Patashu
He/Him
Joined: 10/2/2005
Posts: 4042
Mitjitsu wrote:
Hopefully the new run will be the OoT TAS to end OoT TASes :-)
Sure, until bottleless ocarina items is discovered ;)
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Joined: 12/6/2008
Posts: 1193
More likely is that there will be some other way to cancel the warp, without OI.
Joined: 3/15/2012
Posts: 70
Location: Canada
Nah it'll be restricted items to use a real ocarina.
Joined: 3/17/2009
Posts: 496
What is the biggest challenge/problem with the new any% TAS?
Patashu
He/Him
Joined: 10/2/2005
Posts: 4042
Synx wrote:
What is the biggest challange/problem with the new any% TAS?
No specific problem, 3D zeldas are just extremely demanding to optimize.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Joined: 3/17/2009
Posts: 496
Patashu wrote:
Synx wrote:
What is the biggest challange/problem with the new any% TAS?
No specific problem, 3D zeldas are just extremely demanding to optimize.
I am curious about the technical difficulties presented by the new tricks discovered since the last run. And if the new tricks had any unforseen consequenses. My guess is that you are wrong, there are probably many specific problems as well as OoT being extremely demanding to optimize.
Experienced player (603)
Joined: 2/8/2009
Posts: 656
There are no real problems, Bloob and I simply only TAS when we really feel like doing so. We did all new tricks already and while they were indeed pretty complex to do, I think we did a really good job and optimizing them to the max. That should also give you enough information to know how far we are into the run :P But yes, going for total optimization is indeed quite hard, there are many places where you can't even know whether something is 100% optimal or not.
Joined: 3/17/2009
Posts: 496
zomg. According to my calculations that means you are almost done! I feel the hypetrain for the new run gaining speed!
Joined: 8/3/2008
Posts: 254
Does anyone a good trick that I can use to beat the Horseback archery challenge? It is really grating me.
Guernsey Adams Pierre
Joined: 7/17/2012
Posts: 543
Location: Switzerland
Guernsey wrote:
Does anyone a good trick that I can use to beat the Horseback archery challenge? It is really grating me.
I found this video, I dont know if it can be useful to you. Link to video
My Citra 3DS rerecording movie files test repositery: https://cutt.ly/vdM0jzl Youtube playlist "Citra Tests": https://cutt.ly/AdM0wg9 http://www.youtube.com/user/phoenix1291
Joined: 10/20/2006
Posts: 1248
Wasn't gonna reply first, but http://www.youtube.com/watch?v=4RTPXrZmmpY Just keep shooting the big one
Joined: 8/3/2008
Posts: 254
It is very difficult to do this on Gamecube controller but thanks for the help.
Guernsey Adams Pierre
Joined: 3/17/2009
Posts: 496
it's been a while. Are there any updates on the current any% TAS?
Joined: 12/6/2008
Posts: 1193
well it's progressing.
Experienced player (603)
Joined: 2/8/2009
Posts: 656
The castle collapse cutscene completely destroyed our entire motivation. We simply can't tie the manipulation of my old run and combined with the fact, that this is the most boring and annoying shit ever to TAS (makes cuccos feel like the most enjoyable thing you've ever done) we didn't really work much on the run for the last like 1,5 months......I just started doing attempts again, so pray that the game will be nice to us today.....
Skilled player (1737)
Joined: 9/17/2009
Posts: 4979
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
MrGrunz wrote:
The castle collapse cutscene completely destroyed our entire motivation. We simply can't tie the manipulation of my old run and combined with the fact, that this is the most boring and annoying shit ever to TAS (makes cuccos feel like the most enjoyable thing you've ever done) we didn't really work much on the run for the last like 1,5 months......I just started doing attempts again, so pray that the game will be nice to us today.....
0_o Care to elaborate on what was incompatible? Since you mentioned the cutscene, is this run done on Mupen? Since the submission text mentioned about desync errors caused by it.
Experienced player (603)
Joined: 2/8/2009
Posts: 656
Synching is not the main problem. It makes it more annoying, because you always have to play the movie back from a certain point to see what time you really got. This takes some time, of course. But the main problem is, that the lag of the cutscene can be manipulated by random inputs right before the cutscene starts. The differences are huge. The difference between the fastest and slowest possible manipulation are up to 300 frames (5 seconds). The fastest we got yet, is a manipulation that is 18 frames slower than the one I had in my old run. Seems like I was extremely lucky back then.
Mitjitsu
He/Him
Banned User
Joined: 4/24/2006
Posts: 2997
Aside from pulling the ESS of the falling rock. I don't see what would cause problems during the escape + Ganon.
Joined: 6/12/2008
Posts: 84
Can we see the movie so far? I mean how many frames ahead are you? It would be sad for all this tasing to go unseen I mean I doubt you'll tie your previous manipulation (according to your post)... I remember getting huge differences in lag during cutscenes with majoras mask but when I would play the file back I would get a bunch of desyncs back then so I don't know if what you are observing is actually true or just the emulation being buggy...
Joined: 3/16/2013
Posts: 43
BrainStormer wrote:
I mean I doubt you'll tie your previous manipulation (according to your post)...
Well, with that attitude... I just hope no one has to bump this in like 6 months lol.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4042
If there's nothing stopping you from finishing besides the cutscene then go with whatever you have so far. I mean, frames gained/lost during that cutscene are basically arbitrary and could be due to emulator inaccuracies/etc and certainly won't be perceivable by viewers :)
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Skilled player (1737)
Joined: 9/17/2009
Posts: 4979
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
BrainStormer wrote:
Can we see the movie so far? I mean how many frames ahead are you? It would be sad for all this tasing to go unseen I mean I doubt you'll tie your previous manipulation (according to your post)... I remember getting huge differences in lag during cutscenes with majoras mask but when I would play the file back I would get a bunch of desyncs back then so I don't know if what you are observing is actually true or just the emulation being buggy...
I'm just curious now on what emulator is the TAS using. :o
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
And 18 frames lost due to cutscene is something I bet nobody would care for.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Spikestuff
They/Them
Editor, Publisher, Expert player (2631)
Joined: 10/12/2011
Posts: 6435
Location: The land down under.
AngerFist wrote:
And 18 frames lost due to cutscene is something I bet nobody would care for.
Well we know who will be against this run "Save the Frames"
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Editor, Skilled player (1534)
Joined: 7/9/2010
Posts: 1319
MrGrunz wrote:
But the main problem is, that the lag of the cutscene can be manipulated by random inputs right before the cutscene starts.
Depending how inconsistent the lag is, losing time could save time in the long run, like it was done in Kirby's Adventure. Else you would need to either brute-force (guess not) the segment or ignore the time loss.
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