MTA
Joined: 4/3/2012
Posts: 68
For more people who wants to see it, kinda short though Link to video
Post subject: Ocarina of Time best plugin setting?
Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
Hey guys, I don't know if this is the appropriate board to ask this, but what plugin should I be using when playing this on BizHawk? From what I've tested, I like Glide64mk2 the best because it's been the least buggy. Well, except for a VERY bad graphical bug when entering the pause menu: Does anyone know what settings can fix this or are there any plugins that just work better? Sorry, I'm a complete scrub when it comes to n64 emulation!
Player (48)
Joined: 9/18/2014
Posts: 79
Location: Hyrule
You should just use Jabo 1.6.1 (or jabo overall) this is the best video plugin
"Lol as far as I'm aware no distinguished TASer gives a f*ck what's accepted. I certainly don't like Bizhawk but I'm glad to hear at least some TASers are picking up the better emulator" a distinguished TASer Working on: -OoT No RBA/WW -Zapper 100% _______________________________________ Follow me on http://www.twitch.tv/amateseru :)
fsvgm777
She/Her
Senior Publisher, Player (221)
Joined: 5/28/2009
Posts: 1185
Location: Luxembourg
Amateseru wrote:
You should just use Jabo 1.6.1 (or jabo overall) this is the best video plugin
Jabo is objectively one of the worst graphics plugins, with many graphics issues (not only in this game, but in many other games). Anyway, Weegeechan, try the regular Glide64 (I'm going to test in the meantime which setting fixes the issue you're having). EDIT: Try setting the buffer swapping method to "New" in the Glide64mk2 settings. That fixed it for me. (uncheck "Use defaults for current game" first)
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
fsvgm777 wrote:
Amateseru wrote:
You should just use Jabo 1.6.1 (or jabo overall) this is the best video plugin
Jabo is objectively one of the worst graphics plugins, with many graphics issues (not only in this game, but in many other games). Anyway, Weegeechan, try the regular Glide64 (I'm going to test in the meantime which setting fixes the issue you're having). EDIT: Try setting the buffer swapping method to "New" in the Glide64mk2 settings. That fixed it for me. (uncheck "Use defaults for current game" first)
Oh, thank you! :) This fixed the graphical bug completely and now the pause menu looks just like it does in the game!
Joined: 12/6/2008
Posts: 1193
With OoT Glide64mk2 works best. Just set all the checkmarks on the "general" page of mk2 and you should be fine. Not sure why that isn't default, but that's just how it is. With MM you are actually better off (or at least just as good but a lot faster) with Jabo.
GlitchesAndStuff wrote:
Just to clarify: I'm going to be working on improving the GIM routes regardless of whether they work on N64 or not. I don't really care about what can/can't be submitted to this site, this forum is a good place to talk about TASing OoT and so I'm going to do exactly that. To be honest, both the GIM and non-GIM route are cool and having fully optimised TASes of both will be a good contribution to the TASing and speedrunning scene.
I really hope both will be TASed some day, but so far I sadly don't see it happening. Both routes are certainly really fun.
Samsara
She/They
Senior Judge, Site Admin, Expert player (2122)
Joined: 11/13/2006
Posts: 2793
Location: Northern California
If someone wants to make a GIM run, please do so, post it here for people to watch and study. Who knows, maybe you'll find a way to make it work on console, or maybe you'll find some insane new strat useful in a different category? As of right now, the GIM route on N64 would not be accepted here, and GIM on Virtual Console would... Well, who knows at this point? A run not being accepted/published on the site shouldn't stop anyone from making said run in the first place, though, and no one should discourage anyone else from making those runs for the same reason.
TASvideos Admin and acting Senior Judge 💙 | Cohost
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
MarbleousDave
He/Him
Player (12)
Joined: 9/12/2009
Posts: 1555
For a Master Quest TAS do you use BizHawk or Dolphin? And did you use the ROM ripped from the ISO image or did you use the ISO image itself as a whole? N64 allows for shorter load times and lower death count. GCN has longer load times and dying is faster than resetting when necessary. Note: The longer load times is only used after selecting the game in the game select screen.
Former player
Joined: 6/30/2010
Posts: 1093
Location: Zurich, Switzerland
PikachuMan wrote:
For a Master Quest TAS do you use BizHawk or Dolphin? And did you use the ROM ripped from the ISO image or did you use the ISO image itself as a whole? N64 allows for shorter load times and lower death count. GCN has longer load times and dying is faster than resetting when necessary. Note: The longer load times is only used after selecting the game in the game select screen.
There never was an official N64 release, so it would have to be GC, even if it's slower.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Joined: 3/17/2010
Posts: 33
Seems a little silly to host tases of rom hacks while banning MQ 64.
Spikestuff
They/Them
Editor, Publisher, Expert player (2297)
Joined: 10/12/2011
Posts: 6337
Location: The land down under.
'Cause Master Quest 64 requires something called the Disk Drive, a system which was a complete failure, and that MQ64 was never released to the public during the 14 month lifespan the system had. Which basically points to doing the GameCube version.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Former player
Joined: 6/30/2010
Posts: 1093
Location: Zurich, Switzerland
mzxrules wrote:
Seems a little silly to host tases of rom hacks while banning MQ 64.
MQ has an official release, ROM hacks are pure fan creations.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Joined: 5/8/2014
Posts: 125
Not to throw oil onto a fire, but, the only difference between running the GameCube disc, and extracting the rom and running it on your PC is the emulator. It's the same game data; the emulator Nintendo provided for it is less accurate than most PC N64 emulators. Even if you're running it in an emulator they didn't intend, you're still using an official release of it. Just booting it a different way. In this case, I think that forcing a GameCube emulator on it is fairly arbitrary.
Joined: 3/17/2009
Posts: 496
if it was up to me any talk of GIM, other than trying to make it work on n64 console wouldn't be discussed here (in the n64 forum) at all. However I respect that some people here find GIM interesting even if it doesn't work on n64. I hope someone discovers something better/faster than GIM that also works on n64. That would make this whole issue go away.
Tompa
Any
Editor, Expert player (2141)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
For those who have seen the 2 Pauses any% TAS for Majora's Mask: https://www.youtube.com/watch?v=KaDflIPG3f4 A 3 Pauses 100% TAS for Ocarina of Time will be streamed tomorrow at 12pm PST/3pm EST on this channel: http://www.twitch.tv/zfg1 !!
Post subject: Ocarina of Time
Joined: 3/12/2016
Posts: 15
Hello All, I realize that most likely no one will see this since no one has posted an OoT run since two-thousand and freaking four, but I, and aspiring speedrunner who is attempting to discover new tricks, have some questions. If you can answer any of them, please do so. 1) What RAM value stores the player's name? 2) " " " the respawn entrance? 3) What format is text stored in? (hex, dec, &c.) 4) Why has the ZeldaSpeedruns.com website been down for a few days? Thanks!
<distress> why won't my HTML run on here </distress>
Editor, Expert player (2013)
Joined: 8/25/2013
Posts: 1199
First off, you're wrong about when an OoT run was posted on the site. The last one was from 2014. [2518] N64 The Legend of Zelda: Ocarina of Time by Bloobiebla & MrGrunz in 20:09.98 I guess searching for movies is pretty hard. 1) When would you need the address for the player name in a TAS? 2) Again, when would you need this? Even wrong warping would be simple trial and error, so why would you need the exact value for it? 3) Those are methods of representing numbers, not storing them. 4) We don't operate Zeldaspeedruns so how would we know?
effort on the first draft means less effort on any draft thereafter - some loser
Post subject: Re: Ocarina of Time
Memory
She/Her
Site Admin, Skilled player (1523)
Joined: 3/20/2014
Posts: 1762
Location: Dumpster
Ethanagor wrote:
4) Why has the ZeldaSpeedruns.com website been down for a few days?
ZSR always has issues lol.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Joined: 3/12/2016
Posts: 15
arandomgameTASer wrote:
1) When would you need the address for the player name in a TAS? 2) Again, when would you need this? Even wrong warping would be simple trial and error, so why would you need the exact value for it? 3) Those are methods of representing numbers, not storing them. 4) We don't operate Zeldaspeedruns so how would we know?
1) It's for a complicated glitch I am currently working on. 2) See first answer. 3) Yea, I guess that was phrased awkwardly. How exactly does the N64 store text? 4) Jeez, I didn't think you were. I was just curious, thought maybe someone would know. Please refrain from excessive sarcasm and frustratedness, I am an extreme noob.
<distress> why won't my HTML run on here </distress>
AntyMew
It/Its
Encoder, Player (35)
Joined: 10/22/2014
Posts: 425
Ethanagor wrote:
1) It's for a complicated glitch I am currently working on. 2) See first answer.
Could you be more specific? I am certain people here would be very interested to hear about it
Ethanagor wrote:
3) Yea, I guess that was phrased awkwardly. How exactly does the N64 store text?
Depends on the game, but they're probably ASCII null-terminated strings
Just a Mew! 〜 It/She ΘΔ 〜
Post subject: Re: Ocarina of Time
Joined: 3/17/2010
Posts: 33
Ethanagor wrote:
Hello All, I realize that most likely no one will see this since no one has posted an OoT run since two-thousand and freaking four, but I, and aspiring speedrunner who is attempting to discover new tricks, have some questions. If you can answer any of them, please do so. 1) What RAM value stores the player's name? 2) " " " the respawn entrance? 3) What format is text stored in? (hex, dec, &c.) 4) Why has the ZeldaSpeedruns.com website been down for a few days? Thanks!
For 1&2, there is a structure I call the "Save Context", which is stores data pretty much the same way across all versions, and thus addresses here can be converted easily. In NTSC 1.0, it's start address is 8011A5D0. The player's name is stored at offset "Save Context" + 0x24. The "respawn" entrance is a bit trickier to give, since there are multiple variables involved used for spawning Link into the game. If we're talking base entrance indexes, there are two such variables in the save context. One is at 8011A5D0 itself, which stores the base entrance index of the area you're currently in as a 4 byte value (rather than the normal 2 byte value). Then there's the 2 byte base entrance index used as part of the "checkpoint" respawn data, located at 8011B948. Then there's another variable located in a different structure known as the "Global Context", which is located at 801C84A0 in NTSC 1.0. In this structure, there's another variable that stores what base entrance index will be used to spawn Link, set before leaving the immediate area. It's another 2 byte value located at 801DA2BA. 3) You didn't phrase it awkwardly, you phrased it in a way that showed how clueless you are about such things. Anyway, OoT's English/French/German dialog is stored in Ascii, while the Japanese dialog appears to be stored in Shift-JIS. Console output (which only appears in the Debug Builds and can't normally be seen) is encoded in EUC-JP. The player's name uses one of two non-standard character sets, one for the US/Japanese builds, and one for the English/French/German builds. 4) I see nothing wrong... More seriously though, from what I've been told the main issue with ZSR being down is that we get a serious amount of traffic. Maxx (the site developer) has been trying to work on it recently, and actually switched hosts for the front end site a short while back.
andypanther wrote:
mzxrules wrote:
Seems a little silly to host tases of rom hacks while banning MQ 64.
MQ has an official release, ROM hacks are pure fan creations.
Don't see how that changes anything.
Post subject: Re: Ocarina of Time
Former player
Joined: 6/30/2010
Posts: 1093
Location: Zurich, Switzerland
mzxrules wrote:
andypanther wrote:
mzxrules wrote:
Seems a little silly to host tases of rom hacks while banning MQ 64.
MQ has an official release, ROM hacks are pure fan creations.
Don't see how that changes anything.
If MQ 64 is okay for TASing, then you might as well allow speedruns to use 1.0 inject for VC...
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
MTA
Joined: 4/3/2012
Posts: 68
Found these today, thought i'd share it here Link to video Link to video
Experienced player (599)
Joined: 2/8/2009
Posts: 656
Awesome stuff, damn :o As this is 1.0 only this can't be used in the MQ run, right?
MTA
Joined: 4/3/2012
Posts: 68
MrGrunz wrote:
Awesome stuff, damn :o As this is 1.0 only this can't be used in the MQ run, right?
Doing it this way is 1.0, but a video was uploaded yesterday showing another way to do it, and it works on any version: Link to video but i don't know if it's faster or not because it involves having the 50 second timer from the zora's diving game, and you have to wait for the timer to run out, i'm not sure if it's faster, but i'm still willing to try it though, and i will do that a little bit later