Posts for Slowking


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thecoreyburton, thank you very much for the answer. Very informative. :) So I gather using GLideN64 would be the prefered option at the moment. Will have to give that one a look.
Spikestuff wrote:
GlideN64 (or Glide64mk2).
Last time I tried Glide64mk2 it was really bad for MM (good for OoT though). Weirdly it had a lot of the same errors Nintendo's VC has, but also additional ones. Was it updated recently and those errors are now gone?
feos wrote:
Why would you think Corey is going through this in the first place? Jabo is not "the least of all evils" anymore. Maybe the version of GLideN64 we're using right now is not as accurate as the one that's just been released, but it's definitely more accurate than Jabo. And easier to encode at the resolutions we want. And open source.
Oh I'm so fucking sorry that I asked a question that might prevent some publisher from going through this again the next time, by actually letting people know what they should use.
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What's the problem with Jabo? It does Majoras Mask nearly perfectly, certainly a lot better than other plugins. Just so we know for the future. Is there anything better one could use?
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TASeditor wrote:
I'm saying that that SOME of them are not willing to learn newer tools, they use savestate, frame-advance and Virtual Pad and leave it at that. They never go into learning lua or TAStudio/debuggers/trace-loggers. Then there are tools that don't exist yet (Output Log, setting game logic in intiutive ways, automating optimization). And they don't provide ideas on how to improve existing tools or on creating new tools, because they assume the tools they use can't be better or replaced.
Maybe I'm not smart or creative enough, but I don't see how any of these tools could help in a 3D game. The only thing I can think off is lua scripts for often done repetative tasks, like super slides, bomb hovers, etc. But even there it will only work in edge cases, since there are often things where you have to get creative and it just doesn't work like it did before, due to the geometry of the area. It's even worse in MM. There you often have to get creative with the hovers, combine them with megaflips, change angels, do a triple staircase, do a triple flip with a previously thrown bomb, etc. If you think there are so many more potential tools why haven't you come up with any?
jmarvin_ wrote:
for the record, a mostly optimal current-route TAS does exits for OOT Any%, it was just made in bizhawk and thus its use of the GIM trick is an "emulator glitch" rather than a feature of the VC version. but it's the same.
It was also spliced and the execution wasn't great. So meh.
Warp wrote:
All I said is that there are glitches that unassisted any% runners aren't using because they are too difficult. The one I mentioned is one. Mido skip is another.
But they aren't not used because they are too difficult. They are not used because the setup would take too much time and they barely save any time without the setup.
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evilas wrote:
I think it does make sense that you'd need to defeat Ganon, since Ganon is basically the boss of the "final dungeon", and the point of MST/all dungeons is that you get to see all the dungeons and all the bosses from the dungeons, right?
Wrong.
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Aran Jaeger wrote:
Ah yeah sorry, I probably should have been more clear about it, but what I meant by ''reaching the credits such that the frame that carries the last input(s) is minimized'' was that the final time for the TAS in this case would be determined as this last frame that has inputs, whereas ''reaching the credits in as few frames as possible'' would mean that the final TAS time would be determined as the last frame before (or maybe the 1st frame part of) the credits start, which generally can be different (but could also depend on how one defines the beginning of the credits of a game). For example, if some inputs trigger the final attack on the final boss in this case (and if there is no further inputs past this point), so that the game automatically executes the remaining actions that lead into the credits, then the ''frame of last input'' timing would result in the frame in which the inputs trigger this final attack, but the ''fastest credits'' timing would result in a final time possibly strictly after that (and provided the credits would always keep going in a fixed speed without any variance caused by lag frames or anything anymore, one could choose any fixed frame part of the credits as reference for that kind of timing).
Don't quite get why you are talking about that. That's not a thing in most games from the first Playstation onwards, as there is always text in the end to klick away. It certainly isn't a thing in the 3D Zeldas. If nothing is mentioned it should always be assumed that the TAS was done in as few frames as possible, but with modern games that usually means getting to the credits as fast as possible, to dismiss the text there.
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Great work! I'll have to read up on your explaination later. I basically know nothing about 0th day. But I can see the great execution and that is enough for now. :)
grassini wrote:
i hope someone musters the will to make the new any%
So sad that one is almost done (almost through last temple) but will likely never be finished.
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andypanther wrote:
Is there any good reason to ban RBA in MST? If you take a look at 100%, it is allowed to use RBA, as long as you still get every item legitimately. So why not allow it in MST as well, as long as you still get all the stones and medallions legitimately by beating the dungeons?
It's an old category with legacy rules. It also doesn't relly make sense that it has to defeat Ganon, but there it is. For a category with more modern rules look no further than All Dungeons. It can use RBA, GIM and warp to the credits. Btw. I don't really see the problem with getting FW.
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The any item glitch that was recently discovered in OoT also has a few big applications in MM. So in case anybody didn't know. Egg Duping: https://www.youtube.com/watch?v=Ao1SRV3sHek Item crap (keep item amount through SoT): https://www.youtube.com/watch?v=8dq-fzC7GTc Mask Storage: https://www.youtube.com/watch?v=RRErTMRlheQ Fast Weird B bottle with H&D: https://www.youtube.com/watch?v=iPaP2xdScSY There are a few interesting things in there. Egg duping of course saves multiple minutes and will probably mean that a TAS is going to skip the hookshot and never go to pirates fortress. Item crap means you could take a stick through multiple cycles (would make menuing a bit of nightmare, but I think it should still be faster [faster killing of Wizrobe and Majora and item swap to activate frozen eye switch for platform in snowhead]). And from second to last to last cycle you could take a few bombs, meaning you'd never have to leave south clock town on the last cycle. In the video for the H&D weird B bottle GnS wrote that it wouldn't be faster than the witches bottle. I'm not so sure. The witches bottle is pretty out of the way with current routes. I think this could turn out to be faster, especially with TAS precision. In a hypothetical route you'd never collect any money in cycle one. That saves you a few transition scenes and conversations with the banker. In cycle two you'd immediatly go to the laundry pool, play sodt and get the Bremen Mask. That fits well, since you need the bremen mask for the egg dupe anyway. Afterwards you go to east clock town, get the 99r chest and play the H&D mini game. In the process of getting the weird B bottle, you'll also get your money back, since you'll want to win the game because it's faster. After that you go buy explosives with your 99r and proceed as normal. Only thing that I'm not 100% sure about is if weird B persists through mask swaps, but I'm pretty sure it does. Has been a long time since I messed with it though.
Sabitsuki wrote:
I run MM and am planning on making an any% TAS (no promises).
Considering the TAS that's being worked on at the moment won't have the new glitch in it, now might be your time to shine.
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andypanther wrote:
I wonder if it would be faster now to do Jabu as adult.
Probably.
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Totally did not notice that you finished this for some reason. Great TAS! So I guess credits warp is still not allowed in MST? Kinda sad. Still wondering if a Ganondoor from fire might not be faster than going up the tower. It is almost 4 minutes afterall. I know it would involve splitting fire and not wrong warping to forest, but still. For boat skip I always thought for a TAS it should be quicker not to use the entrance point glitch, but to directly hover into the pre boss room. Did you test that one? Also wondering if it might not be worth it to play this on 1.1 for bomb OI, considering how often you have to use OI. It would slow botw down a little, since you'd need to do the crawl space glitch with text, but might be worth it in the long run. Would also mean that you'd have to buy less stuff, since you'd use the crawl space further away and there are sticks and nuts on the way.
Pokota wrote:
Was the necessity of resets the sole reason for using Mupen?
Resets are quite a bit more stable in Bizhawk than they are in Mupen. For example Majora's Mask can't be reset during a TAS on Mupen at all. You'll get random desyncs afterwards that can't be fixed. No such problems on Bizhawk. (and hopefully Fox will get off his butt soon, so we can actually see that in action)
homerfunky wrote:
No, I used Mupen for 2 main reasons: - Bizhawk still has desyncs, at least, from my experience with it, so I must always keep checking regularly if the TAS syncs. - Mupen runs the game so much faster than Bizhawk on my computer. So it's much faster and less painful to check for desyncs. With the playback speed set to the maximum (6400%), Bizhawk only runs the game at 80 FPS (60 is the normal speed).
That's weird. Bizhawk should sync better than mupen and with compareable settings run compareably fast (Dynarec, Jabo, etc.). Ofcourse Pure Interpreter and GlideMk2 are better and somewhat slower, but you don't have to use them. Edit: Bizhawk 1.8.4 seems to be around 10fps faster than 1.13.1 though. So at some point there seems to have been some regression.
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MUGG wrote:
I think the run looked optimal enough.
There were quite a few parts where multiple seconds were lost, not just frames. This run is a nice proof of concept, but imo not submission quality. It's a moot point anyway. The judges have said multiple times that they won't accept something that isn't possible on a real console. So for a GIM run to be published here it has to be TASed on Dolphin.
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MrGymnast86 wrote:
You can't zombie hover up since any items you collect while dead don't actually get collected in HD.
Intersting, did not know that. What a weird change.
Light Arrow skip in this case would not be faster, as getting boomerang would be a 4 minute detour and Light Arrows take ~1 minute to get. We can however, skip getting the quiver and get past Phantom Ganon using this: https://www.youtube.com/watch?v=tk-3Tox2Kjw
I meant the skip shown in the video you linked. Didn't know you had to pick up the light arrows for phantom Ganon to spawn there. Well, close enough. :D
Also, as SlowKing was mentioning, there is in-fact a way of doing Early Master Sword with simply an Item Slide from the top of Forest Haven. I did it with frame advance on console and then spliced it together to look like real time: https://www.youtube.com/watch?v=0jLBKV0ipoQ
Did not know that somebody had pulled that one off already. That's really cool.
- Superswim to Submarine, get caught, beat FF1 with broken lighting (Beating FF1 is required to spawn the King of Red Lions, otherwise the game will crash in Hyrule 2. The lighting will be broken during FF1 due to the game trying to apply endless night weather effects)
Might it not be faster to delay FF1 until you have the graple? Although, now that I think about it, it's probably faster to get the sword from FF1 than from outset and I would assume you can't get the graple without a sword since you have to fight a Moblin to get it.
- Superswim to Bomb Isle submarine, obtain bottle - Superswim to Dragon Roost, get Wind Waker - Catch water in bottle, Rock Skip - Watch Delivery Bag cutscene, exit to pond area - Pour water on dry bomb flowers, blow up pond rock (Normal bombs don't work here, only bomb flowers) - Emter Dragon Roost Cavern
Instead of doing all this couldn't you just zombie hover into the DRC loading zone? You should respawn in there, shouldn't you? Edit: Just found out that in HD you can't go into loading zones while dead. Another weird change. So RIP that idea I guess. I know nothing baout HD, it seems. The rest of the route looks very good. :) That would be an insanely fast TAS, if there was only an emulator for the WiiU with TAS tools. I'm actually wondering if somebody could write full fledged TAS tools (I mean with (re)recording. Afaik most else is already done) for the WiiU itself and if such TASes would be accepted here.
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About two hours seems realistic. It cuts out all 5 dungeons and the triforce quest.
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andypanther wrote:
Would skipping Puppet Ganon even be faster if it forces you to go out of the way to get items?
You need to do something to get to Ganondorfs loading zone since you don't have the hookshot. Which is in the last dungeon and thus would never be worth getting. There are three methods to get there: - Puppet Ganon skip - Fairy hover - Boomerang heart hover Puppet Ganon skip requires bombs and the leaf. But the other two strats also require bombs and they require you to defeat puppet Ganon, which means you need to get a quiver at a fairy fountain to be able to shoot light arrows, since you never get the bow. Unless there are some other skips found with item slide you need the leaf anyway to skip the trails. (I might have forgotten to mention it in my last post) So puppet Ganon skip is the way to go, since leaf and bombs are required anyway and it saves you a trip to a fairy island to get the quiver. Still I'm a bit unsure if graple or boomerang would be faster. Since tas can hover in dragonroost both dungeons seem kinda on par. Wondering if there is another way to cancel the damage field at the barrier. If so you'd never have to get the wind waker and thus never go to dragonroost, which should make the boomerang faster. The biggest problem at the moment is that cemu doesn't have tas tools, afaik. I always thought the dolphin people would add WiiU eventually, since the architecture is still the same as GC and Wii, but it doesn't seem like they have any aspirations in that direction... Not sure if any of the other WiiU emulators have anything close to playable games.
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Back to HD though. Do you guys think a TAS could island hop into the loading zone for the helmaroc fight? That would cut out a ton of game. I guess the route would be: - Super Swim to Dragonroost get the graple and windwaker - Island hop into helmaroc loading zone - Barrier skip - Light arrow skip - Puppet Ganon skip - kill Ganondorf edit: forgot puppet ganon skip needs bombs and I think also leaf. So it wouldn't cut out that much. But still, some. You also need leaf for a few skips. I'm actually not quite sure what you would get, graple or boomerang. So, - SS to greatfish - SS to windfall, get bombs - SS to forest haven, get leaf and boomerang - SS to dragonroost, get wind waker - Island hop into helmaroc loading zone - Barrier skip - Light arrow skip - Puppet Ganon skip - kill Ganondorf ? Edit: I guess even if you can't island hop you could cut out a bit of shenanigans if you just stay swordless till after dragonroost and SS into the moblin sub.
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andypanther wrote:
In this thread, a version of GIM with a Deku Stick was mentioned, that would theoretically work on N64.
You can GIM light arrows on N64. That's about the only usefull GIM on there.
evilas wrote:
Wait, so nobody is working on a VC TAS on Dolphin right now?
Nope, you could totally steal the record. ;)
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MUGG wrote:
So reading that twitter, SD barrier skip is basicly just around the corner, waiting to be done. That's pretty damn awesome!
I guess it can be done with 35 speed and the highest speed you can get is 30 with a breakslide. That is pretty damn close, but I wouldn't get my hopes up too much yet. If it's possible I would guess it would be TAS only, unless some very precise setup is found. But then again, tases are what we are here for anyway. :D It would be pretty amazing if we could have a run with storage and barrier skip in one.
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Just a reminder that the currently published tas doesn't use the fastest route for N64 or Wii VC. For N64 it's the Chu route and for Wii VC the gim route. So there is an opening for some young up and comer to swoop in and take the record. ;) Actually seeing the no RBA/WW WIP I'm wondering if getting a nut from the tree close to Kakariko wouldn't also be faster for the Chu route, since the nut text in the shop is really long. It would certainly make the rupee route more managable...
Amateseru wrote:
-That also makes this TAS legit for TASvideo because theoratically the GIM with a deku stick actually work on N64
But only that specific gim, right? You couldn't for example gim a bottle in the deku tree with a deku stick? Regarding your TAS, I don't quite know how I missed it till now. It looks pretty great. Only a few questions: - don't the trees close to the peahat also drop deku nuts? They look like the same type of tree close to Kakariko. If they do that would certainly be the much faster option. But I remember the trees in hyrule field being weird, so maybe they don't. - If the trees by the peahat don't have nuts would it not still be faster to get them from the chest in botw? - When you climb out of the Chu pit, can't you do that thing where you let go of the wall and grab the ledge, which saves like a second?
Post subject: Global Hotkey for cheat toggle?
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So bizhawk can't convert the code for moonjump (fixing upward veocity to a high value) in Majora's Mask (U). The code is the following: D03E6B3B 0020 813FFE18 40CB The velocity fixing part of the code can be used, but it's not much use without the part that toggles it on and off with L. Ofcourse I could do the same if there was some hotkey to toggle cheats on and off when I'm in the main window and that would probably be the more elegant solution. But I couldn't find such a hotkey option. Is there one and I'm just blind or isn't there one? If there isn't, could one be implemented?
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Whenever you see something confusing the answer is usually: "It skips a cutscene." It's also the case here. He hits the cutscene trigger for the intro cutscene and then voids out, which sets the flag that the CS was played, then immediatly interrupts it.
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Fox lost a bit of motivation recently because of a big redo, but it's back on track. It's also really close to being finished, really high quality and there aren't any route changes that could get a new taser a better time. But OoT is still up for grabs. There are two possible any%'s one could tas. One on bizhawk (the chu-route) and one on dolphin (the gim-route)
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Now that the original post where I said it was moved, just wanted to say again: Great TAS guys. This whole thing is seriously impressive. I was preparedd for a lot, but I still couldn't believe how fast you pulled off opening the moat door.
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Synx wrote:
Yes --> https://www.youtube.com/watch?v=ZKVN2_ECzy8 I do not know if they ever made their input file public.
Well if you can call that splicefest a TAS... There is no single input file to be released. The video is spliced together from a bunch of segments.
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andypanther wrote:
There's a difference between an actual console verification and using a trick that is known to always crash on console (at least in the way that is used for any%).
There is no such TAS and there likely never will be.
bzb95 wrote:
Can you link a specific OoT TAS you'd expect to crash? I want to see if it crashes for the same reason as the SM64 crashes, now that they can be detected without a console.
There isn't one. There is a glitch called get item manipulation (GIM) that crashes N64 OoT, but not VC OoT. It also crashes most N64 emulators. You'd have to use a specific graphics plugin (Rice) to prevent the crash. Also it's well understood why it crashes. I'm no expert, but I think the simplified version is that the game tries to draw a model that doesn't exist and crashes. There are also legit ways to do this glitch on N64. One I don't quite understand, but I think with certain (useless) items it actually tries to draw something that actually does exist and just works. For the other you make the game display so many objects that it fills up the availible RAM and it can't draw any more. At that point you can GIM because the offending obejct will never be drawn. Both wouldn't be helpfull in a TAS though. There was some discussion of doing such a TAS on an N64 emulator, but nobody ever had concrete plans. It was more of a "maybe we could do this, what do you think?". At this point there might be a TAS of this route on Dolphin, which imo is completely legit, since Dolphin is a Wii emulator and this glitch does work on a real Wii.
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MOD EDIT: this and the next few posts were split from the SM64 "1 key" submission thread for being offtopic. <3 samsara Great TAS guys!
Synx wrote:
This could have been a total disaster for one simple reason. The PU stuff so often causes crash on console. That the team avoided abusing emulator to ignore such crashes was a brilliant decision. Well done on getting the TAS verified on console! Some day I hope the OoT community will follow the great example you guys have set with this TAS. As I have observed the trend in OoT speedrunning, I must admit I was skeptical when you, the authors were so secretive about this TAS in the Super Mario 64 Thread on the forum here. I feared it would be because the run would not play on console. I am happy to be proven wrong. Congratulations on this great run! MOAT DOOR HYPE!
You can't console verify OoT, otherwise it would have been done already. So what are you talking about?