Posts for fluffy_kitten

Experienced Forum User
Joined: 9/15/2006
Posts: 36
Location: Winnipeg, Manitoba, Canada
laughing_gas wrote:
Just wondering, besides the shadow block skip and deku tree trick, what accounted for the 30+ min saved over the previous run?
Skipping Shadow and Spirit?
Experienced Forum User
Joined: 9/15/2006
Posts: 36
Location: Winnipeg, Manitoba, Canada
I just got done retiming it and the time I got was 2:29:12. That means that it's very close to what Guano's first TAS got. I think that if this TAS gets finished that Guano will definitely get Sub 2 hours. To the people downloading my run: I hope you enjoy it as much as I did making it. I hope a new version of Mupen comes out soon so that there's no desynchs. :)
Experienced Forum User
Joined: 9/15/2006
Posts: 36
Location: Winnipeg, Manitoba, Canada
GuanoBowl wrote:
Well, dealing with this piece of desynch. I dont know what to do anymore. I have literally got past the owl 5 times and everytime I play back the movie, the god damn son of a bitch flies a different direction. I have jumped over the gate 3 times to come to realize that I have to go back and see if that owl wants to fly the right way. I might be throwing this away because of desynch issues. If this game doesnt get thrown out, to answer the time question. I am saying that this game will be done in sub 1 hour 55 minutes :) That means, skipping at least 6-8 cutscenes that last 30 seconds to a couple of minutes. skipping the 2 temples I went to last time. Its all science.
I really hope you don't give up. :) In the mean time, while we are all waiting for Guano to do this TAS, my rejected OoT run may keep you guys entertained. http://speeddemosarchive.com/yabb/YaBB.pl?board=consoles_older;action=display;num=1163965351;start=0 I'm sure some of you know about it by now, but I'm just posting it for those who don't. It got rejected because of the Skulltula Vine Glitch in the Deku Tree. I have yet to officially time it but the unofficial time is 2:33:07.
Experienced Forum User
Joined: 9/15/2006
Posts: 36
Location: Winnipeg, Manitoba, Canada
Here's something else you can do with this Superslide warp: http://www.youtube.com/watch?v=edv2N7Yx1pY
GuanoBowl wrote:
1) Bottom of the Well: Can you do this to get the bombs you need?
Yes, but you would need to activate a superslide while on the mound of dirt. Unless there's another spot you can do it at that will put you in the invisible water below the ground.
Experienced Forum User
Joined: 9/15/2006
Posts: 36
Location: Winnipeg, Manitoba, Canada
AKA wrote:
laughing_gas wrote:
What are your expectations for the final time? Since the other TAS was 16:07 and new tricks have been discovered since then I'm guessing 15:40-15:50
You're more or less correct I'd say at the moment the minimal expected time is 15:52. EDIT: Silent Slayers method for ascending WF is a good second slower, so it'll be the tradional method. I've tried all weekend on a console to so the Cage star without the Cannon/Owl or Whowp but I can't quite seem to get it. Is it possible to do it with a sideflip?
If you're talking about the Triple Jump + Wall Kick method, then I think so. You can reach the cage and do a wall kick off of it after you sideflip towards it. I haven't been able to get enough backwards momentum to land in the cage though.
Experienced Forum User
Joined: 9/15/2006
Posts: 36
Location: Winnipeg, Manitoba, Canada
I found a video of how to get the cage star without cannon/owl. http://www.youtube.com/watch?v=yqvIP28jVQc
Experienced Forum User
Joined: 9/15/2006
Posts: 36
Location: Winnipeg, Manitoba, Canada
Very nice, AKA. I don't see what the big deal about the camera is. You should be paying attention to his crazy moves instead of the camera!
Experienced Forum User
Joined: 9/15/2006
Posts: 36
Location: Winnipeg, Manitoba, Canada
Maybe you can jumpslash through the gate. I see no reason why you shouldn't be able to. I don't know if it's faster though since you'll need to Hookshot the ladder.
Experienced Forum User
Joined: 9/15/2006
Posts: 36
Location: Winnipeg, Manitoba, Canada
AKA wrote:
Zurreco wrote:
Can anyone tell me how the Deku story skip works? Won't the tree not open up without hearing the story?
It works something like this That invisible gap can be cleared with a sidestep. Unfortunatley no one has yet found away on the outside area as a child yet, it could be done with hover though.
That first Deku Tree cutscene where he opens his mouth is impossible to skip unless you levitate WAY up high then land right into the entrance. The cutscene even starts when the Deku Tree isn't loaded and it goes all the way along the Deku Tree.
Experienced Forum User
Joined: 9/15/2006
Posts: 36
Location: Winnipeg, Manitoba, Canada
Mukki wrote:
If you want to see the .m64 file here it is. I've tried encoding AVIs before yet to no avail. They always turn out with gargantuan file sizes despite my attempts to compress it and even then i can't get them to play. Until i figure out how to do it properly (and apparently it's really difficult) this is the best i can do, which is a shame i admit.
Just download XviD and use it as your codec.
Experienced Forum User
Joined: 9/15/2006
Posts: 36
Location: Winnipeg, Manitoba, Canada
mr_roberts_z wrote:
Well, if my satirical misspelled message hurt anyone's feelings, I dearly apologize.
:)
Experienced Forum User
Joined: 9/15/2006
Posts: 36
Location: Winnipeg, Manitoba, Canada
Oh. Guess that solves it. >.>
Zurreco wrote:
It's actually 1000 rupees. You can't get it at all without the lvl2 bomb bag.
FYI, the max amount of rupees you can carry is 500.
Experienced Forum User
Joined: 9/15/2006
Posts: 36
Location: Winnipeg, Manitoba, Canada
Shadow Byrn wrote:
I think he's just going to wait for the Gannon's Tower first as Kid Link skip to be figured out before moving on....
What are you talking about? There's so much things wrong with that post...
Experienced Forum User
Joined: 9/15/2006
Posts: 36
Location: Winnipeg, Manitoba, Canada
Zurreco wrote:
comicalflop wrote:
he had somewhere close to 30-40 for each, I think that's more than enough for stone tower.
To get a bomb expansion, he would have to be in Clock Town at midnight of the first day, and he would need money to buy the bag.
I think the fastest bomb upgrade to get would be to get the bomb bag in Mountain Village.
Experienced Forum User
Joined: 9/15/2006
Posts: 36
Location: Winnipeg, Manitoba, Canada
VANDAL wrote:
JSmith wrote:
You know that place near the Bowser door where you have a steep slope and a translucent wall that keeps most players from jumping up it? Could you use the corner of the transparent wall as an artificial low ceiling for BLJ? If so...
Probably not, if I remember correctly, it's too steep, like a slide, you'll slide down it upon contact but this is in realtime I'm talking about, maybe, in frame advance, it may be possible. (Too Many Damn Commas!).
I've tried it. No matter what you slide as soon as you come in contact with the slope. :(
Experienced Forum User
Joined: 9/15/2006
Posts: 36
Location: Winnipeg, Manitoba, Canada
FODA wrote:
if you open the door from the wrong side you'll end up on the wrong side after it loads, so it's useless.
Not unless you jump out from back there. For the one where you go behind the front door, when you go through the door to the unloaded part of the castle, you can jump out of there into the loaded area.
Experienced Forum User
Joined: 9/15/2006
Posts: 36
Location: Winnipeg, Manitoba, Canada
2 1/2 pages of this stupid argument now. Nice. Edit: Atleast now it is ended and we can continue on.
Experienced Forum User
Joined: 9/15/2006
Posts: 36
Location: Winnipeg, Manitoba, Canada
pirate_sephiroth wrote:
wtf!! if the camera is behind Link, he runs faster??????
No. Same speed just faster to set-up.
Experienced Forum User
Joined: 9/15/2006
Posts: 36
Location: Winnipeg, Manitoba, Canada
Truncated wrote:
mwl: There is a lack of agreement between this site's principles and my own. I couldn't get a coherent viewpoint out of the two bricks for paragraphs you wrote, so I'll just take your first sentence and guess it means that this site should change its principles instead of you. Is that something along the lines of what you meant?
You are way off. mwl, I agree 100% with what you are saying. I don't think most of the people posting in this topic have even beaten OoT. You can tell by the on going argument to use forwards backwalking instead of the normal faster backwalking. o my g0d! dewd i cnt c whr hes goin i rate u 1/1o plz mke it m0re entertenin! The people who have said that should leave this topic. Go ahead and say "i dnt ned 2 leev dis topic i cn do watevr i wnt".
Experienced Forum User
Joined: 9/15/2006
Posts: 36
Location: Winnipeg, Manitoba, Canada
None of you have obviously even tried the forwards backwalking. Let me end this very stupid argument already. Forward-Backwalking is slower. Not just a few frames slower, but when you go around a corner or near a wall, the Forward-Backwalk ends. What I mean by ends is that it goes to a normal backwalk. Try it for yourself and you'll see what I mean.
Experienced Forum User
Joined: 9/15/2006
Posts: 36
Location: Winnipeg, Manitoba, Canada
L4yer wrote:
Try enabling D3D transformation pipeline and legacy pixel pipeline. If that doesn't work, you should try direct64 and set n64 depth image to render, then coronas should actually show up, which is something jabo's plugin can't do with all video cards it seems.. without setting framebuffer to rdram but i can't test if even that works because it already does happen to work for me.
I get a message that says "Error creating Direc3D device" then Mupen freezes.
Experienced Forum User
Joined: 9/15/2006
Posts: 36
Location: Winnipeg, Manitoba, Canada
nitsuja wrote:
You could see if Intel has any driver or BIOS updates for your graphic card. But it's possible your graphics card simply doesn't support the features needed for that plugin to render the game correctly. What about trying some different graphics plugins?
I've tried others such as Rice Video and gln. Nothing shows up for gln and barely little shows up for Rice Video. I also tried older versions of Jabo's but they are even more buggy.
Experienced Forum User
Joined: 9/15/2006
Posts: 36
Location: Winnipeg, Manitoba, Canada
I seem to have a few problems with playing OoT on Mupen/Project64: As you can see, everything is rendered fine except for the flames. I'm using Jabo's Direct3D8 1.6. Is there any way I can fix this problem? My graphics card is an Intel(R) 82815 Graphics Controller. Here's some additional screen shots: Where's the buttons? Too dark. :P
Experienced Forum User
Joined: 9/15/2006
Posts: 36
Location: Winnipeg, Manitoba, Canada
AKA wrote:
I had to alter the movie at times so I could avoid desyncs. I think under the circumstances, I'll wait till the appropiate updates come along and start again, knowing some of the improvements that could be made, I think the central clock tower can be shot so that you can get some green ruppes, that'll save two transitional cutscenes, the inperfections after the scarecrow didn't really matter, because I'd still need to wait, so all in all I think maybe the movie could improved by 10-20 seconds. I also don't see any possible logic in going to snowhead and warping out after getting the fire arrows, just to save maybe 30-40 seconds in the first temple simply doesn't add up, I mean you'd have to perform snowhead early twice, and knowing full well how long and hard that trick actually is. Anyway can't you get the glided sword while on the first visit to snowhead via spring water, and then hovering into the Goron race and getting the bottle at the same time.
Goron Racetrack is deserted in the winter.
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Joined: 9/15/2006
Posts: 36
Location: Winnipeg, Manitoba, Canada
It says "Page Cannot Be Displayed" when I click the link.