Joined: 10/20/2006
Posts: 1248
Oh, so it could still be a hoax? Guess so..
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
Kuwaga wrote:
Oh, so it could still be a hoax? Guess so..
I'm pretty sure it isn't a hoax. I seem to remember seeing a video of getting on the other side of the guy, aka the 'invisible circle' he speaks of, but the problem was getting past him after that. Sadly, I don't remember how to do it, though.
"I think we can put our differences behind us... for science, you monster."
Editor, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Actually, the current situation is exactly the opposite. The current video that Samoht is throwing around, is where he escapes from the invisible ring of death inside the guard. Getting inside there is what everyone is scratching their heads over. Both the leave forest early with deku hover and DoT skip were made possible each with a theory movie (no editing) of the method of how to get through. With constant effort, ways were found to achieve that method (megaflip for deku hover, backwards sidehop/jump slash for DoT.) Here, you have "this has been done!" and the end result is shown, but the method for is has been "removed" and everyone is scrambling around trying to figure out how it was done. From my experience: -A shown method given to achieve a goal, everyone tries: success. -End result shown, HUGE secrecy among how it was actually done: bullcrap. Now, IF it were actually possible, some actual smart nuggets at SDA have been thinking route wise which is better. We should do the same, for TAS.
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I know you can get into that circle using a levitation code. It has also been known for a long time that you can make the guy disappear then..
Editor, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Link isn't David Blaine when playing normally, so yeah... I myself have personally seen a "get in circle attempt" where Link began occupying the exact same space as the guard. Not saying it's impossible, I'm just saying the way it's being treated follows exactly the worse of the two scenarios when a new sequence break is being discovered.
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Joined: 3/29/2008
Posts: 21
Comicalflop wrote:
Actually, the current situation is exactly the opposite. The current video that Samoht is throwing around, is where he escapes from the invisible ring of death inside the guard. Getting inside there is what everyone is scratching their heads over. Both the leave forest early with deku hover and DoT skip were made possible each with a theory movie (no editing) of the method of how to get through. With constant effort, ways were found to achieve that method (megaflip for deku hover, backwards sidehop/jump slash for DoT.) Here, you have "this has been done!" and the end result is shown, but the method for is has been "removed" and everyone is scrambling around trying to figure out how it was done. From my experience: -A shown method given to achieve a goal, everyone tries: success. -End result shown, HUGE secrecy among how it was actually done: bullcrap. Now, IF it were actually possible, some actual smart nuggets at SDA have been thinking route wise which is better. We should do the same, for TAS.
Well, it would be more like the DoT skip and the Deku hover megaflip forest escape if thelegend0fzelda didn't remove the damn video. That video's what brought me to search my ass off on a way to get out of the circe. I admit though that I am starting to get curious, since I sent him a message asking if he still had the video and if he could give me the instructions well over a day ago, but he logged on just 21 hours ago, and he still hasn't responded.
snorlax
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Joined: 5/20/2007
Posts: 174
Location: Wisconsin
When was the original video posted? The only way I remember seeing someone get into that circle is by entering Kokiri Forest from the Lost Woods bridge.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
Alright, I think I'm going to write a patched Mupen64 for Windows that fixes the pause bug, but someone will have to compile it. Does this work for you guys? (This will not be Mupen64Plus)
Joined: 8/27/2006
Posts: 883
I wouldn't be accepted because it's a modified emulator that modify the way the emulation is handle. So it would be faster, but it wouldn't be possible to publish it.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
ZeXr0 wrote:
I wouldn't be accepted because it's a modified emulator that modify the way the emulation is handle. So it would be faster, but it wouldn't be possible to publish it.
12:03 <okaygo> Ok, with the help of PJBoy I built a special version for OOT 12:04 <okaygo> Should fix the pause bug in V1.0 12:06 <Bisqwit> meow 12:06 <okaygo> Bisqwit: It that allowed? 12:06 <theenglishman> :o? 12:06 <okaygo> I built a new version of the emulator for a game 12:07 <okaygo> To 'fix' the bugs 12:07 <theenglishman> fuckin' a! 12:07 <theenglishman> Bisqwit, please allow it 12:07 <okaygo> It will work backwards 12:08 <Bisqwit> okaygo: Suppose so...
Video of the fix: http://youtube.com/watch?v=ZDgDumnzJvE
Joined: 4/1/2008
Posts: 149
Just out of curiousity, does the fix correct the problem of the background of the pause screen always being either link's house or the store? Also a couple of questions about bloobiebla's run, 1) In the spirit temple, why do you backwalk to the small key chest instead of sidehopping? 2)Also in the spirit temple, when you do the sideways megabackflip to get back over the gap, it moves you away from the door. If you instead did a backwards megasidehop, it would move you closer to the door saving some frames. Is this oversight, or was there some reason behind this?
Comicalflop wrote:
I don't recommend HISSing at parties though, people will think you're a snake.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
That bug would be completely related to the graphics plugin.
Joined: 3/18/2006
Posts: 971
Location: Great Britain
Comicalflop wrote:
Link isn't David Blaine when playing normally, so yeah..
lol.
Player (155)
Joined: 4/7/2008
Posts: 217
chaosv1 wrote:
Just out of curiousity, does the fix correct the problem of the background of the pause screen always being either link's house or the store? Also a couple of questions about bloobiebla's run, 1) In the spirit temple, why do you backwalk to the small key chest instead of sidehopping? 2)Also in the spirit temple, when you do the sideways megabackflip to get back over the gap, it moves you away from the door. If you instead did a backwards megasidehop, it would move you closer to the door saving some frames. Is this oversight, or was there some reason behind this?
1) It is the same situation as with Mido, after the floor text, the game doesn't let you sidehop for some odd reason. 2) A megasidehop can't clear the gap :( Anyways, that section is going to be hexed more optimally along with a few other parts of the run.
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Joined: 7/4/2005
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Location: Albuqueruqe, New Mexico
chaosv1 wrote:
Samoht wrote:
Sorry SL & AKA, you might have to restart you TAS again. A most likely faster method of escaping the forest has been found.
I think they already might because of Mupen64
I dont think its faster. You have to watch the Ocarina cutscene.
Change my sig. again, and I will murder your pet fish.
Joined: 3/29/2008
Posts: 21
GuanoBowl wrote:
chaosv1 wrote:
Samoht wrote:
Sorry SL & AKA, you might have to restart you TAS again. A most likely faster method of escaping the forest has been found.
I think they already might because of Mupen64
I dont think its faster. You have to watch the Ocarina cutscene.
Yeah, I actually think the original method is faster for TAS. Though it's slower for regular speedrunning because the limited nuts method is virtually impossible in real time, and the many nuts method is time consuming. EDIT: and even if you did get the limited nuts method, it's still slower in real time because of the time it takes to get rupees and shield. Also, you don't have to do ocarina items every time you play a song.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
How goes progression with the current runs.
Mitjitsu
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Joined: 4/24/2006
Posts: 2997
okaygo wrote:
How goes progression with the current runs.
Expect to see the completed run in August/September
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
okaygo wrote:
Alright, I think I'm going to write a patched Mupen64 for Windows that fixes the pause bug, but someone will have to compile it. Does this work for you guys? (This will not be Mupen64Plus)
Is there a link to this mythical mupen64 build?
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
Joined: 4/1/2008
Posts: 149
Raiscan wrote:
okaygo wrote:
Alright, I think I'm going to write a patched Mupen64 for Windows that fixes the pause bug, but someone will have to compile it. Does this work for you guys? (This will not be Mupen64Plus)
Is there a link to this mythical mupen64 build?
Well at least the source so we can attempt to compile it
Comicalflop wrote:
I don't recommend HISSing at parties though, people will think you're a snake.
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Joined: 1/12/2007
Posts: 682
okaygo's privately given the patched exe to me, AKA and Bloob, for use in our runs. By the time these runs are done, the full version will be available, I'd imagine.
Player (155)
Joined: 4/7/2008
Posts: 217
okaygo wrote:
How goes progression with the current runs.
It is going very nicely. A lot of hexing is needed to be done but a lot of progress has been made. Sadly, a WIP won't be able to be seen until all hexing is completed
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
Raiscan wrote:
okaygo wrote:
Alright, I think I'm going to write a patched Mupen64 for Windows that fixes the pause bug, but someone will have to compile it. Does this work for you guys? (This will not be Mupen64Plus)
Is there a link to this mythical mupen64 build?
I haven't gotten around to fixing all the bugs. (by bugs I mean features)
Joined: 4/1/2008
Posts: 149
Bloobiebla wrote:
okaygo wrote:
How goes progression with the current runs.
It is going very nicely. A lot of hexing is needed to be done but a lot of progress has been made. Sadly, a WIP won't be able to be seen until all hexing is completed
So the pause stuff can be hexed out and fixed?
Comicalflop wrote:
I don't recommend HISSing at parties though, people will think you're a snake.
Player (155)
Joined: 4/7/2008
Posts: 217
chaosv1 wrote:
Bloobiebla wrote:
okaygo wrote:
How goes progression with the current runs.
It is going very nicely. A lot of hexing is needed to be done but a lot of progress has been made. Sadly, a WIP won't be able to be seen until all hexing is completed
So the pause stuff can be hexed out and fixed?
Theoretically it should work fine, but it hasn't been tried yet and if not then i'll just continue on with the pause lag. More optimal stuff in the child route is hopefully gonna be hexed in before hexing the pauses though