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.
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. ;)
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.
- 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
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])
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.
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)
This route needs some serious work. Thanks for offering your help. I'll catch you on IRC. :)
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.
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.
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.
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)
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.
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.
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.