Posts for petrie911


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Joined: 7/16/2006
Posts: 635
Experienced Forum User
Joined: 7/16/2006
Posts: 635
AKA wrote:
In MQ Link doesn't need to go to the Spirit, he can head straight for Lake Hylia get the golden scale, but would lose time because he needs to sit though the King Zora speech, but he's able to obtain bombchus in Jabu, but the dungeon is a little slower overall but not by huge amounts.
This means you'll have to do bottle adventure twice, once as a child, and once as an adult. If you're going to use the letter in a bottle, you have to get arrows from it (using BA) before you give it to King Zora. Of course, cojme to think of it, you could just steal the rod right after getting the Gold scale, so there's little time lost there. Keep in mind you need a fairy to shortcut the red slimy thing in JJB, which means you'll need a source of fairies. Also, a savewarp is pretty much necessary if you get the bombchus, as otherwise you have to climb back to the top AND watch Ruto's scene. Unless you have a recorded reset, that's going to cost you big.
Dondongo is significantly faster because the bomb bag is located where Link normallly does a ground jump to reach the first switch, plus he would have a fish so he can do the bottle switch trick saving more time.
The switch is not in the same place as in OoT, and would still require hovering up to the place where the block was in OoT (as that's where the switch is in MQ). Further, since it's not a blue switch, the bottle thing is unneeded. Also, you have forgotten that we lose time using the MQ trials skip.
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The Mega Flip (OoT) is different from the Recoil Flip (MM and OoT). The Mega flip is done using a source of damage that pushes you back, like a bomb explosion (rolling into sources of damage can also work). Backflipping immediately after releasing a superslide has the same effect. The Recoil flip involves backflipping and shielding some sort of damage, usually a bomb or bombchu. You have to use NL to do it off a bomb in OoT. The MM video you're talking about uses that. They both give similar effect, as they make backflips go farther, but the Mega Flip is both easier and gives more distance. However, it is impossible in MM, due to a slight change in the physics.
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You need the letter in a bottle to get arrows. It's the one that points to your arrow counter.
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Oh, God, yes! On a related note, hurry up with the 0-star run so that we can have SM64 finished faster than SMB...
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No. I wish.
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I'd say 37th yes, extra hearts no. If you're going to do extra hearts, you may as well do 255 skulltulas, and that's a little excessive. I'd also say bottle glitches are out for 100%, as they sort of defeat the whole purpose of 100%. But this has nothing to do with MM...
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Well, SDA's definition of 100% for MM is pretty reasonable. All Heart Pieces, all masks, all capacity upgrades, and all non-vanishing items. I don't think Maps and Compasses really need to be included (Unless the other Zelda TASes get them, but it's a small route mod, anyway), although I'm not sure if the area maps are part of SDA's 100%, although they probably should be if they're not. SDA's OoT 100% definition really annoys me, though, as they don't include the Cow. How can you not include the Cow?
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For great justice.
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For a 100% run, the obvious place to start is Dragorn's run. Still, with all the new tricks, it's unclear what the modified route would be.
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At some point, I, or someone else who knows the route well (Mukki, maybe), will need to rewrite that route to reflect the more recent discoveries, and maybe get rid of the count errors that show up in there every so often. The GBT route is all wrong, and some other things must be changed,
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Is that still an issue even with the anti-desynching version of Mupen?
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Did you try Rice's 6.0.0? It's not the plugin Mukki used, but it synchs the video for nearly everyone. Downside is that Rice's 6.0.0 has some graphical errors. Or you could torrent the avi, which in the case of this movie, is recommended. Oh, and one last thing. If it's desynching during file select, make sure that you start from a blank flashram (but not no flashram). In other words, delete your .fla file, start up the emulator, and when it reaches the file select screen, THEN start the movie playback.
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Nah, they're too tall. In general, you can only ground jump up to something about as tall as a Goron Pound. The Sun Block in the Ikana Castle grounds can be ground jumped up to, as well as the red switch in GBT. You can also use a Goron bomb jump to get up on those, but it's no faster and far more difficult.
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When goron bomb jumping, remember to always clip the very top of the fence so that you don't have to wait through that annoying getting up animation. Also, when getting the silver rupee chest in ECT, remember to sidehop up the stairs so you don't need to change alignment. I think you should sidehop into the water as a Deku, although I'm not sure if that's any better than spinning. Perhaps backwalking off the edge... Superslides need to be cleaner. bombs should be shield dropped with only just enough time to roll into them and NEVER placed with the A button. Jabo's 1.6 is a must, as it produces the best graphics emulation. It even outdoes Nintendo's own emulator for the GCN version. Would holding the Goron roll longer when getting up towards Snowhead speed things up? It always seemed like it would be faster to get right up to the blowing Goron and then revert to human for the sword glitch. Anyway, that's all for now. I'll point out anything else if I think of it. EDIT: Oh, and BTW, Mukki, try re-downloading Mupen64. I had the same problem as you with Jabo's 1.6, but after I re-downloaded it, it worked fine.
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Cool, it's up. But no yellow star, and no "Is it not an easy tas"... Anyway, beginning the long list of improvements to be made to the run... Goron bomb jumps should always clip the top of the fence to skip that scene of him getting up. When getting the 100r chest from ECT, no realiging is needed. Backwalk to the stair, sidehop up, backwalk to the second set, sidehop up. More to come as I think of them...
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That's a typo, it should be 5 minutes...
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AKA is right, there are many improvements that can be made. However, while there are many of them, most are fairly small amounts of time. I'd say there's at most 15 minutes of improvement (and that's a fairly conservative estimate), although I haven't gone through the whole video with a fine-toothed comb yet.
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bkDJ wrote:
petrie911 wrote:
However, a more pressing problem is that they are encoded with Rice's 6.0.0, which is second only to Jabo's 1.5.2 in poorness of emulation of MM's graphics. If this makes the avi unacceptable, so be it, but at least some people can watch it.
And an even more pressing problem is that the files are 29.97 frames per second (which would be normal if you recorded it form a console and wanted to cut out half the frames, but you recorded from an emulator), when they should be 60.00. Other problems include obvious aliasing along poly edges, and garbage on the bottom and right side occasionally which could have been cropped out. Also some broken vsync (02:32 of file one for example). Other than that, the encode itself is solid, and at least rice 6.0.0 emulates many things well. The fog is good, and the zelda cutscene works. Dynamic lighting is a problem though, with night looking like day and West Clock Town being home to a disco. And blur is mostly broken but that's not a really big deal. Oh, and about rice 6.1.1... in openGL I don't think I care whether it syncs or not. it looks pretty bad even compared to fogless direct64. Like, textures disappearing, random lines of activity during fadeouts, and total darkness during any scene with blur (transformation, deku attack at beginning, title screen, any song of healing scene, twisted hallway, end-of-temple cutscenes with the giants, etc....). direct64 cap done. should be encoded soon.
The Zelda cutscene doesn't work in 6.0.0. I recorded that part in Jabo's 1.6 and spliced it in. Anyway, I could reencode at any time, as I still have the raw avis. But you're wrong about it needing to be 60 fps. MM is a f3 game, so no information is lost even encoding at 20 fps.
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OK, well, I've been trying to make an avi, and I have it in two parts. The first 1:37 is in one part, and the remaining 40 or so are in the second. However, I cannot for the life of me get the sound to sync when combining the two parts into one avi. If anyone knows how to do this, please do, as all I've got to work with is VirtualDub (which is good, but not the best for video editting). here they are Part 1:http://files.filefront.com/MMtasavi/;8582003;/fileinfo.html Part 2:http://files.filefront.com/mmtas2avi/;8582005;/fileinfo.html BTW, these were encoded with SDA's "MQ" standard: A 2-pass Xvid encode at 576 kbps. I could have used h.264, but that produces mp4s and not avis, and I wasn't sure if that was OK (I can reencode fairly easily). However, a more pressing problem is that they are encoded with Rice's 6.0.0, which is second only to Jabo's 1.5.2 in poorness of emulation of MM's graphics. If this makes the avi unacceptable, so be it, but at least some people can watch it.
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When I said supreme, I meant graphically. And do not use Rice's 6.0.0. 6.1.1 beta 10, maybe, but 6.0.0 looks almost as bad as Jabo's 1.5.2. I suppose gln64 is acceptable, but my computer has issues with it.
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Well, we'd rather lose those frames than have to use gln64. Jabo's 1.6 is the supreme plugin for OoT and MM. BTW, does anyone know what causes that anomalous pause in OoT? It doesn't happen in MM, so what's the deal?
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I'll take care of that. I have an avi of all the way up to GBT from his WIPs, and there's not a whole lot after that. All I need to do is figure out how to put that little disclaimer at the beginning. However, I'd record the avi with Rice's 6.0.0, so if that's not a good enough plugin for this site's standards, I'll leave it to someone who can get it to sync with Jabo's 1.6. Anyways, I've had so much input into this run that I could probably tell you the entire thing without even watching it. I'll hold off on voting until I actually watch it, but unless Mukki screws up something major between GBT and the end, it should be an absolute yes. Looking forward to how Mukki's GBT compares to my own. BTW, it should mention somewhere how desync-y MM is. AFAIK, Rice's 6.0.0 should sync for everyone, but the only real way to know is to just try them all. Lastly, "Is it not an easy tas" FTW.
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It's possible. make sure you go through the door left of center, and then sidehop right an pull out your hookshot as soon as you come into the eyegore's bridge room from gomess' corridor. now, if you look at those two things holding the walkway up, you should just BARELY see the corner of the chest. That is enough to hookshot it. i'll try to get a screenshot/video of it up soon... Also, excellent progress. The only things left are Twinmold and Majora himself. Can't wait to see Twinmold optimized...
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All in favor? Aye!
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