightly suboptimal sueperswims than no run at all. Those superswims can always be improved in a later run by another taser.
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Oh yeah there is a fuckton of N64 changes. Well let's hope it's going to be good. m64p afaik isn't that great either.
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AngerFist wrote:
To the team who is working on the 100% run
That would be nobody. XD
in case you haven't progressed much, there isn't really that much left until bizhawk releases a new version which will support N64. It supports the latest version of Mupen64plus. As far as I am concerned, all that there is left to do is finishing the work with the plugin. This information is available at their googlecode website.
Uh nice. Let's hope it will work well with MM. I would love to see a new TAS with all the new discoveries. Where exactly did you get that info though?
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andypanther wrote:
Patashu wrote:
Technically WW does no corrupting of memory, it's a very standard 'make two things happen at once and their side effects are jumbled' glitch.
Well, that makes it more difficult to create a less glitched any% that isn't arbitrary.
Well then how about we don't?! OoT has a quadrillion categories already, we don't need to add a completely stupid one.
Patashu wrote:
I like 'All Dungeons' [..] Of course, it will have to wait for Bizhawk to integrate a good N64 core, and even then 100% is more likely to get worked on first.
Why would that require Bizhawk? There is a very good MST TAS on this site already, that was done in mupen. Mupen might be a pain in the ass a lot of the time, but it is pretty acceptable with OoT. All dungeons would be doable if anybody actually wanted to do it.
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MESHUGGAH wrote:
Please just say "I don't like this ending" or don't even try to post something intelligent.
I won't simply say "I don't like this ending" because that's not the problem I have with it. I didn't notice the first time watching, that the credits had started. I needed to watch it a second time and even then I just realised it because I had played this game before. If even not-so-casual viewers are slightly confused, casual viewers will be totally lost. I also disagree that casual viewers will be confused no matter what, like somebody else here said. If you glitch through the floor, do some trick and the credits start, they will know that you somehow glitched to the end of the game. If you perform that glitch and the screen goes all garbled up, they won't know what is going on. In the end you can do what you want. I was just giving my opinion. I don't know why you would want an ending where casual viewers won't be able to tell that the game has ended. I always thought tasvideos was about making entertaining movies for everybody. Btw. that the rest of the run is great was implied by me only complaining about the ending. ;D I for one just think that an ending this badly garbeld doesn't qualify as ending the game. Most people here seems to disagree, but that doesn't mean I can't give my opinion. Just because one can read "th" and "en" doesn't mean that it's actually the end screen. You can glitch graphics from all sorts of places into all sorts of other places in all sorts of NES and GB games. Granted here it is actually the end-screen, but as glitched up as it is it could be anything, really.
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Guess I'm the only one who thinks that if you can't tell that the game has ended, it hasn't actually ended. At least the last part of the credits or some kind of "the end" should be visible. Voting no. Edit: From reading further in the thread, I guess the movie with normal is not just a special encode, but actually achiveable with the same length of inputs? Why wasn't that for submitted movie file? I mean you really have to know this game to even recognise that the credits have started when they are glitched. Casual viewers will be really confused why this TAS doesn't finish the game. If the input file and encode are changed to one, where the credits aren't glitched. Change that no to a yes, otherwise not... not that it matters anyway with this many yes votes. :D
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MrGrunz wrote:
I was talking about any% like most people here. Those Gohma physics are quite weird, especially the most recent clip through the stone wall/block. That OoB thing might really only be possible using Gohma. You have to watch a video of it, then you will see.
Yeah but I was talking about 100% as can be clearly seen in the post you quoten. ;p Even if only Ghoma can push you oob, maybe you could kill her with a chu at the same time...
evilas wrote:
Can you get placed in such a way that you can kill Gohma while you're OOB?
As far as I can see, there is no OOB ground there. So nope.
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MrGrunz wrote:
You misunderstood. You need Gohma to push you OoB, so this is completely useless.
100% has chus. I would be surprised if a push from ghoma worked but not a push from an explosion. Otherwise you could let a chu run around, to kill ghoma right after she pushed you.
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A tas could ofcourse do that. Can you do this clip as child, is the question on my mind. I Kind oft doubt it. If you could you use a bolder to hit you. They hit people trying it with a bomb in That Palace quite a few times.
r0bd0g wrote:
GaS was able to get OoB by doing this clip and getting pushed by Gohma at the same time... I'm not sure it's possible to kill her and also do it though, and also I worry that gohma wouldn't finish dieing in time, if that's an issue.
Does jumping into the void after Ghoma is defeated get rid of the stone slab? If so that should be usefull for 100%.
GlitchesAndStuff wrote:
I have also found a way to skip the web to B1 by clipping at the wall at top of the ladder using a megaflip. when I performed the trick, I used bombs but I'm pretty sure now that it should be possible from the skullwalltula in a TAS.
Could you maybe put up an unlisted video of that one? I don't really get which place you mean yet.
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Patashu wrote:
I assume the TAS will pick up from the start of deku tree (or slightly into it) as no improvements have been found prior to it.
Probably slightly before, since the shield should be equippt together with nuts in the new one.
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Well afaik PJ64 1.6 and 1.7 are at least more accurate than mupen and play more games. Hopefully that better accuracy would lead to less desyncs. Mupen is a desync hell.
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RachelB wrote:
Many n64 VC titles do run well on dolphin already.
Sadly OoT and MM don't. At least not the last time I tested. I don't really know if nesting emulators is such a great idea in general... but since we don't have good N64 emulators... Would PJ64 1.6 or 1.7 be worth your time, if we could legally get the source for them, Rachel?
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Master of Puppets wrote:
Slowking wrote:
Why would anybody add PJ64 2.0 to Bizzhawk? It's less accurate than mupen and I have read quite a ew comments that said that the recompiler is a mess.
Blastcorp by itself is a good reason for me, although I didn't read anything about PJ64 being added, but I don't read everything.
But isn't there a thing about inacurate emulators... namely that most people here hate them? And 2.0 is really inacurate...
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Why would anybody add PJ64 2.0 to Bizzhawk? It's less accurate than mupen and I have read quite a ew comments that said that the recompiler is a mess.
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I guess. But it would still result in way faster times over old runs...
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The point is that 2.0 is even faster than VC, which is even faster than an N64. So 2.0 will definatly be faster than N64. ;)
Patashu wrote:
Apparently there are some settings you can change in 2.0 to make oot play more like it did in 1.7/1.6 in terms of loading times. Scour through the comments on cosmo's youtube video for people's suggestions
Problem being that you can't depend on the emulator being accurate and you have to be able to depend on that. You can't just fine tune every game... well I guess you could, but that would be a huge hassle and probably produce a shitstorm on this site.
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Guess we should ask the devs if using the 1.6 source is allowed then... now that 2.0 is officially open source I don't think they'll have anything against it...
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RachelB wrote:
Though on that note, are there any n64 emulators that aren't complete shit? Preferably ones written in c++? I may be interested in implementing rerecording support in an n64 emulator, if there is any worth while.
So would PJ64 2.0 be worth while? http://forum.pj64-emu.com/showthread.php?p=44699#post44699
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That's really semantics isn't it? Both are changing the games image quite drastically.
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Abahbob wrote:
The time the door cancel saves is minimal, but it's so much cooler to spend a lot of time in fadeout, and maybe it'll mean the TAS will get a fadeout-less encode. Even though I doubt it because I don't know how TASVideos handles that situation.
99% sure the default encode here can be one without fadeout. The N64 encodes look way better than those games ought to look due to quite some upscaling, anti-aliasing, etc. So visual trickery is allowed in encodes.