Posts for Slowking


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That was pretty hot. Great improvements over the last run. Also great commentary that brought some interesting insights. Btw. I don't believe you when you say, that you wouldn't tas this again, if a temple of droplets skip was found. ;D So I'm rooting for that oen to be found. :D
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N3rdsWithGame wrote:
Also I did post in newbie before posting here, but still no response. After actually going into bizhawk code, I found that they don't have debugging or breakpoints supported yet. It's really frustrating when they say they have a feature and do the bare minimum in a way that makes it useless.
Wirte a bug report / feature request. They are usually really quick to implement those things when somebody really needs them. https://github.com/TASVideos/bizhawk/issues http://tasvideos.org/forum/viewforum.php?f=64
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FitterSpace wrote:
Potential credits warp theory: http://pastebin.com/yX7T9ujV
That's certainly interesting. What about bottles on the B button on the various transformations? If I remember correctly, those were before other items in RAM and that's what keta wanted, right? Although can't imagine he wouldn't have thought about it. Edit: Ah, I think it's the other way around. He wants adresses that are lower. (also I was speaking about visually lower in the hex editor. I guess the actual adress would be higher the lower it is in the editor. I'm really not good at expressing myelf)
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franpa wrote:
Vulkan supports Geforce 400 and newer. DirectX 12 I believe requires a Geforce 600 or newer.
Wikipedia says the 400 and 500 series aren't supported: https://en.wikipedia.org/wiki/Vulkan_%28API%29#Compatibility
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I don't think my laptop can do this. I have a Nvidia 630M. Generally the 600 can do this, but I think the Mseries is based off previous architecture. Sad day for me.
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dragonbane wrote:
Definitely not. He is just spelling his name out. Like 20 frames wasted maybe. So that should be absolutely fine then :P
A long time ago that was actually standard with Zelda TASes. It fell out of style when the runs got a lot more tightly optimised, but I think it's still considered an acceptable tradeoff. Though I would assume that it's like any other Zelda and every time the name is said it costs time, not just at the creation, since more characters need to be drawn.
dragonbane wrote:
I talked with Trog now and he will submit his TAS here after the livestream reveal and uploading the TAS to his YouTube. The showcase of the TAS with commentary will happen in 2 weeks, so it should happen rather fast. Then you guys can discuss it out :D
He might want to talk to one of the encoders here though. They can make increadibly high quality video and somebody is probably going to be interested in making such a high profile encode.
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Weatherton wrote:
Here's something to consider. Since the game receives GBA commands via the controller port, it's actually not necessary for the player to use a GBA to send the commands. The player could provide these commands through the controller port through other means (e.g. TASLink). We allow this for Super Mario World total control TAS. The game being TASed here is Wind Waker on GameCube. The GBA hardware is not strictly required from my perspective. Perhaps strict GBA emulation could be a separate branch though if this assumption really breaks things.
I think it's not quite as simple, as the game sends a program to the GBA and actually checks if it's running there. But that doesn't mean that it can't be accepted, as long as the results are reasonably close to the real thing, imo. Afterall, this is TAS of TWW, not of the tingle tuner.
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Yeah, what has he got to lose by submitting the file here? Worst case it doesn't sync for anybody, then he is at the same point where not submitting would have put him, too. Btw. is there video yet?
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He used a hacked savestate by accident. Nothing to see here.
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OoT settings depend on what you want. You want the most accuracy in picture and behaviour for tasing? Use the N64 TAS profile, Pure interpreter and glideMK2 with all the options on the general settings page for that plugin marked on. If you want the best speed go for dynarec and Jabo graphics plugin.
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According to the Dolphin 5.0 release video, OoT VC now runs on dolphin: https://www.youtube.com/watch?v=KS7Fl30JZcA So if somebody wants to make a GIM-TAS...
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Does that work for the blue potion gim?
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Nice. :) At 1:12 at the file select can't you press up once instead of twice down?
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The tools shouldn't be completely different. Bizhawk is similar between all consoles. But as I said, you can start with OoT, it will just take a while to learn. Not sure what to tell you regarding frame advance. It work for everybody else and you haven't really said what your problem is.
mzxrules wrote:
recently released a big update to a memory mapper program for the Zelda 64 engine called Spectrum
It sounds interesting. Although I don't quite understand what it does. :D
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But with this many failure points there is quite a high chance that you missed something in testing, that could even effect casual players. I'm not even sure why you wouldn't put additional checks in to prevent these crashes from happening. For every cutscene that starts, check if the right animation set is loaded, if not load it. If the right animation set was loaded that doesn't really add any load times, if it wasn't it adds some load time but prevents a crash. Seems like a win-win.
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MrGymnast86 wrote:
No, but NTSC/PAL doesn't have to do the quest to get the 5th triforce chart that the japanese version has to do, which saves around 5 minutes. There is one skip that JP has over NTSC/PAL though which is the barrier cutscene skip (another instance of void warping to skip a cutscene).
Oh yeah, I knew that at some point. Totally forgot. It has been too long since I looked into TWW. Thanks for reminding me.
On another note, there was a theory quickly formed that you could skip earth and wind temple by going into hyrule a 3rd time with the triforce at ff3 by skipping the helmaroc cutscene and then going into ganondorf's lair again to play that sequence of cutscenes since the animation set would be correct. Unsurprisingly however The Wind Waker decided to say, "Fuck You," as it turns out that the cutscene in ganondorf's lair will only ever play once even though the previous helmaroc cutscene can be played an infinite amount of times. If you enter the zone again, you simply spawn in the room with nothing happening, and savewarping will take you back to windfall island for some reason. Another interesting thing to note is that on the NTSC/PAL versions of the game, it actually is possible to pull the master sword in Hyrule 2 due to two lines of code being removed from how the game determines what layer you're supposed to be on, the only problem is we have the wrong animation set. It is possible to skip switching animation sets by skipping the helmaroc entrance cutscene at ff2 but once again the cutscene in ganondorf's lair says "fuck you" since it's a cutscene that only works with the second animation set, and therefor crashes with animation set 1.
This game is really convoluted in it's programming. That the devs shiped it this way on a console that wasn't updateable means they must have balls of steal. There are so many failure points it's mind boggling. Now OoT, that's a robust game. You can torture it as much as you like, it will just continue working.
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MrGymnast86 wrote:
Overall this saves about 1:30 which is pretty sick It also closes the gap between Italian and Japanese a little bit more. If we can find a few more cutscene skips, italian may end up being faster
Are there glitches in the italian version that aren't present in the japanese one?
MUGG wrote:
Not RTA viable I suppose.
No. Maybe segmented.
Any other cutscene skips?
The helmaroc one, but that crashes the game, since the right animation set never gets loaded.
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Do one that is fun for you. Maybe one you know from when you were a kid. But tbh, I think you can start with OoT. I think all the current N64 Zelda tasers started with either MM or OoT. Just don't expect to be any good for a while. It takes practice.
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Fniure is now faster than the current TAS, by 7 seconds: Link to video
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andypanther wrote:
Do you think there will be a way to pull off N64 GIM in Deku?
It might depend on what item you get, which means there might not be anything too usefull to be gained from N64 GIM. --- I'm still thinking about the chu route. At least that's 100% legit on N64 and maybe somebody wants to tas it at some point. I'm wondering about getting sword in it. On the negative side sword is a little out of the way and you'd have to use the crawl space further away in botw, since you'd have to use the blank-a method that uses text. On the plus side you'd never have to visit a shop (item text outside of the shop is faster) or collect any rupees (no throwing rocks) and having the sword speeds up ZR and HF.
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MrGymnast86 wrote:
So, for anyone who doesn't know, I'm redoing the TAS with the improved knowledge that I now have of the game. It's going to be on the German version since the German version saves ~5 seconds over the English version.
Wouldn't the japanese version be even faster? Not that I'm complaining.
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PikachuMan wrote:
If we're to do a TAS of the Japanese version, better do the one on the GameCube, although resetting on GameCube takes a lot longer than the N64, but the Flying Zora glitch makes up for it.
What? TASers are using the japanese version because of version specific glitches that are patched in the japanese GC version. Flying Zora isn't even usefull anymore. If there were no glitch differences, TASers would probably use the english version, as text difference in MM is negligible.
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Does MM take inputs on those other frames? I thought it didn't. Guess I forgot, since the little bit I tased was quite a while ago.
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Pokota wrote:
Correct me if I'm wrong, but doesn't turboing A while sidehopping leak frames here and there?
Yes as turbo is alternating between one frame pressing and one frame not pressing. It might be that it doesn't press A on the first frame that it would be possible, but on the second. So over time you can bleed quite a few frames. Plus it's really not necessary. After a while you know on which frame to press A from a visual cue.
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With OoT Glide64mk2 works best. Just set all the checkmarks on the "general" page of mk2 and you should be fine. Not sure why that isn't default, but that's just how it is. With MM you are actually better off (or at least just as good but a lot faster) with Jabo.
GlitchesAndStuff wrote:
Just to clarify: I'm going to be working on improving the GIM routes regardless of whether they work on N64 or not. I don't really care about what can/can't be submitted to this site, this forum is a good place to talk about TASing OoT and so I'm going to do exactly that. To be honest, both the GIM and non-GIM route are cool and having fully optimised TASes of both will be a good contribution to the TASing and speedrunning scene.
I really hope both will be TASed some day, but so far I sadly don't see it happening. Both routes are certainly really fun.