Posts for Slowking


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Calm your tits. There will be a TAS. But until recently we were still considering potential routes and at the moment we are trying to see if Dolphin is workable, since this new glitch can only be done on the GC or VC version. Also MM 3D just came out and a normal MM any% is in progress. All of that takes testing, glitching and routing, in other words: time.
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Nope. Needs Saria's song, can't get it before talking to Zelda.
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Synx wrote:
none of this works on N64 right? Making all of this irrelevant
People are still trying to digure out what makes the crashes happen exactly. But they do look preventable. So quite possibly this will work on N64.
Amateseru wrote:
if you put the plugin Mudlord's Rice Video Build 6.1.4 then the deku nuts won't crash anymore, and the deku seeds neither !
So just like the good old stick-on-B-as-adult-situation. :D
JMC47 wrote:
Again; that sounds like it's corrupting the state of the embedded frame buffer. That can cause hard crashes, feed the CPU bad data, etc.
Did you just say arbitrary code execution? :D Ofcourse mostly joking, but feeding different bad data is always a good start. Did sockfolder look into this glitch at all? Haven't seen him weigh in on this yet.
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Just use the RTA definition, it's clear enough. That is if anybody ever gets crazy enough to actually TAS this.
Stevmay09 wrote:
The TAS would be played on Japanese 1.0, right? Doesn't that let you skip a lot of the trading sequence for the Biggorron sword? I'm pretty sure that's the version ZFG uses in his 100% speed runs.
I'd guess J 1.1. Bomb OI probably comes in handy at some points and I don't think you need the crawl space state anywhere. But I could be wrong. Both versions have eyeballfrog early though.
alec kermit wrote:
and currently I think only one boss key is used (if any)?
The boss key in ganons tower is collected, no other one.
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Zarmakuizz wrote:
I found another video with the Early Master Sword & the Early Triforce, which collects all Triforce pieces and triggers the Mighty Darknuts encounter (getTriforcePiecesCount() == 8) but the game is still locked after that. It seems like you have to trigger Hyrule 1 and take the master sword the legit way.
So that seems to confirm what I thought. The cutscene won't trigger since the check for 8 pieces is before the hyrule 2 check and "return" actually ends the function. What might be the problem with the barrier in that video is that I think that's not the fully charged MS and you probably need that to break the barrier. Could be wrong, though. I doubt this is possible, or somebody else would have thought about it before, but I was thinking: Get down there with triforce + EMS, go back up and charge the MS, come back down with triforce warp, profit. Probably some flag blocking that somewhere...
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So if I'm reading that code correctly (and there is a high probability that I'm not), if you had the completed triforce of courage when you do EMS, the game should not play the cutscene in the castle courtyard and thus not softlock. Is it possible to get the completed triforce of courage early? I guess probably not, but I really don't know.
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No bombchus, booooo! ;D Edit: His reaction is really cute though.
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The route planing for Grunz's Majora's Mask any% took like 2 years. Good things take time. ;)
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nope
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There are some trees with nuts. Getting nuts from trees actually was in the any% route when ganonless with FW was the fastest known route (sadly that was too short of a time to ever see a TAS)
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Mupen-rr can still be used. It's reset recording mupen that can't be, since it doesn't actually emulate resets. It's a hacky solution that isn't sound and causes all sorts of issues.
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Not if they want to use resets and publish it on tasvideos. Since the reset recording mupen is banned.
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I doubt it will ever play on any mupen based emulator unless the author actually fixes it.
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The fastest (at least I think it is) speedrun of Zelda's Birthday doesn't use a shield.
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Zelda's Birthday will still freeze in a lot of places though, because "it not good hack".
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This. Also getting the WW with the slab down is extremely difficult. You need to manipulate the blue warp closer to the door than it normally would be and then do some fancy camera stuff. That's what we talked about the last few pages. You can't expect to get it like you normally would, MoronicTAS.
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Do you think you might still have a little bit of anti-grav going on from sidehopping against the sloped wall? Because it kinda looks like it.
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Thanks for the answer. The Z64 plugin seems to be the major culprit when it comes to the slowdown. The Pure Interpreter barely makes a dent. Since neither RSP plugin will make this actually accurate, I'd say it's not worth the slowdown.
Post subject: N64 - Pure interpreter and Z64 HLE plugin needed for TASing?
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So I expect you are going to pounce on me for asking this question, but hear me out please. Are Pure Interpreter and the Z64 HLE RSP plugin really needed for TASing? I mean mupen is an inherently inaccurate emulator. Do these settings even make a dent in the inaccuracy? Or do they help to keep sync in movies or does that have no influence? I'm asking because, man do they make the emulator slow and when you have to frequently check if something syncs from the start that adds up.
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There are two grottos, with 4 different exits.
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Domain RDRAM
SystemID N64
11A667	b	u	1	RDRAM	Bomchu amount
11A65D	b	u	1	RDRAM	Bomb amount
11A65C	b	u	1	RDRAM	Arrow amount
11A65E	b	u	0	RDRAM	Deku Nut amount
11A667	b	u	0	RDRAM	Bombchu amount
11A65F	b	u	0	RDRAM	Deku Stick Amount
11A674	b	b	0	RDRAM	Mediallions 2 songs
11A675	b	b	0	RDRAM	4warp 4normal songs
11B9A6	b	s	0	RDRAM	Timer (trade, escape)
1DAA5A	w	h	0	RDRAM	Höhe beschleunigung2?
1C894E	b	h	0	RDRAM	Warp timer indicator
1DB258	d	f	0	RDRAM	Link's Speed
1DAA54	d	f	0	RDRAM	Link's X
1DAA58	d	f	0	RDRAM	Link's Y (height)
1DAA5C	d	f	0	RDRAM	Link's Z
11A646	b	h	0	RDRAM	Deku Nut Slot
11A647	b	h	0	RDRAM	Deku Stick Slot
11A64F	b	h	0	RDRAM	Bombchu Slot
11A602	b	u	0	RDRAM	Health
11A645	b	h	0	RDRAM	Bomb Slot
All I have for 1.0 U. Those adresses for Link's position do correspond to it, but they won't move him through walls, so I think there are better ones, but if you just want to see where he is, these give the same output.
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Btw. can you do 231 skip and the wrong warp in one go? Nobody has gotten that yet, which includes Bloob.
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Amateseru wrote:
What ? No way, I didn't used cheats to clip through the slab, I actually went as fast as possible in the right side of the room (with the blue warp on left side) I activated ISG on bushes while the warp was unload, and I went against the slab by moving my camera angle to be sure to don't load the blue warp, I did inverted camera angle to gohma clip with bombs (Yes because cliping with bombchus is a huge ass pain in non TAS) and then I messed around and hoped to get the good frame with a good camera angle. Btw, I tested it, Link has the same speed when I walk through the door, even with 2-3-1 skip and even if he doesn't, I don't see what's the matter
That's all very promising. Still I will sleep easier once somebody has done all those things in one go. But it's good that it's basically confirmed working now. :)
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ikswozol wrote:
I'm guessing just 10 for the escape, then get a stick in botw and do the jumpslash clip clip method for early chus, then after chus vineclip to get the shield. I may be forgetting something but idk :p
You need to get 35r for deku nuts and 2 sticks. Btw. that wrong warp isn't confirmed yet. There are problems with getting through the slab when the blue warp is so close and doing the 231 skip might screw stuff up. We are confident, but it hasn't been done yet.
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edit: never mind