Posts for Slowking


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Joined: 12/6/2008
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I would guess the thing doesn't quite reach the ground because of the slope. Seems like this glitch makes Link's hitbox very flat. Interesting. Don't know if there are other places with small gaps. If this also makes Link's hitbox more narrow it could lead to an easier adault DoT skip... /pure speculation Edit: Oh yeah, you need a crawl space for this glitch. Totally spaced. Never mind. I'll leave this post here to mark my shame.
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MrGrunz wrote:
Maybe I'm completely stupid, but I can't see how this should save time for any%. You don't even go up to the top floor anymore because of the Skulltula-Recoil Trick used while climbing the vines.
Well it's further on the left so less travel time... and RTA doesn't have to manipulate the skulltullas this way. Doubt it's faster for TAS, too. Btw. you should come up with a way to OI with chus, now that we have a fast way to get them. I know you can do it. ;)
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Doesn't really seem like the clip is new. I mean climbing on top of the chainlink was known, wasn't it? At that point you are OOB and ofcourse you can navigate into unloaded rooms from there.
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The core is mupen+, but since it's open source it's included.
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- 1.0 J is not the ideal rom. - the route doesn't need 5r at the start anymore - the angles are pretty horrible - you should probably backwalk since you don't need that rupee - pretty sure most of those sidehops could have done with an A-press a frame earlier, but I'd have to check
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There is no newer version of mupen. You should try to get get bizhawk to work. Did you install the prerequisites? (although you should probably wait for 1.8.0 before starting a TAS [coming soon])
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MoronicTAS wrote:
is somebody able to explain "Dangle clips" ? sockfolder did a setup so you can try them out. http://www.twitch.tv/sockfolder/c/4889452 I just don't get why it works..
When you target a wall while Link grabs a ledge, the game thinks that Link was falling down a ledge where the wall is and grabs the ledge there. Since the platform in front of the shadow temple boss door has no back wall, you can now just bomb boost up to the loading zone.
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Hâthor wrote:
So we can say: Lullaby skip in "human" only (J) :p. It confirms what I though, it can be done on (U) but it's really harder (from human point of view).
Ugh, could you maybe actually start reading my posts instead of cut out quotes? Thank you. Here is the last important part of the post again:
Slowking wrote:
Like I said Grunz does it and RTA runners used to do it all the time with pause buffering.
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Tompa wrote:
http://pastebin.com/XNheJ74P
Well there are a few slight errors in there. At a glance: - There are two grottos in deku palace that can only be accessed in J, not one - You can bomb hover against walls without slashing your sword before. It's chu hovering that is the problem. Also a slash isn't required, a jumpslash will do as well. missing: - The pirate Guards being blind as hell at night, which makes the current route possible without watching that super long CS. - Weird shots not crashing as easily - Hookshot chest being the other way around and a hole being in the upper walkway of the room. - Ocarina dive with only a sword slash (1.1)
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arandomgameTASer wrote:
Time Stop
Old as dirt and not in the route because it's slower.
Ocarina Dive Song Storage
Already in the route. Anywho, thanks for trying to help.
Also, glad to see you back Slowking :D
I was never gone. ;)
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Fox3 wrote:
Now that it's been a while since this route has been posted, have there been any updates? I think I'm willing to help out if it's needed.
This route needs some serious work. Thanks for offering your help. I'll catch you on IRC. :)
jlun2 wrote:
Slowking wrote:
So routing... Goron village sadly isn't accessable on J in first cycle. So that leaves us with either getting SoS or doing what we have always done, get like 160r....
Wait, there are (U) only tricks? How much time does (U) specific tricks must save so that it would be faster than (J)?
It's not technically a U-specific "trick" it's just that a slope on the way to mountain village is slippery in J (1.0 and 1.1) while it's not in U. Generally speaking J has a lot more glitches and speed tricks that are only in that version. The above route (and any good route) only works on J because of differences with the pirate guards.
Hâthor wrote:
But I've a question for you: Why do you clip after getting the last egg on pinnacle rock? I think using the Ocarina Items trick should be faster; you don't even need to set the cursor as Great Bay Coast is the default location. (You can also use it for the last egg in PF; it allows you to not equip the Ocarina).
Route was written before OI was found in MM.
There are actually (J) only tricks. For example, Lullaby skip.
Lullaby Skip is not J-only. Grunz did it in his TAS, which was done on U. You should watch it sometime.
(But... I've heard that it could be possible if we can perform an ISG before the first blow... I've never seen it)
Like I said Grunz does it and RTA runners used to do it all the time with pause buffering.
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RedGreenSonic wrote:
So this is probably some silly setting I enabled like an idiot or something (or it's a known bug, I'm way out of the loop), but Majora's Mask has a few graphical bugs. Whenever you pause the game, the background goes entirely black (this also happens in the Zelda flashback cutscene), and enemies don't seem to flash red when hit. Pure Interpreter, Rice plugin. Also, on an unrelated note, EmuHawk hangs whenever I exit, and I have to kill the task in task manager.
Rice sucks for MM and OoT. Use Glide64 (not mk2). Also you should know that recording from a savestate is currently broken again.
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To do so salt your hard drive and then burn it. Alternatively submerge it in holy water and perform an exorcism.
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got4n wrote:
Calm down?
Totally calm, just stating fact and using some profanity for emphasis. ;)
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Synx wrote:
I am curious to see who will work towards the new TAS though. Grunz seems to be busy with other stuff, Swordless has been gone a while, Bloobiebla I don't know. Maybe someone half-unknown will give it a go.
I don't know if anybody is really interested atm. I think Bloob and Grunz were kinda planning on it, but that has kinda come and gone and all the other TASers are planing something else.
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I doubt he can. Sowrdless doesn't save that much time.
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Patashu wrote:
TAG wrote:
Synx Wrote. 1st things he says is "Spider-Waffle is rolling in his grave now". TAG Said. i am scared, has anyone who is a speed runner or TASer died? sorry to be ignorant (that is if i was)
It's a reference to http://tasvideos.org/forum/viewtopic.php?p=323689#323689 which is really hilarious in hindsight.
To be fair, pretty sure the route was slightly different back then, that made sword faster. I just don't remember what it was. I actually told Grunz before the last TAS that I thought that swordless was probably faster now. But without solid timings he didn't believe me. Sadly I'm too shit to time things or we would have gotten there before the real time runners...
Synx wrote:
With the swordless-route I guess it will be a race now between the usual suspects for the new any% TAS.
Nobody is racing nowadays, only colaborating.
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Little PSA: Bizhawk has had a lot of fixes and improvements recently and it is now a looooot better than mupen-rr and imo perfect for TASing. There are a few things to note on how to set it up. 1. Go to "Config -> Profiles" and select "Tool-assisted Speedruns" 2. Go to "Config -> Customize -> Advanced" and select "Frame advance buttons skips non-input frames" 3. Under "N64" select "Mupen style lag" 4. Go to "N64 -> Plugins" and select "Glide64" und "Active video plugin 5. Selecte the "Glide64"-Tab, select "Zelda Corona fix", select "Motion Blur", deselect "Disasble dithered alphas", deselect "Disable GLSL combiners" and finally click save 6. Go to "Tools -> Virtual Pad" and activate "Options -> Autoload" Now you should probably close bizhawk so that your settings get permanently saved. If sucks when you crash it by messing around in RAM and hadn't saved your settings before. I speak from experience. Reopen it and you are ready to TAS! Also note, that unlike mupen, on Bozhawk you can still use your keyboard for inputs, even if the virtual controller is open.
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We tested that and bizhawk still syncs extremely well with MM. It's just TAG fucking shit up again.
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unpack the bk2 and edit it with notepad++.
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Yeah, that should save a few frames in a TAS, I think. Nice.
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The N64 core isn't even perfect yet. I shudder to think what a Wii core would look like at this point.
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zeromus wrote:
slowking, half of our users are using computers twice that old which cost half that much when they bought them.
Well it's a laptop, so a normal PC will have similar specs for half that price. Probably not if they are twice as old, I give you that.
encoding videos of that resolution will burn through 1GB in 2 seconds. If .net falls behind in GC for just a split second, boom, the memory's run out. It's unacceptably stressful to .net no matter how much ram you have.
Yeah that 1GB limit seems like the bigger problem. That was what I tried to say originally.
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I guess, but who still has this little RAM? My more than two and a half year old, 570€ Laptop came with 8GB RAM. By now toasters have that much.
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Since Bizhawk can't use more than 1GB, that won't help much. ;)