MTA
Joined: 4/3/2012
Posts: 68
Bloobiebla wrote:
MTA wrote:
Made a test of this at the beginning of this month, it enters hyrule field the exact same frame as the last any% tas did, but i think what i did is improvable, so i think doing zora's river this way would be faster by just a few frames Link to video
I came close to trying this strategy after the last any% but I thought it'd be too unlikely to be faster, but if this actually does end on the same frame (and this looks greatly improvable) I may TAS this in the coming days.
Yeah, i'm more certain it's faster and what I did should definitely be improvable.
Post subject: Ocarina of Time TAS help
Cappan1
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Joined: 6/8/2016
Posts: 10
I use BizHawk and I need help learning to TAS on OOT since it is so complicated. I am also relatively new to TASing. Thank you so much to anyone who can teach me at least the basics! <3
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Joined: 1/16/2008
Posts: 358
Location: The Netherlands
Hi Cappan, nice to see that you're interested in making a TAS. As a beginner I recommend starting with a different game. OoT is relatively difficult to TAS. In addition there is very strong 'competition', making it unlikely to create a succesful (publishable) TAS. I think you'd get into the right mindset faster if you first try TASing a 2D platformer. That said, Google results in some resources that seem useful. Some quick picks: http://tasvideos.org/TASTutorial.html http://www.se7ensins.com/forums/threads/how-to-make-a-tool-assisted-speedrun.1269338/ https://www.youtube.com/watch?v=OS75JLwJExk https://www.youtube.com/watch?v=oj3aGzvzhqs
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Joined: 3/17/2009
Posts: 496
there doesn't seem to be any competition currently though as nobody is TASing the game ATM. I would agree that the quality of the already published TAS in every category is really high though
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Also make sure to look at http://tasvideos.org/ArticleIndex.html .
Mitjitsu
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Joined: 4/24/2006
Posts: 2997
Wow, that WIP is a huge improvement over the one I did back in early 08. http://dehacked.2y.net/microstorage.php/info/320190289/AKA-OoT_MQ.m64
Cappan1
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Joined: 6/8/2016
Posts: 10
Thanks for the help guys! which 2D platformer do you recommend?
Joined: 12/6/2008
Posts: 1193
Do one that is fun for you. Maybe one you know from when you were a kid. But tbh, I think you can start with OoT. I think all the current N64 Zelda tasers started with either MM or OoT. Just don't expect to be any good for a while. It takes practice.
Cappan1
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Joined: 6/8/2016
Posts: 10
I'm doing Kirby's Adventure! My first three hours for 22 seconds of gameplay. But, it was awesome gameplay! ;D
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Joined: 7/9/2010
Posts: 1317
Cappan1 wrote:
Kirby's Adventure!
Don't you want to write that in here.
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Joined: 3/17/2010
Posts: 33
recently released a big update to a memory mapper program for the Zelda 64 engine called Spectrum I think it should work for any 32 bit N64 emulator, provided you set it up to locate the start of ram. Could be of use to someone here
Cappan1
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Joined: 6/8/2016
Posts: 10
I have a question. Why is TASing a game from a totally different console with totally different tools gonna help me learn how to TAS n64 games? Am I missing something? Especially with zelda64, frame advance doesn't seem to be too useful when I use it, and I don't understand. Could someone please help?!
Samsara
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Joined: 11/13/2006
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TASvideos Admin and acting Senior Judge 💙 | Cohost
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Joined: 12/6/2008
Posts: 1193
The tools shouldn't be completely different. Bizhawk is similar between all consoles. But as I said, you can start with OoT, it will just take a while to learn. Not sure what to tell you regarding frame advance. It work for everybody else and you haven't really said what your problem is.
mzxrules wrote:
recently released a big update to a memory mapper program for the Zelda 64 engine called Spectrum
It sounds interesting. Although I don't quite understand what it does. :D
Joined: 3/17/2010
Posts: 33
@Slowking: Spectrum creates a map of how things are laid out in RAM. It is quite helpful for understanding different aspects of a number of glitches. With Wrong Warping, some cutscenes are stored in actor overlay files, meaning that the cutscene pointer will be placed within a space in ram I call "Actor Heap". With spectrum you can better understand how that memory is being utilized, and perhaps find new manipulations with these types of cutscene pointers. Ocarina of Time also has a number of glitches related to memory management, from the "Hyrule Field" glitch where the game simply runs out of free "Actor Heap" space, to the Ganon Barrier duplication glitch, to the more recent glitch where feeding a Bombchu to a Dodongo corrupts the block list managing "Actor Heap". Lastly, the code blocks for actor files are mapped dynamically to a ram address, meaning that for example, the code file for Dodongos will have a different start address in ram depending on how you progress through the dungeon. Spectrum allows you to easily hone in on the start address, making debugging easier. More on topic, it was recently discovered that you can in fact perform GIM in the Deku Tree on N64. In order to accomplish this, you need to first buy a bean plant. Then, when you perform Get Item Delay with Deku Nuts, you simply pull out the bean, which will change your GI object file to the bean plant's. This is enough to avoid the crash.
Patashu
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Joined: 10/2/2005
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Another way to do GIM in the Deku Tree on N64 is to do double GIM (do it with nuts, then with seeds). This requires getting the Slingshot first ofc. Apparently this isn't common knowledge, I was talking with nathanisbored and he brought it up.
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Joined: 12/6/2008
Posts: 1193
Does that work for the blue potion gim?
MTA
Joined: 4/3/2012
Posts: 68
This Strat is actually slower than just watching the cutscene, but there might be some start that has a possibility of being faster Link to video
Joined: 12/6/2008
Posts: 1193
According to the Dolphin 5.0 release video, OoT VC now runs on dolphin: https://www.youtube.com/watch?v=KS7Fl30JZcA So if somebody wants to make a GIM-TAS...
Joined: 3/17/2009
Posts: 496
This is probably irrelevant, but some of u might find it interesting: https://www.reddit.com/r/speedrun/comments/4qhc94/oot_any_is_on_the_verge_of_a_breakthrough/
Joined: 12/6/2008
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He used a hacked savestate by accident. Nothing to see here.
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Joined: 3/30/2012
Posts: 404
Well he just did it legit here: https://www.twitch.tv/skater82297/v/75783108?t=08h23m23s It's more consistent and faster by a few seconds!
Joined: 12/6/2008
Posts: 1193
MOD EDIT: this and the next few posts were split from the SM64 "1 key" submission thread for being offtopic. <3 samsara Great TAS guys!
Synx wrote:
This could have been a total disaster for one simple reason. The PU stuff so often causes crash on console. That the team avoided abusing emulator to ignore such crashes was a brilliant decision. Well done on getting the TAS verified on console! Some day I hope the OoT community will follow the great example you guys have set with this TAS. As I have observed the trend in OoT speedrunning, I must admit I was skeptical when you, the authors were so secretive about this TAS in the Super Mario 64 Thread on the forum here. I feared it would be because the run would not play on console. I am happy to be proven wrong. Congratulations on this great run! MOAT DOOR HYPE!
You can't console verify OoT, otherwise it would have been done already. So what are you talking about?
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Joined: 6/30/2010
Posts: 1093
Location: Zurich, Switzerland
Slowking wrote:
Great TAS guys!
Synx wrote:
This could have been a total disaster for one simple reason. The PU stuff so often causes crash on console. That the team avoided abusing emulator to ignore such crashes was a brilliant decision. Well done on getting the TAS verified on console! Some day I hope the OoT community will follow the great example you guys have set with this TAS. As I have observed the trend in OoT speedrunning, I must admit I was skeptical when you, the authors were so secretive about this TAS in the Super Mario 64 Thread on the forum here. I feared it would be because the run would not play on console. I am happy to be proven wrong. Congratulations on this great run! MOAT DOOR HYPE!
You can't console verify OoT, otherwise it would have been done already. So what are you talking about?
There's a difference between an actual console verification and using a trick that is known to always crash on console (at least in the way that is used for any%).
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: 10/25/2009
Posts: 59
Synx wrote:
This could have been a total disaster for one simple reason. The PU stuff so often causes crash on console. That the team avoided abusing emulator to ignore such crashes was a brilliant decision. Well done on getting the TAS verified on console! Some day I hope the OoT community will follow the great example you guys have set with this TAS. As I have observed the trend in OoT speedrunning, I must admit I was skeptical when you, the authors were so secretive about this TAS in the Super Mario 64 Thread on the forum here. I feared it would be because the run would not play on console. I am happy to be proven wrong. Congratulations on this great run! MOAT DOOR HYPE!
Can you link a specific OoT TAS you'd expect to crash? I want to see if it crashes for the same reason as the SM64 crashes, now that they can be detected without a console.