Posts for Slowking


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They need to redo everything after the intro anyway. Shouldn't be too big of a problem to TAS an extra cutscene.
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Resets on mupen-rr aren't sound. They can take different amounts of time. A long time ago when computers weren't as powerfull it wasn't noticeable. But now that they are more powerfull and thus the variance between individual computers is bigger, resets can actually vary in length by multiple frames, which will cause a desync.
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MrGrunz wrote:
Haven't had the chance to watch the new tricks but holy crap even reading about them makes me damn excited. Awesome job guys! I guess I get myself prepared for a new ultimate any% run :D
You didn't have the chance to watch two 15s clips? Even if you are on mobile it probably would have been worth it to burn the 10MB of data. You're a weird one, MrGrunz. ;)
Synx wrote:
What's with all the bizhawk-hype. All the TAS'es of zelda on n64 have been done on mupen so far. It would probably be a pain to switch to bizhawk.
My advice would be to use bizhawk. This TAS will have two resets and it's a pain to sync resets on mupen between different computers. It only gets worse the better the computers are. Furthermore adelikat is the only person I know who can make high quality mupen64-rr avi dumps, since the avi recording in mupen is totally broken. But the method he uses is a pain in the ass, takes forever and resets (of which, again, this TAS has one more than the previous one) make it a 1000 times worse. He is also the main dev of bizhawk, which has superb avi dumping that can be done without hassle and relatively in no time. If I were him I just wouldn't bother with mupen-rr anymore. So this TAS might never see a good encode when done on mupen-rr.
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Yeah I don't like embeds. Just puts lot of flash crap into pages and I watch it in the big player on youtube, anyway. :D But no worries. :) Btw. I edited my last post with an explaination.
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Patashu wrote:
Damn that is sick :O EDIT: Is this useful?
Look at my post. It might be. We need to get an extra stick for the new ghoma clip. We can either get one from the pot in botw and do the new clip in botw. Or do the old clip in botw and get a stick in the deku tree, but that requires ISG. So it will have to be timed what is faster.
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GlitchesAndStuff found a new 231 skip with only one chu! (I had the idea to use the slope clip there, but without his skill and his idea to combine it with a JS it would have never worked.) https://www.youtube.com/watch?v=Oqn-2m32hIk I think we can get the extra stick that is needed from the pot in botw and then use this clip to get the chus: https://www.youtube.com/watch?v=cOCrYW6hQC8 Edit: Damn, sniped. :D
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Yes, the one near the crawlspace. You could just throw the state on mega.co.zn or come find me on irc or something. I'm in #tas on irc.speedrunslive, for example.
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Actually the clip you mentioned might work. I dismissed it a bit early (I sometimes do that). Although we probably shouldn't get our hopes up, since there are the problems I mentioned. But ofcourse I couldn't get the clip again. Do you maybe have a savestate with the right angle?
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Synx wrote:
While your paintskills are impressive for sure I would like to see a video of such a clip before I am convinced
Slope clip? For example here: https://www.youtube.com/watch?v=gZ-1VCf0Ce8 (this one keeps isg)
ikswozol wrote:
Synx wrote:
While your paintskills are impressive for sure I would like to see a video of such a clip before I am convinced
Here's an example of the clip, although it is done as adult (the clip) works as child too too: http://youtu.be/eRr4uV3xY1w
Uh nice. Didn't know somebody actually clipped there already. Well as long as nothing goes totally wrong (like isg going wonky for some reason) that should actually work then. :) Edit: Considering how it looks that might even be possible with a sidehop (if you can actually stand in the air after clipping with ISG) Edit2: Actually it probably won't work. :( Link clips through the wall, not the floor, which mean isg will probably prevent him from "falling off". But it's still worth a try, I'd say.
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So my stupid ideas don't stop. Basically I'm sure we could 231 skip with slope clips. https://i.imgur.com/ZUAQUjZ.png I remembered that GlitchesAndStuff once showed me a clip at the spot I marked red. Depending on how deep underground the clip puts you you might be able to directly megaflip to the loading zone. If not one more hover (with a chu you send inbounds) should suffice. So depending on luck that's 2-3 chus. But I don't think that's even necessary. Technically you should be able to slope clip everywhere I marked blue, with green being the closest spot to the loading zone, which should guarantee that you can make it in one megaflip. So that would be two chus. What do you guys think?
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Yes, he knows. But it's further away from the loading zone than the other side and the 231-room is in the way. There is no chance that you can reach form there. Edit: Seems he didn't know. I assumed wrong, since I was lucky with clipping there.
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zeromus wrote:
I had already corrected myself, but OK.
Sorry, I overlooked that somehow.
RedGreenSonic wrote:
Also, I resent the logic that a bug is given low priority simply because "TASers never stay on the pause screen that long"; it's an emulation bug and should be properly dealt with. I know it seems weird to say it on this site, but TASers are certainly not the only people who like to use BizHawk (myself included).
It's more that it's not worth the hassle of searching for days for such a minor graphical bug, which probably wouldn't even yield results, when it doesn't effect normal play at all and will not show up in TASes either, where viewers might be confused. Grandma's stories are more problematic than the pause menu, but if it's not a bizhawk problem, it's not a bizhawk problem and since you said yourself that this bug even happens in PJ64 2.1, it probably isn't. With some luck there'll be a new version of GLideN64 in 3 months, that emulates this game without a problem, anyway.
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Sorry, but that's not nearly enough height.
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So this is the idea I had, for which I asked about vine clips. I could not get it to work, since the ledge is very small. But maybe there is some crazy way it could work. Here's a cheaty demonstration: https://www.youtube.com/watch?v=SdogJ-8hAzQ
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MrGrunz wrote:
Add in another 2-3 seconds of saved time thanks to playing around with chus and we are at those 10 extra seconds we have to save somewhere. Of course only Deku Tree leaves space for such an improvement, liked I said earlier already. The list probably looks quite confusing, maybe it only makes sense in my head. Feel free to ask question or point out mistakes you realized ;)
Well really the only thing we need to save those 10 seconds is to clip into B1 from the first vines. Still 99% sure that's possible with one of those 45° vine clips. Have you ever tried it?
MrGrunz wrote:
This actually looks like it could save 2-3 seconds. I have to TAS this to see how quick it really is.
Should save quite a bit. You never have to visit the Kokiri shop again, if you get the shield from there, which is nice, since the shop is really out of the way if you want to skip the Deku Tree CS. Plus the shield text is quite a bit faster when you don't buy it from a shop, plus no gathering extra rupees in the river.
MrGrunz wrote:
Hmm, sounds like even if it worked, it wouldn't save any time sadly :/
If it worked it would save quite a bit. B1 doesn't need to be loaded for this. But I doubt it will work, even if it's close. Only way I see this maybe working is right after clipping sidehop to the left then JS the wall. That might give you the distance you need.
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MrGrunz wrote:
You can fall like 45 degrees to the left or right from the vines after clipping.
Does that mean paralel to the wall or in a 45 degree angle from the wall? I fear it means the latter, which means my idea won't work... Only other idea to make this work I have: can you boost yourself up after the vine clip. For example by clipping with a chu that came at you from below? Edit: Okay read your post. Still don't get where you want to get those 35r in Kokiri from. If we assume that you get 10r the normal way, that's still 25r left, which is 9 rocks to throw. That's a bunch. If you find some time at some point you should really come by the IRC channel at some point, btw.
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MrGrunz wrote:
Is the Blank A trick even possible without the stick? I always thought link had to have an item in his hands, that he tries to put away before entering the crawl space. As the bottle is filled with bugs, only item we can use is the stick, so you need 2 sticks before leaving Kokiri anyway.
Release bugs, recatch bugs, Link has bottle in his hands. ;)
This is no problem at all. We have to go to the stone circle to get rupees anyway and throwing 3 more rocks barely costs any time.
For 35r you have to throw quite a few more rocks than 3. They only drop 3r max (2 green ones) Only benefit would be that you could get the shield from botw and never visit the shop again. In case you haven't seen that yet: https://www.youtube.com/watch?v=XDowoIkXRQU
We don't lose the extra Stick we buy in the beginning in case anyone forgot ;)
How would you not lose it? You still have to slide past the owl. Did I miss something? Or do you mean you wouldn't lose a 2nd stick if you bought it? Because that I never even questioned. Btw. Grunz, is there a way, after a vine clip, to fall along the wall you just cliped through instead of flying away from it? Falling to the left alongside the wall would be fine, too. Just not straight ahead. Would be nice if you could answer this, since it's really important.
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Fox3 wrote:
The Deku Tree Blue Warp has a timer set to pick Link off of the Ground when the fade into the cutscene is set. so even if it could be used there's not enough time to go through the door.
Ah yes, child warps lift you up later than adault warps. Forgot about that...
As with the timers, I don't think you can get them with the trade items. The eyedrops can be obtained as child but you can't get the eyeball frog from King Zora.
How can you get the eyedrops? Anywho, that's sad. Getting the timer and duping over the trade item are the only things that keep us from ganonless as child. That would be fun, even though probably slower than current Ganondoor. (although the current TAS takes 12 minutes after getting the bottle to get to last input. That is quite some time. You could conceivably get chus, ZL, magic, FW, trade timer and beat DC in that time.)
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RedGreenSonic wrote:
1. When you pause the game and leave it on the pause screen for a few seconds, the background becomes black instead of transparent, and when you unpause, the window appears a bunch of times over itself, like on an old Windows computer when you would drag a window around and it would duplicate itself wherever you dragged it.
That one is actually known. But OceanPrince (at least I think it was him, man my brain is mush) couldn't find a way to fix it and since it only happened after 10 seconds and TAS will never spend that much time in the menu, it was seen as low priority.
2. When talking to the old lady in the Stock Pot Inn, when she starts one of the cutscenes (Carnival of Time or Four Giants), it doesn't display the proper graphic; instead, it displays a picture of the last time you paused the game. There's also a minor audio bug; occasionally, the sound will bend in pitch oddly for a few seconds.
That's kind of a problem.
zeromus wrote:
Anyway, if you can't verify the behaviour in mupen64plus, then there's nothing we can do. It is bizhawk's job to emulate exactly like mupen64plus. No better and no worse. But there is a large amount of lore about MM in mupen64plus, so perhaps you can find out what the state of the art is without having to test it yourself.
Jabo doesn't work in mupen64plus and never will, so there is no correct emulation in mupen64plus with this plugin. The only benchmark for this one is PJ64 and PJ64 doesn't have these bugs.
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Grunz, you kinda used a stick you wouldn't have at that point... unless you want to collect 35r in Kokiri somehow. If you vine clip in the chu room, voiding out shouldn't be a problem. That water you clip into is completely oob. MTA, I experimented with the clip you found. Even if I get a JS by using cheats, I can't even get close to the loading zone. So that probably won't work. So in general things that need testing: - Vineclip into B1. Looks very possible looking at UoT, but nobody has pulled it off yet. - 231 skip with chus from inside the pillar next to the slope (major problem at the moment is that we have no way to get ISG when the room around isn't loaded) - Getting through the slab in ghomas room, with chus and with the warp already active. Btw. could you ride the warp up like it's done with the Fire Temple Ganondoor? I mean let yourself get carried up and JS through the slab? Also unrelated, but could there be some possibility to get a trade timer as child without going adault first? Edit: What we could also do is, clip into B1 and then climb back up far enough so B1 gets loaded. Should be faster than going all the way up in the deku tree, but ofcourse it makes chus seem far less worth it. If B1 is loaded we could also crawl through the crawlspace, superslide teleport and then megaflip into the boss loading zone. Problem with this is that the crawlspace is slow. Edit2: What I forgot to emntion is that the wall the boss door is on and the floor don't fit together perfectly. There is a pixel wide gap. In UoT it looks like the one that makes the blank A forest escape possible. But neither MTA nor I could clip there. So it might be that the gap in Kokiri is actually a pixel wider. Still, would be nice if somebody else could look into this as well. *nudges Grunz* Edit3: Ofcourse the dream scenario would be this: https://i.imgur.com/KvKxNVv.png Vine clip at green, fall into open pillar red and then make your way to loading zone blue with a few hovers and a megaflip. Probably won't happen since it's too far...
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MTA wrote:
I was actually testing some stuff for that, if chus were to be obtainable for any%, they would be used for: Deku Tree Cutscene Skip 2-3-1 Skip Gohma Wall Clip (2 explosives required for that) and a few slides as well.
Also probably a vine clip into B1, right from the first vines.
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r0bd0g wrote:
So could getting chus in any% be faster now?
Not sure. We are thinking about it. But probably not.
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Wooot! I hope this becomes great and we can finally have a plugin that works for most games.
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Well if you want something complicated make a lua script.
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There are a few new wrong warps in town. Epona from STT: N64 version: https://www.youtube.com/watch?v=xmv_Hd4BCrQ GCN version: https://www.youtube.com/watch?v=FIleHFGYcCI alien cutscene: https://www.youtube.com/watch?v=jXMsbXfSfWw I wish somebody who really knows this stuff, like sockfolder, would look into MM. Because these things are weird. Epona works perfectly normal with most warps. There are only three that we know off that don't work normal. It would be really interesting to know why that is. Regarding the aliens, a simple timeout cutscene really shouldn't be able to wrong warp you and yet it does. So the reason for that would also be interesting...