Posts for Synx


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Experienced Forum User
Joined: 3/17/2009
Posts: 496
Where did he go? It's not like him to give up.
Experienced Forum User
Joined: 3/17/2009
Posts: 496
I admire your charity towards the poor guy. Giving him some good words. But in the end it turned out that he was as wrong as always. I am still curious about the new escape from castle vs old method. People seemed to agree it was faster, about how much time saved are we talking here?
Experienced Forum User
Joined: 3/17/2009
Posts: 496
mzxrules wrote:
Tower Collapse sequence. This one uses normal OoT 64. Basically, sock discovered that falling OoBs during the tower collapse sequence occurs when the difference between the starting height of your fall and your current y become greater than a certain distance (320 units). It turns out that when you are hit mid-air, your fall height is reset to the distance that you were hit at, making it possible to drop down to the next level. http://www.youtube.com/watch?v=W4Z2FRUyjWA
Does this save time in any% TAS? As far as I know the any%-route won't hit the switch in dekutree with slingshot
Experienced Forum User
Joined: 3/17/2009
Posts: 496
The good news is that the new any% TAS will beat the final boss and therefore the straight to credits argument for a new category falls away.
Experienced Forum User
Joined: 3/17/2009
Posts: 496
lol xD how does that warp work?
Experienced Forum User
Joined: 3/17/2009
Posts: 496
For once I actually agree with mr Waffle, but considering the majority of ppl here (including swordless and Grunz if I remember correctly) wants it to replace bloobs TAS I suspect that this is indeed what will happend
Experienced Forum User
Joined: 3/17/2009
Posts: 496
Nice! best sm64 run so far :D good job guys!
Experienced Forum User
Joined: 3/17/2009
Posts: 496
apparantly there is a run submitted: http://tasvideos.org/3554S.html Good run. It seems to focus on the 5 first levels and not the final boss.
Experienced Forum User
Joined: 3/17/2009
Posts: 496
It's amazing how he is able to ignore all the facts about his suggestions being impossible, his timings irrelevant and his questions stupid. Instead of explaining why he neglects prior information from others or apologizing for wrong assumptions or his missguided and borderline racist comment about rupees/rubies, he just keeps asking stupid questions. I'm starting to think Swordless might be right. Maybe he is just a troll.
Experienced Forum User
Joined: 3/17/2009
Posts: 496
TheFrigz wrote:
Oops, seems I've entered another "Slowking being an annoying, unnecessarily large asshole" zone. Seriously you guys should put a sign up or something to warn readers who honestly don't give a fuck about this petty ass drama between Slowking and Spider Waffle. It's like watching two 9 year olds fight over a fucking gummy bear. It's pathetic. Grow the fuck up. Everyone else, carry on.
Well tank you kind sir, I will indeed carry on then: "I have not TASed at all, but I did the precise timing of getting rubies instead of rupees selling fish, but that was for RTS. (15+7) seconds getting nuts in the northwest. And with TAS that will save even more time. I don't see how you can say anything else is clearly faster. I have contributed so much to the speedrunningcommunity. I don't know why noone listens to me. I came up with HISS and bombsliding afterall. I don't see what any of you guys are helping out with." On the other hand: "I don't TAS this game either, but you are so stupid omg, we are not doing that. Are you even reading this thread? I know so f-ing much about this game, all your suggestions are complete shit, but I won't bother to explain why. Just stfu and respect me." Thank you all, and good night.
Experienced Forum User
Joined: 3/17/2009
Posts: 496
this is fun. So what is the conclusion? 0, 1 or 2 heart containers?
Experienced Forum User
Joined: 3/17/2009
Posts: 496
Dooty wrote:
Comicalflop wrote:
once you've seen the old 100% WIP, there's no going back.
Comicalflop is more than right about that, I thought the any% was good, -and it is-, but... then I saw the 100% wips and I have a humble request: any chance of a partnership between zvsp and Nahoc doing the 100% run?
great idea, if they can work on it together that is
Experienced Forum User
Joined: 3/17/2009
Posts: 496
My list: Ocarina of Time 100% Super Mario 64 BLJ-less Bomberman 64 100% Super Mario Kart 64 all cups
Experienced Forum User
Joined: 3/17/2009
Posts: 496
sonicpacker wrote:
Pretty cool idea: http://www.youtube.com/watch?v=6VTaPitGmlg
nice = ) it's cool to see a m64TAS without BLJ
Experienced Forum User
Joined: 3/17/2009
Posts: 496
CoolKirby wrote:
Fabian wrote:
N. Harmonik wrote:
Call me inattentive but how come a new thread for this game was started?
I'm just as confused as you are.
The old Ocarina of Time thread was locked, so Synx created this new topic so the TASers could discuss the routes for the upcoming any% run.
This is the correct answer, I also explained this in the first post of this thread
Experienced Forum User
Joined: 3/17/2009
Posts: 496
Nice WIP. Are you getting the goldcards later or?
Experienced Forum User
Joined: 3/17/2009
Posts: 496
MrGrunz wrote:
For everybody demanding some crazy TAS actions, here's the video to watch: http://www.youtube.com/watch?v=Yeh-pj3vgQk
Nice :D I love these videos!
Experienced Forum User
Joined: 3/17/2009
Posts: 496
I seem to get an estimate of between 40 to 45 minuts for the ganonless route when I try to calculate the full length of a TAS. What do you guys think?
Experienced Forum User
Joined: 3/17/2009
Posts: 496
Well I have never tried TAS-ing OoT and very much apreciated the explanation :P
Experienced Forum User
Joined: 3/17/2009
Posts: 496
Inzult wrote:
The implication here seems to be that because my viewing experience is different, there's something wrong with it.
Your viewer experience told you the english cutscenes was quicker, when in reality the japanese is quicker. So yes, there is something wrong with it.
Experienced Forum User
Joined: 3/17/2009
Posts: 496
Slowking wrote:
Hovering in OoT sucks. RTA will never do that.
dude, when you are making these statements as if they are facts please include some sort of explanation. Specially when you are making a statement against a previous post.
Post subject: The Legend of Zelda: Ocarina of Time
Experienced Forum User
Joined: 3/17/2009
Posts: 496
How does the Ganonless route look as of now? As I understand it so far it is still RBA and light arrow cutscene, but what is different from the old RBA-ganonkill route? (Couldn't post in the original thread because it was locked, if any admin sees this and are able to edit this post into the original thread, please do so)
Experienced Forum User
Joined: 3/17/2009
Posts: 496
rog wrote:
Is this really the case? We may somewhat be comparing apples to oranges here, but let's go back to HappyLee's latest SMB warpless submission for a minute. While basically every previous SMB run had synced when it was played back on a NESBot, that run had one specific trick that caused a desync on the console. When people questioned whether we should not accept that submission and instead request a slightly edited one that didn't use the trick and would sync on a console, the consensus formed that it was sufficient for the run to sync on an emulator and that the property of syncing on NESBot was more of an interesting footnote than a requirement.
iirc, that trick is possible on console, it didn't sync because of lag. There's a huge difference between slight timing differences and fundamental changes in how the game works.
What I do care about is trying to force people to use an emulator in an emulator or disallowing a glitch all console runners use, because it's possible on a real console.
Console runners do not use stick on B on their N64, because in fact, it's not possible.
You beat me to it. This topic is under N64 and hence we discuss N64-runs. I don't mind seeing a stick on B run on wii or another console, but this type of run should not be discussed further here.
Experienced Forum User
Joined: 3/17/2009
Posts: 496
Slowking wrote:
ShadowWraith wrote:
I can't help but feel like you're missing a rather obvious point here. If it doesn't work in the N64 version of the game on console then you shouldn't use it in a TAS of the N64 version of the game. It's not rocket science. If you think that's a dumb rule, then you're obviously unaware of what the site is for and should probably read up on it.
The problem here being, that there are no different versions of the game. Just the same version in 4 different consoles (well 3DS has a graphics overhaul and other slight changes). On N64 it crashes, but on GC, Wii and 3DS it works just fine. Mupen is not an N64. It is just an emulator for a game, a game that supports StickB in 3 of it's 4 versions. If it makes you happy you can file a TAS with StickB under the Wii category. But TASing it in dolphin would be stupid.
Congratulations. It finally seems as if you understand that such a run would have to be submitted as a run on a different console than N64. Great TAS swordless! So many epic moments :D And the route was brilliant!
Experienced Forum User
Joined: 3/17/2009
Posts: 496
rog wrote:
See the changed block and shield symbols in OoT. So who is to say this wasn't a deliberate fix?
To be honest, i don't see why it even matters. Regardless of why, it does work on these platforms, which are official releases from nintendo. Poor emulation or not, it's an official release, and if it works on the actual console, it should be allowed in the tas.
Nothing that is impossible on the N64 is allowed in an N64 TAS.
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