Posts for Synx


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Experienced Forum User
Joined: 3/17/2009
Posts: 496
Warp wrote:
rvdog815 wrote:
Link to video
Why hasn't this been submitted to tasvideos?
I don't believe this is a real TAS with a complete inputfile, but just a spliced video. Please correct me if I am wrong and I will delete this comment
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Joined: 3/17/2009
Posts: 496
I remember when everyone doubted Spider-Waffle when he said swordless would be faster =)
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Joined: 3/17/2009
Posts: 496
First time checking this thread in monts, there doesn't seem to be much going on regarding OoT TAS'ing, or is there progress being discussed somewhere else that I am unaware of?
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Posts: 496
Swordless Link wrote:
Mitjitsu wrote:
I wish the uploader would stop referring to me as Mitijitsu.
At least he correctly identified you as the DoT skip finder. You'd be surprised at how much ignorance still exists about that. Enjoyed the video overall though. Makes me really want to see a new TAS done at some point. Maybe I'll try to do that over Christmas if I have time.
Did u ever get around to it?
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Swordless Link wrote:
Mitjitsu wrote:
I wish the uploader would stop referring to me as Mitijitsu.
At least he correctly identified you as the DoT skip finder. You'd be surprised at how much ignorance still exists about that. Enjoyed the video overall though. Makes me really want to see a new TAS done at some point. Maybe I'll try to do that over Christmas if I have time.
Sounds awesome man! How will u go about making a new TAS?
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Joined: 3/17/2009
Posts: 496
slightly relevant video which some of u might find interesting: https://www.youtube.com/watch?v=pmS9e7kzgS4
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Joined: 3/17/2009
Posts: 496
Well done evilas :) congrats
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Joined: 3/17/2009
Posts: 496
I have always been of the opinion that any run that warps to the credits fails to beat the game, so if beating the game is one of your objectives for the run u are going for (which it usually is), then warping to the credits doesn't accomplish your goal. I see warping to the credits as a way of softlocking the game.
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Joined: 3/17/2009
Posts: 496
I hate to be "that guy", but my post is going to be very negative so feel free to skip it if u enjoyed this run and don't feel like reading pure sadness. This submission makes me disappointed to even have an account here. This is not what I signed up for at all. How the fuck did we even get to this point? The OoT topic on the forum here has been dead for a long time. Nobody has even expressed any interest in TASing the any% route even though the old TAS is outdated, yet this bullshit gets submitted and it's even fairly well executed. why? cause fuck me thats why.
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Joined: 3/17/2009
Posts: 496
good luck PikachuMan
Experienced Forum User
Joined: 3/17/2009
Posts: 496
Experienced Forum User
Joined: 3/17/2009
Posts: 496
Alyosha wrote:
Any news on submitting the new run? It's strange to be stuck with the outdated publication when the new one is sitting right here.
I am also waiting for this. Still haven't seen an encode
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Joined: 3/17/2009
Posts: 496
I am just gonna sum up that with runners from Banjo Kazooie now saying that they would prefer to use mupen, that makes it OoT, Mario64 and Banjo Kazooie. Pretty much 3 of the most popular n64 games who all don't wanna use bizhawk. I personally hope this bizhawk only policy gets abandoned from TASvideos
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Joined: 3/17/2009
Posts: 496
Patashu wrote:
ais523 wrote:
I'd argue that because Super Mario 64 runs can be synched between emulators, and between emulator and console, via automatic lag compensation on polling, that it really doesn't matter what emulator is used; after all, all you're submitting is the input file. Come up with an emulator-agnostic format for it if you need to, to make it really clear that the run isn't attached to any given emulator. There are games where the emulators act differently from each other in terms of sync-stability, and therefore someone has to make a decision about which emulator each run is on, but IIRC that isn't the case here. The actual time should be determined via the most accurate available method of replaying the run (which in the case of Super Mario 64 is TASbot, because none of the existing emulators handle lag correctly); this goes for both the displayed time, and for determining whether a change is actually an improvement. Producing the encode is up to the encoders. (For what it's worth, I would not object at all to a rule that states that runs submitted on Mupen can be encoded on Bizhawk.)
This is my view too. Everyone gets what they want - encoders can use Bizhawk, TASers can use Mupen, record keepers can use console timing.
This is the solution. Publish the improved run. Lets all move on.
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Joined: 3/17/2009
Posts: 496
this is a great run, and to me it seems like it synced up just fine. I have no issues with the tools TASers choose to use. That has to be their choice. Easy yes vote
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Posts: 496
came across this: https://www.youtube.com/watch?v=x97xdk3Fv7o The Legend of Zelda: Ocarina of Time TAS "Medallions/Stones/Trials" in 1:42:29.53 by homerfunky
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Posts: 496
great stuff Wyster!
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Joined: 3/17/2009
Posts: 496
That is probably the best newcommer TAS for OoT I have seen since Adebishi. I think this TASer is showing great potential. The only reason I still say Adebishi was better is because this new TASer uses GIM. I still don't get the appeal of GIM. It's an emulation error and is impossible on the game when played on console. The whole point of any% TASes is to finish the game as quickly as theoretically possible. If it's not theoretically possible then the whole point is just lost imo. And yes, I know it would be different if it was done on dolphin.
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Joined: 3/17/2009
Posts: 496
andypanther wrote:
In this thread, a version of GIM with a Deku Stick was mentioned, that would theoretically work on N64.
that wouldn't be relevant for any% as far as I know. I wouldn't mind getting proved wrong though
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Posts: 496
andypanther wrote:
Warp wrote:
I honestly apologize for being so lazy (and not checking the rest of this really long thread), but I was curious to know why the current OoT TAS is so old, and there isn't one using the newest known glitches. Could somebody write the short version of it?
For quite a while, the any% route used by RTA runners only worked on VC and emulators with bad plugins. On N64, a specific trick (GIM) crashed the game. For that reason, a TAS of that route on an N64 emulator would have definitely been rejected by this site. The only way for that route to be accepted would have been to TAS the VC version with Dolphin, but such a TAS was never made. Now there is a new version of GIM, which can actually be done on N64. It's just that no one seems to be willing to make a TAS of it.
When did that happen? Are u sure it is possible on N64 now without crashing or losing time compared to doing it without caring if a crash would occur on n64? How is it even possible to do without crashing?
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The choice of what to do between different options that take an equal amount of time (the lowest amount of time) rests with the author of the TAS. That is part of the creative freedom u have when u make a TAS. I am more concerned with the future of any% atm. Nobody seems to want to do the bombchu route.
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Kimimaru wrote:
Ah ok, that makes sense. I find it interesting how in both cases it happened after catching Big Poes. I have one last thing. We finished the run a couple hours ago, and on the final hit against Ganon we somehow did a jumpslash even though no one pressed Z. You can see it here: https://clips.twitch.tv/twitchplayspapermario/DistinctCarabeefThunBeast The only thing I can think of is that Link is in some type of target mode shortly after that cutscene, and he isn't in the air so an aerial jumpslash seems unlikely. Any ideas?
Likely someone pressed the Z button after all
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this was uploaded 2 days ago? https://www.youtube.com/watch?v=TkOkJvLKxUY
Experienced Forum User
Joined: 3/17/2009
Posts: 496
anyone working on an encode for youtube?
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Joined: 3/17/2009
Posts: 496
bzb95 wrote:
Synx wrote:
This could have been a total disaster for one simple reason. The PU stuff so often causes crash on console. That the team avoided abusing emulator to ignore such crashes was a brilliant decision. Well done on getting the TAS verified on console! Some day I hope the OoT community will follow the great example you guys have set with this TAS. As I have observed the trend in OoT speedrunning, I must admit I was skeptical when you, the authors were so secretive about this TAS in the Super Mario 64 Thread on the forum here. I feared it would be because the run would not play on console. I am happy to be proven wrong. Congratulations on this great run! MOAT DOOR HYPE!
Can you link a specific OoT TAS you'd expect to crash? I want to see if it crashes for the same reason as the SM64 crashes, now that they can be detected without a console.
Yes --> https://www.youtube.com/watch?v=ZKVN2_ECzy8 I do not know if they ever made their input file public.
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