Posts for TrogWW

TrogWW
He/Him
Joined: 7/27/2017
Posts: 1
Hi all! Trog here. This is my first time posting on these forums though this was definitely a long time coming. Giving everyone here an update on TWW TASing scene. We are currently in the process of working on a full game 100% TAS. I say we because this is in fact a community effort. Working alongside me is KryptekSR (https://twitter.com/KryptekSR) and CGF95 (https://twitter.com/CGF95_). The project is currently ~22 minutes in and has already featured several glitches/tricks not seen in another run of this game. Since the any% TAS there have been several discoveries for further optimizing TAS movement, with brakesliding being the biggest timesaver. At this time we have yet to decide if we want to release any public WIPs but if we decide to I'll make sure to post here. I am also happy to say that we are taking extensive precautions to make sure that this run will be completely desync free. Most notably we are forgoing to not use the fadeout hack last used in my any% TAS, as it had a nasty tendency to cause desyncs. With that being said we are hoping to submit this project for submission here when it is finally complete. A few extra notes:
    This run will use the tingle tuner build created by Dragonbane. The tuner allows for some really creative and interesting routing that would otherwise not be possible. While we are attempting to accurately simulate how a real tuner would behave we understand that using this could be grounds for rejection.
    Because we are no longer using the fadeout hack, door cancel movement will be sadly limited, as we will now be completely blind performing it. Thankfully though this isn't too much of an issue because there are so many chests we are required to open (and store) in this category we can largely substitute chest storage for door cancel.
For those of you interested in reading the route check here: https://docs.google.com/document/d/1Tt1VLXWaAwdeC24r3p5BA06uq1P2p0wfgGWXrxfuflw/edit?usp=sharing The route is largely incomplete at this point because much of the route past Forsaken Fortress 1 highly depends on day/night and more testing needs to be done on it. The early game route can exist largely independent of anything past FF1 thankfully so almost nothing we do now can end up hurting us later. This is the current working document so as we progress expect the route to be filled in more. Here is basic summary of the early game route for those who want to know more about the underlying theory behind it. - After gaining control we immediately head to Grandmas and get the hero's clothes.
    It's debatable whether or not the hero's clothes is a required item, as the ZSR rules don't specify it. Thankfully though we don't get an option to skip it, as talking to Grandma is required to have Aryl give us the telescope later, which is obviously required.
- Immediately after we head to Dragon Roost to get the wind waker, which is a no brainer. Best item in the game. - We head to Windfall next to get the tingle tuner, another broken item, while there we get a few extra items.
    The sail is acquired now rather than after FF1 because it allows us to get bombs and Nayru's pearl before FF1. If we were to wait KoRL would softlock us after watching the FF1 cutscne. Because we want to purchase the sail early we do sploosh kaboom to net us an easy 80 rupees. The Song of Passing is also learned now, in a theoretical sense it would be faster do it later, however we are forced into getting it now to resolve a day/night issue which I will discuss later.
- After getting the pictobox from the maze we save warp back to Outset, where Aryl is still waiting for us.
    Because the game still thinks we are in the intro state (and will continue to until we acquire the Spoil's Bag), all save warps will take you back to Outset.
- Upon arriving back at Outset, we collect our telescope and use a tingle balloon superswim to enter the invisible pirate ship.
    During the intro state of Outset the pirate ship is always there, and until you watch the cutscene where the ship is chasing after Helmaroc (which we are skipping anyways) it will simply be invisible. Using a tingle balloon we can enter the ship early, letting us skip the rest of the intro.
- Get spoils bag from rope game 1. Save warp to FF1 pirate ship. - Skip the barrel launch cutscene using storage (https://www.youtube.com/watch?v=erLJEiAXHkM). Trigger the gossip stone cutscene. Save warp back to the pirate ship. Get bombs.
    Skipping this cutscene has a major impact on the routing and it means dividing FF1 into two parts. By skipping this cutscene our save warp flag never progresses, and the next time we save warp we will be back at the pirate ship. What this means is that upon collecting the gossip stone (which is the trigger for advancing the pirate ships state), when we save warp back to the ship we can enter it and immediately get bombs. Leaving the pirate ship again conveniently takes us back to Windfall.
- After visiting Greatfish for endless night we do the tingle balloon swim from Bird's Peak Rock to Forest Haven for leaf early. Just like the any% TAS.
    Triggering endless night now is actually critical for the route. Because we are using a TAS only glitch known as endless day (https://www.youtube.com/watch?v=-YsjTDVeCTU when we reload the ocean to make it officially night the time of day gets set to the previous midnight, instead of the usual next midnight. Without the backwards movement of time we would miss our opportunity to take a picture of the full moon when we finally upgrade our pictobox
- Perform deku tree cutscene skip and get the leaf, another powerful item.
    Because we got bombs early, we can use a different method of the cutscene skip that the any% TAS couldn't do. In all it saves ~20 second https://www.youtube.com/watch?v=_u2Xz2OELc4. In addition, we also dupe the leaf for *fake* double magic. While we will eventually need to get the real double magic from the big octo, getting a fake one now only takes about 10 seconds and will give us liberal use of magic for portions of the run normally not possible. It also lets us clear the Two eye reef quadrant in one trip during the end game when we have to go there anyways to collect the triforce shard.
- Head to Outset and use chest storage to break down the wall to get Nayru's Pearl without KoRL. - Play Song of Passing to make it day and head to Forest of Faries to get the 1k rupee wallet.
    This is where it gets slightly complicated. During the intro state of the game the Forest of Faries (FoF) has a cutscene that shows Tetra hanging from a tree limb. If you never save Tetra by killing the bokoblins the cutscene will linger. Unfortunately this cutscene actually causes the game to crash if you attempt to come there after beating FF1 without saving Tetra. While we don't care about saving Tetra, we do need the rupee wallet inside, so we must get the wallet before beating FF1 while the cutscene can still play normally. However, there is a secondary complication to this as well, in addition to not beating FF1, it must also be day time. For whatever reason, entering FoF at night will also cause the game to crash. For the longest time I thought that even entering FF1 would cause FoF to crash, but as it turns out, FF1 just forces the time of day to night. Unfortunately with our lack of equipment we cannot waste enough time to let day come naturally, and this is why we need Song of Passing so we can force it to day.
- Our save warp flag is still set to be at the FF1 pirate ship, and after save warping, we enter the 2nd state pirate ship and leave to end up at Windfall. - We head back to FF1 via the moblin catching exploit inside the Northern Fairy submarine used in many TASes of this game, collecting the 5k rupee wallet and a treasure chart on the way. - FF1 gets completely destroyed with the tuner/bombs/leaf And that's what we have so far! After that will be dungeon clearing which is sure to be interesting. If you have any questions or suggestions let me know. I'll be keeping you up to date here.