Former player
Joined: 6/15/2005
Posts: 1711
I tried watching the latest WIP last night and it worked fine until the child portion of the Spirit Temple was done, then it desynched for me. Oh well. I was thinking about the sidestepping vs backwalking thing when wathing this. Sidestepping looked faster to me. Oh well :) and kooz, I totally see your point and I don't mean to be mean or anything, but you're definately in the minority on this one. It's somewhat rare for TASes to intentionally sacrifice time to make something look more entertaining, and when it does happen it's usually for very small amounts of time. I don't want to make up numbers here but not backwalking or sidehopping would make this ALOT slower. It really is quite a bit faster. Edit: Of course, it's also arguable how much more entertaining looking such a run would be. Personally I like the style of Guano's run.
Zoey Ridin' High <Fabian_> I prett much never drunk
Former player
Joined: 8/3/2004
Posts: 100
Location: Michigan, United States
I totally see your point and I don't mean to be mean or anything, but you're definately in the minority on this one. It's somewhat rare for TASes to intentionally sacrifice time to make something look more entertaining, and when it does happen it's usually for very small amounts of time. I don't want to make up numbers here but not backwalking or sidehopping would make this ALOT slower. It really is quite a bit faster. Edit: Of course, it's also arguable how much more entertaining looking such a run would be. Personally I like the style of Guano's run.
It's cool. I figured I was in the minority when I was the first to mention it. I'm definitely not in dislike of Guano's style, but of the trick itself, which is, unfortunately, required to effectively make this TAS. I had no idea it was 1.5x faster than regular walking. As far as entertainment value goes, I'd still have to say I'd rather watch it for 4.5 hours being able to see what's going on than 3 without. But since I'm the only one who cares I'll probably have to do it myself ;)
nfq
Player (93)
Joined: 5/10/2005
Posts: 1204
kooz, maybe you want/need to see where he's going because you're not so familiar with this game?
Former player
Joined: 6/15/2005
Posts: 1711
nfq wrote:
kooz, maybe you want/need to see where he's going because you're not so familiar with this game?
I think this is a good point. I've watched the console speedruns and read the trick discussions etc, so I'm pretty familiar with what's going on in most places already. If you're not I can certainly see why it might be boring.
Zoey Ridin' High <Fabian_> I prett much never drunk
Former player
Joined: 7/4/2005
Posts: 714
Location: Albuqueruqe, New Mexico
How can I fix the 2nd Owl Dialogue? It keeps making me roll backwards instead of rolling to the chest. I really dont want to do all of that over again.
Change my sig. again, and I will murder your pet fish.
Joined: 3/29/2006
Posts: 273
Location: Sweden
I haven't seen it from that point of view before... I always know exactly what he's doing in every area, so I don't really mind him backwalking. But I can imagine it might be very confusing for people who aren't that familiar with the game...
Joined: 5/24/2004
Posts: 262
GuanoBowl wrote:
How can I fix the 2nd Owl Dialogue? It keeps making me roll backwards instead of rolling to the chest. I really dont want to do all of that over again.
Perhaps we should appeal to Nitsuja to look into this issue. If we have all experienced this desynch at certain times and yet not others (which many of us have) and we all have the correct settings, it could be an issue with the emulator internals not timing something properly.
Editor, Player (67)
Joined: 6/22/2005
Posts: 1041
AKA wrote:
I loaded the V64 file and it starts off like a speed run until Guamo gets the sword and then he messes about and dies. After that its just him messing about in Kokiri.
I think I had a similar problem when I tried to watch a previous WIP. It might have been caused by enabling "Copy framebuffer to RDRAM," since all of the other settings were correct afaict. The owl talks haven't been a problem for me, though.
Current Projects: TAS: Wizards & Warriors III.
Joined: 11/29/2005
Posts: 317
Location: Sao Paulo - Brazil
Maybe Darcius or someone else who is able to see it properly should do a Save State after the roll on the correct way.
Active player (277)
Joined: 5/29/2004
Posts: 5712
Well, when I watched the latest movie with an old save state I had made where Link had just reached the Desert Colossus area or any save state afterwards, he always rolled the wrong way. So I took the time to let it run from the very beginning, and that made it work, including from when I made a new save state. It turned out the owl took off in a different direction after the conversation, causing the camera to be somewhere else after that, causing Link to roll to a different place. However, after the cutscene where Nabooru got taken away, Link sidejumped off the building, but he didn't die, merely slipping down safely, swinging his sword, inspecting a patch of soil, and playing around on the menu, so that didn't get me much further.
xebra wrote:
That just proves you can't light the left eye during the cutscene for the right eye. Given that, it does seem a bit unlikely you can light both eyes at once, but we still don't know what would happen if you hit both eyes with an explosion at the same time. (If it's possible to do so.)
Ooh, could you hack the game to make the explosion bigger to make sure?
put yourself in my rocketpack if that poochie is one outrageous dude
mwl
Joined: 3/22/2006
Posts: 636
The latest WIP release still messes up at the owl when I play the movie from the beginning. But when I load the attached save state the movie plays just fine.
Former player
Joined: 7/4/2005
Posts: 714
Location: Albuqueruqe, New Mexico
Hmmm. this is weird.
Change my sig. again, and I will murder your pet fish.
Former player
Joined: 6/15/2005
Posts: 1711
Bag of Magic Food wrote:
Well, when I watched the latest movie with an old save state I had made where Link had just reached the Desert Colossus area or any save state afterwards, he always rolled the wrong way. So I took the time to let it run from the very beginning, and that made it work, including from when I made a new save state. It turned out the owl took off in a different direction after the conversation, causing the camera to be somewhere else after that, causing Link to roll to a different place. However, after the cutscene where Nabooru got taken away, Link sidejumped off the building, but he didn't die, merely slipping down safely, swinging his sword, inspecting a patch of soil, and playing around on the menu, so that didn't get me much further.
This is what happened to me too.
Zoey Ridin' High <Fabian_> I prett much never drunk
Editor, Player (67)
Joined: 6/22/2005
Posts: 1041
Bag of Magic Food wrote:
It turned out the owl took off in a different direction after the conversation
It's interesting that the owl can take different routes. Did you notice any one of them to be faster than the other?
Bag of Magic Food wrote:
However, after the cutscene where Nabooru got taken away, Link sidejumped off the building, but he didn't die, merely slipping down safely, swinging his sword, inspecting a patch of soil, and playing around on the menu, so that didn't get me much further.
Oh, was he supposed to die at that part? I guess it messed up on my computer, then, since I got the same result as Bag of Magic Food. I'm talking about the previous WIP (page 14), BTW, as I haven't had a chance to play back the latest one. EDIT: I just tested it, and I get the same no-death behavior with the latest WIP.
Current Projects: TAS: Wizards & Warriors III.
Joined: 12/1/2005
Posts: 107
Which rom do you use? I've tried all the OoT roms that I have, but none of them seems to work properly. Link gets the kokiri sword and then after a black screen it messes all up...
Former player
Joined: 7/4/2005
Posts: 714
Location: Albuqueruqe, New Mexico
damnit, when I jump it doesnt register the me pressing down because the buttons are a little delayed. This is a problem. If someone can play the whole thing up to Jabu Jabu, please save it and send it back to me if that will help.
Change my sig. again, and I will murder your pet fish.
mwl
Joined: 3/22/2006
Posts: 636
ROM Information RP Good Name: Legend of Zelda, The - Ocarina of Time (U) (V1.0) [!] RP Internal: THE LEGEND OF ZELDA RP Size: 256.0 MBit RP Country: USA RP Ini Code: EC7011B7-7616D72B-C45 RP MD5: 5BD1FE107BF8106B2AB6650ABECD54D6 RP Plugins RP Video: Jabo's Direct3D8 1.6 RP Input: N-Rage`s Direct-Input8 1.60 RP Sound: Jabo's DirectSound 1.6 RP RSP: RSP emulation Plugin
Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
FILIM0NAS wrote:
Link gets the kokiri sword and then after a black screen it messes all up...
Make sure you checked "Raw data" in the Input Plugin Configuration screen. That might be your problem.
Joined: 5/6/2005
Posts: 141
I have encountered the same problem as several other posters - Link gets the Kokiri Sword and then it gets all wonky from there. And yes, I did check the Raw Data in the Input Settings screen. Does having a different video plugin file affect whether it's in sync or not? Right now I have g|N64 v0.4.1 as the video plugin, but mwl says that you need the Jabo's Direct3D8 1.6 plugin (where can you get that plugin anyway??) I know the video plugin probably doesn't even affect the desync problems, but... just thought to ask.
Joined: 8/29/2005
Posts: 148
Location: Dayton, OH
Actually the plugins do matter. The plugins you need come with Mupen. This is why when you load the movie to be played it displays a screen showing what you settings you need versus what settings you have. You must make the two match or else it probably won't play correctly.
Former player
Joined: 7/4/2005
Posts: 714
Location: Albuqueruqe, New Mexico
looks like im going to have to redo from the 2nd owl dialogue...when i jump it didnt kill me so damn damn damn damn
Change my sig. again, and I will murder your pet fish.
Joined: 10/24/2005
Posts: 1080
Location: San Jose
Sketchie wrote:
I have encountered the same problem as several other posters - Link gets the Kokiri Sword and then it gets all wonky from there. And yes, I did check the Raw Data in the Input Settings screen. Does having a different video plugin file affect whether it's in sync or not? Right now I have g|N64 v0.4.1 as the video plugin, but mwl says that you need the Jabo's Direct3D8 1.6 plugin (where can you get that plugin anyway??) I know the video plugin probably doesn't even affect the desync problems, but... just thought to ask.
It's the plugin that matters most! The duration of pausing is different for each plugin. It's causing the Kokiri Sword desynch. I'm not sure what's causing the owl desynch, but I just played the new m64 file from the save-state. Hopefully we get this stuff sorted out.
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
Joined: 5/6/2005
Posts: 141
Ahhh, I knew I had a funny feeling about the video plugin being a part of the desync problem. I've changed the video plugin and it seems to be working just fine - and even corrected most graphic problems (everything was white in Link's house, ick!). And it looks significantly faster than the old plugin I had, so that would explain the constant desyncing problems I had. I've also discovered something rather interesting: if the video is going to desync, the file name when you start a new name will be I. However, it will work perfectly if the name entered was J. It's a good way to tell whether the movie will desync or not without having to wait further on to see if it's going to desync or not. EDIT: Nevermind, it desynced shortly after getting the Silver Gauntlets.
Joined: 8/1/2004
Posts: 143
Location: Colorado
Hmmm, desyncs right at silver gauntlets now, whereas the previous WIP was working fine....gonna try again without fast forwarding and see if that helps
Active player (277)
Joined: 5/29/2004
Posts: 5712
Yeah, I think one time it messed up the name was K.
put yourself in my rocketpack if that poochie is one outrageous dude