Posts for Slowking


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Spider-Waffle wrote:
I don't know how you're getting that, there's a RTS back a page on this thread that does it in 0:48 http://www.youtube.com/watch?v=xdp9vPa91j0&feature=channel_video_title
He gets control at 3:10 and is at the vines at 4:15. That's 1:05. Granted that is faster than my timing. I should not time that late at night. I did not notice that bloobs TAS has to deal with english text. On this short stretch TAS could probably gain like an aditional 5s... So that is 0:25 in front of sword. For ruto bottle still not enough. For cucco bottle maybe...
In that video I posted above he gets 18r in the river.
Yeah but he swam the river completely down. If you want ruto bottle you have to get out at the second Octo.
If ruto bottle way also using tons of slides it might not be feasible with stick, but can't you do as many slides as you want for one level with stick using half-broken stick?
Like I said before broken stick vanishes when you go through a loading zone...
You also might have to time which level you want to use the stick for boosting on too.
There isn't really anything to time. - With ruto bottle you would need at in lake hylia to get to the owl before dark - With cucco bottle you need it to skip the owl in front of Kakariko Basically the owl dictates the places. :D
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Or he just hasn't looked in this thread for quite a while. :P I timed crap. Timing is a little rough, since I used bloobs any% and he doesn't go the route a new run would, but it intersects closely enough so I can extract segments and put them together. Grunzes WIP got close to the vines in 1:25 from getting control over Link. From what I can get from bloobs TAS, a run getting the stick would take about 1:15 to get to the vines... Even if I give you uncertainty bonus of 10 seconds that is only 20 seconds, not 32. Pretty sure that 20s can be made back with the sword on both possible routes. My estimtions are usually pretty good. But ofcourse I have been known to be dead wrong and this one could be close... Not sure if anybody is actually willing to test all this crap. Unless one of the bottles is clearly faster this would mean TASing the child section 4 times. (- ruto with and without sword - cucco with and without sword) edit: Though for ruto bottle getting the stick would mean a money problem. Going down river to the cucco gives you 12r. Even if you take the 5r right before the vines that still leaves you 3 r shy. And come to think of it ruto bottle would probably lose more than even 32 seconds without the sword. There are the 2 aqua slides in the river. But then there are also 3 aquaslides that cover quite some distance in ZD. 1. Get up to dive intructor zora 2. Get up to him again, to get the silver scale 3. Get up to king zora after retrieving the letter (you'd have to save the stick for an aqua slide in lake hylia to make it to the owl in time. So not even one of these slides can be done) So at least for ruto bottle stick should be out, I think.
Spider-Waffle wrote:
What was the time difference between cucco and ruto bottles on the NA version?
Waaaaaay too much. :D Though it was never timed with aqua escape. I can not say for certain that it is faster than cucco botlle using J version and aqua escape. Nor can I say for certain that you can make it to the market before dark. It just hasn't been tested yet.
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If you want to know it exactly how about you test it?
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Nobody is going to time that. It's clearly slower. Going to the shop and buying the stick costs about as much time as getting the sword. If you go the sword route you have a few rupees to spare, so you don't have to climb the bridge and it speeds you up in quite a few places. I just watched the any% and I thought I'd note the possible improvements/changes for the next runner. Hope I didn't forget anything in the meantime: - way less rupees because no shield or shop visit even - Aqua escape instead of bridgeclip - Test if ruto bottle is faster if J version is used (which it should) - Combine A-Slide and Z-Slide on the way back from lake hylia to turn without losing speed, thus making splitting the slide unnecessary - first time catching bugs and RBA should be combined after you got Cojiro (throw the stone, do RBA twice [Bombs and Cojiro] while it's in the air) - Since you do Aqua escape going through goron city after odd mush is probably faster since the hyrule field cutscene would play otherwise - Pull out odd mush twice to speed up old had reaction - Skip trails with a single megaflip from the stairs
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DarkKobold wrote:
Slowking wrote:
This is really awesome! Might be a little hard to put this in a "glitched" category, but not the other, because the other uses quite some glitches as well. Maybe make this the default any% and call the other "no gameending glitch" or something. Btw. I still hope whoever is working on the current any% finishes that one first before doing one with this new glitch. I really want to see a how fast a run can get without directly glitching to the ending.
I see it most similar to the X-ray glitch in Super Metroid, or the pipe glitch in Super Mario Land 2. However, in the former case, the x-ray glitch is called the glitched category, since it relies on one game breaking glitch. The latter obsoleted the any% run, because both the previous any% run and the current run both use the pipe glitch. A non-pipe-glitch any% run could still fit on the site.
On the other hand the OoT run uses RAM editing to skip every dungeon and it's normal any%. Guess categorys are not that well defined on this site. :D And anyway "glitched" is a dumb category name even in the gemas you listed, since every run on this site uses glitches. There really should be a better destinction in the naming, imo. Seems to me like somebody was not very creative there... Just to be clear though: I never said this shouldn't be seperate categorys, just that naming it "glitched" is dumb.
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This is really awesome! Might be a little hard to put this in a "glitched" category, but not the other, because the other uses quite some glitches as well. Maybe make this the default any% and call the other "no gameending glitch" or something. Btw. I still hope whoever is working on the current any% finishes that one first before doing one with this new glitch. I really want to see a how fast a run can get without directly glitching to the ending.
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any%: Nobody is working on this one MST: swordless is lazy (and actually TASing OoS at the moment, so no progess there)
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Mothrayas wrote:
Saethori wrote:
I wonder if there's anything in Proto Mode that makes it stand out.
Other than being the fastest run with clear SRAM, not much really.
It's not really SRAM, it's a file in a Flashchip. (well emulated flashchip in this case, but that would be the same with SRAM) Anywho I can't see where proto man would be faster... maybe a few frames because he can shield damage in sme instances, but nothing significant. On topic: This is a great run! Very fast pased and fun. Yes vote.
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Well new glitch helps a lot. ;)
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You mean dropping yoshi left of the pipe so that he swallows the coin through the pipe, while you continue momentum into the stone? That does sound interesting, if it's possible... Edit: The coin does fall awfully slow... I guess if you were to release the red shell a lot sooner, so it can catch the flower when it's coming out of the pipe, then jump the rest of the way, use yoshis swallow in a jump, catapult yourself off of him furing that jump, directly into that stone, that might work... or not. :D
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yeah CCCP is basically a very outdated version of ffdshow and hali media splitter... so you might as well isntall those XD But really nobody should be forced to use WMP. MPC is a much better alternative and as an alternative to that VLC. That one even has it's own codecs and splitters.
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jimsfriend wrote:
Has anyone tried grabbing this shell while riding yoshi, then use the shell to make a coin to eat rather than killing the piranha plant? Seems unlikely, but at this point we should test everything I think.
Yes go one page back, watch the smv. ;) Edit: Sorry guess I understood you wrong there.
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Uhm the last few movies (inkluding Masterjun's) did use that red shell. Didn't you watch them?
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bkDJ wrote:
Slowking wrote:
You eat a clapping jack, the game thinks it's a power up item and puts it in the box. The corresponding item to clapping jack is a goal sphere. You eat the jack with an item switch glitch I don't fully understand. :D That's as far as I got it.
clapping chuck.
I knew something about that name was wrong. XD It's late here... well not that late but I'm tired very early since we switched to winter time last weekend.
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You eat a clapping jack, the game thinks it's a power up item and puts it in the box. The corresponding item to clapping jack is a goal sphere. You eat the jack with an item switch glitch I don't fully understand. :D That's as far as I got it. @Masterjun Looks really good. I like that the red shell is incorporated in some way, even though it isn't the way I thought it could work. :D
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Lil_Gecko wrote:
On the test I did, it was a quick hex-edit done in less than an hour so there's many frames that can be shaved (fadeout lag, by getting the right score, lag with the red shell in YI4, and so on).
Could one see that hexedit test?
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DarkMoon wrote:
bkDJ wrote:
A quick and dirty comparison of YI done by Lil_Gecko and Masterjun (left) compared to the current submission (right) : http://www.mediafire.com/?gxbe9s1jf425nx9
Downloadables are meant to be MP4 because not everybody has an MKV player.
What is this, china? Just get VLC or MPC. Anybody who uses windows media player doesn't deserve to watch encodes.
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I don't really know this glitch so here is a dumb question: Could you substitute the fireballs from the fireflower for the fireballs a red shell produces? If so that seems like it would be faster than getting the fire flower.
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bahamete wrote:
jimsfriend is indeed correct. I did find this way to save time in any% maybe yesterday or so, which caused us to restart the any%. We wished to keep the project secret but now this has been found, there's not much point :p Here is my (very bad) testrun: smv, although most of yi1 is Masterjun. IIRC it saves about 800 frames over the current attempt. It's just a shame this was found right after we finished our work. -_-
Nice. I guess with some optimisation you can save even more?
DarkMoon wrote:
bahamete wrote:
It's just a shame this was found right after we finished our work. -_-
And right after your run got accepted.
Well that happens all the time with longer TASes. There were already known improvements to the MM TAS when it was submitted. That's just how it goes...
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Not on this route.
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DarkMoon wrote:
No, because you have to go to YI2 to get Yoshi then go to YI1 to swap the Charlie. It doesn't sound like it'd take a lot of time, but it does.
Well you do get yoshi in YI2 anyway. The TAS of YI1 actually looked to me like it would be faster than Iggys castle with the cutscene. Ofcourse I'm not that familiar with this game...
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PangaeaPanga wrote:
Slowking wrote:
DarkMoon wrote:
Eye Of The Beholder wrote:
I'd like to see how fast SMW can be beaten, so i agree with the usage of this new trick in an any% run.
The problem is that we don't know if there's a way it can save time. Masterjun's testrun lost 386 frames over the current run. Even with perfect optimisation, it's still pretty far behind.
My question would be if an end sphere skips the blowing up cutscene of Iggys castle. It might since it is a normal exit that maybe doesn't trigger the event, like using an end sphere in bowsers castle doesn't get you to the end credits... If the cutscene is skipped this should be a lot faster. Would be nice if somebody could test that...
The goal sphere does in fact skip the Iggy's Castle cutscene and Bowser's Castle cutscene, where Peach is released from the Clown Copter. However, you are right about the fact that it does not trigger the ending credits. This fact has been debated whether using the goal sphere in Bowser's Castle would be allowed, considering the fact that you are unable to view the credits once you exit the level.
Soo using it in Iggys castle in any% would be faster? I would guess it still brings you to the next level, doesn't it?
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Broken stick goes away when you walk through a loading zone. So nope.
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DarkMoon wrote:
Eye Of The Beholder wrote:
I'd like to see how fast SMW can be beaten, so i agree with the usage of this new trick in an any% run.
The problem is that we don't know if there's a way it can save time. Masterjun's testrun lost 386 frames over the current run. Even with perfect optimisation, it's still pretty far behind.
My question would be if an end sphere skips the blowing up cutscene of Iggys castle. It might since it is a normal exit that maybe doesn't trigger the event, like using an end sphere in bowsers castle doesn't get you to the end credits... If the cutscene is skipped this should be a lot faster. Would be nice if somebody could test that...
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Yeah it's just that every time you do these things a stick breaks. So you would nedd like ten sticks for this stuff. You have neither the rupees nor the time to buy these many sticks.