Joined: 12/6/2008
Posts: 1193
andypanther wrote:
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%).
There is no such TAS and there likely never will be.
bzb95 wrote:
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.
There isn't one. There is a glitch called get item manipulation (GIM) that crashes N64 OoT, but not VC OoT. It also crashes most N64 emulators. You'd have to use a specific graphics plugin (Rice) to prevent the crash. Also it's well understood why it crashes. I'm no expert, but I think the simplified version is that the game tries to draw a model that doesn't exist and crashes. There are also legit ways to do this glitch on N64. One I don't quite understand, but I think with certain (useless) items it actually tries to draw something that actually does exist and just works. For the other you make the game display so many objects that it fills up the availible RAM and it can't draw any more. At that point you can GIM because the offending obejct will never be drawn. Both wouldn't be helpfull in a TAS though. There was some discussion of doing such a TAS on an N64 emulator, but nobody ever had concrete plans. It was more of a "maybe we could do this, what do you think?". At this point there might be a TAS of this route on Dolphin, which imo is completely legit, since Dolphin is a Wii emulator and this glitch does work on a real Wii.
Joined: 3/17/2009
Posts: 496
bzb95 wrote:
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.
Yes --> https://www.youtube.com/watch?v=ZKVN2_ECzy8 I do not know if they ever made their input file public.
Joined: 12/6/2008
Posts: 1193
Synx wrote:
Yes --> https://www.youtube.com/watch?v=ZKVN2_ECzy8 I do not know if they ever made their input file public.
Well if you can call that splicefest a TAS... There is no single input file to be released. The video is spliced together from a bunch of segments.
Player (48)
Joined: 9/18/2014
Posts: 79
Location: Hyrule
There is a good reason of why this TAS is not here on this website, it's because it's not legit and everyone already know it. If you want a TAS of OoT that will be either with the chu + blank A route or with the speedrun route but on Dolphin
"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 :)
Joined: 4/22/2014
Posts: 6
Amateseru wrote:
There is a good reason of why this TAS is not here on this website, it's because it's not legit and everyone already know it. If you want a TAS of OoT that will be either with the chu + blank A route or with the speedrun route but on Dolphin
Is there a reason why the Dolphin route, while it would need to be submitted as a Wii TAS cannot be discussed here? As the bulk of the information about routing in Oot will be in this thread rather than having a separate thread for what is realistically a minor version change.
Editor, Expert player (2012)
Joined: 8/25/2013
Posts: 1199
SPACKlick wrote:
Is there a reason why the Dolphin route, while it would need to be submitted as a Wii TAS cannot be discussed here? As the bulk of the information about routing in Oot will be in this thread rather than having a separate thread for what is realistically a minor version change.
What are you talking about? It can be talked about here, it relates to Ocarina of Time after all.
effort on the first draft means less effort on any draft thereafter - some loser
Samsara
She/They
Senior Judge, Site Admin, Expert player (2121)
Joined: 11/13/2006
Posts: 2793
Location: Northern California
SPACKlick wrote:
Is there a reason why the Dolphin route, while it would need to be submitted as a Wii TAS cannot be discussed here? As the bulk of the information about routing in Oot will be in this thread rather than having a separate thread for what is realistically a minor version change.
Discussing it has and always will be fine. Amateseru was talking about how the aforementioned run cannot be accepted for publication on the site.
TASvideos Admin and acting Senior Judge 💙 | Cohost
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Joined: 4/1/2010
Posts: 52
Hey guys, not sure if this is entirely relevant, but I couldn't find a better place to put this. I'm participating in a TwitchPlays for OOT, and earlier today we finished catching the rest of the Big Poes. Right after, I played the Prelude of Light to warp back to the Temple of Time so we can go turn in the poes. However, instead of those light particles showing up to take Link away, the screen just faded to white and transitioned to the next scene much more quickly. Here's the clip of it happening: https://clips.twitch.tv/twitchplayspapermario/DrabKangarooNinjaTroll We're playing this on a PAL 1.2 ROM on Project64 2.1. I couldn't find anything about it, so if this is known and there's a known method of triggering it, please let me know.
Joined: 11/9/2012
Posts: 40
Kimimaru wrote:
Hey guys, not sure if this is entirely relevant, but I couldn't find a better place to put this. I'm participating in a TwitchPlays for OOT, and earlier today we finished catching the rest of the Big Poes. Right after, I played the Prelude of Light to warp back to the Temple of Time so we can go turn in the poes. However, instead of those light particles showing up to take Link away, the screen just faded to white and transitioned to the next scene much more quickly. Here's the clip of it happening: https://clips.twitch.tv/twitchplayspapermario/DrabKangarooNinjaTroll We're playing this on a PAL 1.2 ROM on Project64 2.1. I couldn't find anything about it, so if this is known and there's a known method of triggering it, please let me know.
This is another effect of hyrule field glitch, zfg has a video here of the exact same thing. https://www.youtube.com/watch?v=F9gDddOyL4c
Joined: 4/1/2010
Posts: 52
Ah ok, that makes sense. I find it interesting how in both cases it happened after catching Big Poes. I have one last thing. We finished the run a couple hours ago, and on the final hit against Ganon we somehow did a jumpslash even though no one pressed Z. You can see it here: https://clips.twitch.tv/twitchplayspapermario/DistinctCarabeefThunBeast The only thing I can think of is that Link is in some type of target mode shortly after that cutscene, and he isn't in the air so an aerial jumpslash seems unlikely. Any ideas?
Joined: 3/17/2009
Posts: 496
Kimimaru wrote:
Ah ok, that makes sense. I find it interesting how in both cases it happened after catching Big Poes. I have one last thing. We finished the run a couple hours ago, and on the final hit against Ganon we somehow did a jumpslash even though no one pressed Z. You can see it here: https://clips.twitch.tv/twitchplayspapermario/DistinctCarabeefThunBeast The only thing I can think of is that Link is in some type of target mode shortly after that cutscene, and he isn't in the air so an aerial jumpslash seems unlikely. Any ideas?
Likely someone pressed the Z button after all
Player (48)
Joined: 9/18/2014
Posts: 79
Location: Hyrule
No it's just something known, you have 1 frame where the camera is still locked by the game and you can do inputs, if you press A on that frame, then gg you gain time. (I believe Grunz and Bloob did that in the TAS, you just need to have sword in hand, not the stick)
"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 :)
Player (48)
Joined: 9/18/2014
Posts: 79
Location: Hyrule
Here is our WIP (child part) of no RBA/WW https://www.youtube.com/watch?v=FsnPUFNqHBY Link to video[/movie]
"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 :)
Editor, Expert player (2012)
Joined: 8/25/2013
Posts: 1199
Hey, pretty good. That owl skip made me laugh. I am confused though, what exactly did you get from the GIM in the well?
effort on the first draft means less effort on any draft thereafter - some loser
Player (48)
Joined: 9/18/2014
Posts: 79
Location: Hyrule
We got the light arrows with the GIM, some people asked how and why we did the GIM here so here are the explanations: -This GIM is very similar to the old strat used in the Any% speedrun where you had to enter and exit a crawlspace, however you may have noticed we don't get the stick in this case. The reason for this is is because we held the shield and that gives a slightly bigger hitbox to touch the stick while being in GIM statement (of course the bombchu was also required to give us a small boost, and no we can't just take the stick and get touched by the bombchu unfortunately) -This allow us to skip the bottle because normally in no RBA/WW speedruns, we do the GIM in forest temple by dying in oob water to get the weird camera. -That also makes this TAS legit for TASvideo because theoratically the GIM with a deku stick actually work on N64
"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 :)
Former player
Joined: 6/30/2010
Posts: 1093
Location: Zurich, Switzerland
Good job with that WIP! I can't wait to finally see an OoT TAS with the current strats :)
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: 12/6/2008
Posts: 1193
Just a reminder that the currently published tas doesn't use the fastest route for N64 or Wii VC. For N64 it's the Chu route and for Wii VC the gim route. So there is an opening for some young up and comer to swoop in and take the record. ;) Actually seeing the no RBA/WW WIP I'm wondering if getting a nut from the tree close to Kakariko wouldn't also be faster for the Chu route, since the nut text in the shop is really long. It would certainly make the rupee route more managable...
Amateseru wrote:
-That also makes this TAS legit for TASvideo because theoratically the GIM with a deku stick actually work on N64
But only that specific gim, right? You couldn't for example gim a bottle in the deku tree with a deku stick? Regarding your TAS, I don't quite know how I missed it till now. It looks pretty great. Only a few questions: - don't the trees close to the peahat also drop deku nuts? They look like the same type of tree close to Kakariko. If they do that would certainly be the much faster option. But I remember the trees in hyrule field being weird, so maybe they don't. - If the trees by the peahat don't have nuts would it not still be faster to get them from the chest in botw? - When you climb out of the Chu pit, can't you do that thing where you let go of the wall and grab the ledge, which saves like a second?
Player (48)
Joined: 9/18/2014
Posts: 79
Location: Hyrule
-I'm pretty sure there is no nuts in the trees close to Lost Woods -We have to wait for night then day so it's better to get them in Hyrule Field to waste in game time -We need to wait for the Bubble to come back so it's pretty much useless to do "that thing where you let go of the wall and grab the ledge"
"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 :)
Post subject: Need help from someone who's TASed OoT before
Jamz
He/Him
Joined: 1/31/2017
Posts: 3
Location: Ohio
I'm having trouble with lining up angles and turning fast when adjusting angles while side hopping. contact - Discord: jamz#9264 or reply
Don't know what to put here XD
Former player
Joined: 6/30/2010
Posts: 1093
Location: Zurich, Switzerland
Amateseru wrote:
-We need to wait for the Bubble to come back so it's pretty much useless to do "that thing where you let go of the wall and grab the ledge"
It might not save time, but keep in mind that it's a TAS. If you can show off a trick and it doesn't waste time to do so, you should show it off. That's a classic philosophy of TASing.
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: 3/17/2009
Posts: 496
The choice of what to do between different options that take an equal amount of time (the lowest amount of time) rests with the author of the TAS. That is part of the creative freedom u have when u make a TAS. I am more concerned with the future of any% atm. Nobody seems to want to do the bombchu route.
Banned User, Former player
Joined: 3/10/2004
Posts: 7698
Location: Finland
I honestly apologize for being so lazy (and not checking the rest of this really long thread), but I was curious to know why the current OoT TAS is so old, and there isn't one using the newest known glitches. Could somebody write the short version of it?
Former player
Joined: 6/30/2010
Posts: 1093
Location: Zurich, Switzerland
Warp wrote:
I honestly apologize for being so lazy (and not checking the rest of this really long thread), but I was curious to know why the current OoT TAS is so old, and there isn't one using the newest known glitches. Could somebody write the short version of it?
For quite a while, the any% route used by RTA runners only worked on VC and emulators with bad plugins. On N64, a specific trick (GIM) crashed the game. For that reason, a TAS of that route on an N64 emulator would have definitely been rejected by this site. The only way for that route to be accepted would have been to TAS the VC version with Dolphin, but such a TAS was never made. Now there is a new version of GIM, which can actually be done on N64. It's just that no one seems to be willing to make a TAS of it.
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.
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does the current fastest any% route work on N64?
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
Couldn't you just use the GameCube version of the game on an N64 emulator? Or would it have to specifically be run on a Dolphin emulator?