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Joined: 5/24/2008
Posts: 2
has there been any progress
my tases are on youtube. sm64 and ssb. :)
Joined: 3/29/2009
Posts: 4
Hello everyone. I'm new here and I started a TAS on Minish Cap 3 months ago and I wanted to show you a WIP. It's my first TAS ever and I know it's quite suboptimal in some points but I still want to finish this. I just want to learn TASing with this project. The WIP ends after getting the ocarina. The length is 01:03:40 - about 12 minutes faster then the run on SDA. Here's the WIP: http://uploaded.to/?id=uailf1 ROM used: The Legend of Zelda - The Minish Cap (E)(Independent).gba
Former player
Joined: 9/1/2005
Posts: 803
Fino wrote:
I just want to learn TASing with this project.
You picked a hell of a game to learn with, that's for sure. I found testing it was simple, optimizing it is not (which is partially the reason why I still haven't finished my run after 3 years) :P Anyhow, my comments on it: 1) You made a fair amount of the mistakes I made in my original test run, I couldn't help but get a bit of a laugh out of that. 2) You have an interesting rupee route, I didn't test times, but I'd wager that yours is probably faster than mine. 3) Probably the biggest "mistake" I noticed was your route choice through the marsh/swamp area, it looked pretty poor (again, I didn't compare, but visually it just looked like it'd be slower). There were a couple of other points, but if you're just learning with this, there isn't a need to point them out. For comparison: your wip gets the ocarina on frame 228719, my old test run gets the ocarina on frame 242020, my new run gets the ocarina on frame 220243, so you're doing pretty well.
Joined: 3/29/2009
Posts: 4
I mostly copied the route from the SDA run. I tried to create my own route through the swamp but I never got a faster route... For myself I think my biggest problem is enemy killing. I kinda suck at this point so maybe you could give me some tips? Or could you reupload your WIP? The links are down...
Former player
Joined: 9/1/2005
Posts: 803
Fino wrote:
I mostly copied the route from the SDA run. I tried to create my own route through the swamp but I never got a faster route...
Eh, it didn't really look like that so much to me, but I haven't watched the sda run for a while now.
For myself I think my biggest problem is enemy killing. I kinda suck at this point so maybe you could give me some tips?
I'd agree with you on that, your enemy fights seem a bit lacking. I can't really give any tip outside of "do it better" in terms of manipulation or "find a weakness in the enemy attack pattern". Manipulation is a whore mind you, and why I took over a year to get past a single room (I was unsatisfied with every result I had obtained, but couldn't get a satisfactory result until recently).
Or could you reupload your WIP? The links are down...
here's the old test run. The older new version is still up, I just checked.
Joined: 3/29/2009
Posts: 4
I just watched the old test run till getting the ocarina. It showed some really nice strategies to me like the swamp route and the fights with the iron knights. I can't belive how stupid I am, not thinking of rolling behind him -.-" Tomorrow I'll watch the rest of your run and I'm really looking forward to it ^^ And yeah, manipulating this game kinda sucks... It never does what I want...
Joined: 12/30/2008
Posts: 2
I'm working on a TAS of it aswell. I am currnetly at the 1st dungeon. I reached the lon-lon ranch at frame 23443 for an idea of how i'm doing. EDIT: it's about 350 frames faster than the newest test run from there. I have some ideas to pre-manipulate enemies in the previous room. or loading area.
Experienced player (599)
Joined: 2/8/2009
Posts: 656
Fino wrote:
I just watched the old test run till getting the ocarina. It showed some really nice strategies to me like the swamp route and the fights with the iron knights. I can't belive how stupid I am, not thinking of rolling behind him -.-" Tomorrow I'll watch the rest of your run and I'm really looking forward to it ^^ And yeah, manipulating this game kinda sucks... It never does what I want...
I created a MC route for my non-TAS run I always wanted to do, but never published it. it shows a route, that is a lot quicker than the current routes, especially the part from dungeon 3-4 ;) I actually wanted to keep it secret until I finished the run, but because of all the TASes people do for this game, I'll post it here soon ;)
Joined: 3/11/2008
Posts: 583
Location: USA
http://www.youtube.com/watch?v=xoEbw0Gl3bM&feature=channel Since MrGrunz asked in comment, yes, this also happens in the AGB-BZME-USA version (tested on console, so no demo), though it took me a bit to figure out how exactly you trigger it (It's not at all hard realtime, once figured): Equip Pegasus boots (Tested, sword is completely optional.) Facing towards stump (down, in his vid), push diagonally against stump (down-right in video's case). Press Pegasus Boots button and hold. Change direction to against the stump(down), so that you jump on the stump. Keep holding Boots button, you will dash and collide with stump edge. Glitch triggered. effects: you cannot use items, or interact with the world in most cases. edge exits are disabled, as are the stairway-into-ground sort. Ladders are not disabled, nor open doorways, nor beanstalks. You can walk through SOME people, but you cannot use items. Enemies still hit/hurt. Rocks stop you, and cannot be pushed (see: top of Mt. Crenel). To disable, go to a new area. This works from any side(that you can walk against) of any shrinker(I tested stones, jars, and dungeon-types as well), it appears. However, you'll always appear to dash/collide downwards- probably because you always face down before shrinking. Temple of Droplets entrance does this behaviour too, but I got stuck in the boundaries. So, when will this save time? The dog in Hyrule Town? No shrinker that is accessible on screen like that, afaik. It doesn't allow you to go through the deactivated Armos in Wind Ruins. It does let you not trigger the Armos who runs to block you, but it doesn't matter- there's nowhere on either side to disable the glitch. The guards in Hyrule Castle Garden can still spot you (this will disable glitch). Can it be used to walk into Hyrule Castle at a wrong time, perhaps? (The Dark Hyrule Castle entrance, at least, works with glitch.)
Joined: 2/24/2009
Posts: 21
Interesting glitch. For those using an emulator, it can be performed fastest by moving diagonally towards the stump for 9 frames until Link goes into his "pushing" animation, then holding down the Pegasus Boots with no direction for 1 frame, then finally holding the Pegasus Boots and down until the glitch is activated. Like "eternaljwh" said, there doesn't seem to be many uses for the glitch currently. I have been experimenting with a possible method for being able to move freely and shrink at any location after performing this trick, but it doesn't seem likely. I have also tried to access the menu and move at different frames during the glitch animation process (since Link seems to suffer a little push off the stump after performing the glitch which may be exploited to move quickly and/or through objects), but still no luck. I cannot find a glitch to save my life. I will try a few more ideas I have when I get more free time.
Editor, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
A new TAS appeared on nicovideo. ぜルダの伝説 ふしぎのぼうし TAS(2:21:28) http://dic.nicovideo.jp/v/sm9956091 (part 1) http://dic.nicovideo.jp/v/sm9956680 (part 2) http://dic.nicovideo.jp/v/sm9959126 (part 3) http://dic.nicovideo.jp/v/sm9959781 (part 4) ... More parts to come! I never played the game, so I can't judge the technical quality.
Active player (433)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
If the guy is done with his tas, I wonder what's stopping him from submitting it to tasvideos.
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
Reviewer, Active player (277)
Joined: 12/14/2006
Posts: 717
The language barrier, probably.
Tompa
Any
Editor, Expert player (2142)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
2:21:28 is rather slow for a TAS. SD2 made a SS run in 2:16:21. I believe this Japanese TAS isn't using the flute glitch, haven't watched far enough to know yet. But one thing he's really lacking, is faster text scrolling. If you simply hold B the text will scroll much faster. Instead, he/she is just pressing A to skip to the next text part. He most likely loses minutes because of this. I should continue my WIP of this. But the movement is too annoying for most of the time, mainly the rolling. If I care to study it awhile, I'll probably manage to do it.
Warepire
He/Him
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Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
http://dic.nicovideo.jp/v/sm9966934 (Part 5) http://dic.nicovideo.jp/v/sm9966634 (Part 6) http://dic.nicovideo.jp/v/sm9971064 (Part 7) ... http://dic.nicovideo.jp/v/sm9981626 (Part 8) http://dic.nicovideo.jp/v/sm9981938 (Part 9) http://dic.nicovideo.jp/v/sm9992456 (Part 10) http://dic.nicovideo.jp/v/sm9993378 (Part 11) http://dic.nicovideo.jp/v/sm9998857 (Part 12) http://dic.nicovideo.jp/v/sm10002562 (Part 13) http://dic.nicovideo.jp/v/sm9999417 (Part 14) http://dic.nicovideo.jp/v/sm10002928 (Part 15) http://dic.nicovideo.jp/v/sm10003710 (Part 16, Final) ============================= From what I have seen so far it looks very well planned, and good execution of the Cernel mountain shortcut. But as Tompa said, the "text handling" could have been done better and he probably didn't use a few of the later tricks. Also his movement seems a bit unoptimized, I am not sure but I think pushing items is faster than pulling them. EDIT: Added the rest of the parts.
Tompa
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Editor, Expert player (2142)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
I'll watch through the run when I have the time. It has given me some motivation to continue my own TAS. I would really like to get my hands on the vbm however. Could someone please ask the runner to share his/her vbm? Also, here's the speedrun made by SD2, completetd in 2:16:21 http://www.filefront.com/15798195/MinishCapSS.mp4/
Player (60)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
Watched part 14 only to find out that the Japanese version can use the warp outside the Palace of the Winds entrance... This is really odd because... Japan (released first) can warp from that location Europe (released second) can't warp from that location US (released last) can warp from that location I need to check the Japanese run to see if they have the extra tornado seen on the US version. Otherwise it makes me think that the European version is like a V0.9 (due to some typos and one of those unable to warp from here spot) whilst the other 2 versions are V1.0
greenalink.blogspot.com
Warepire
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Joined: 3/2/2010
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Location: A little to the left of nowhere (Sweden)
GreenaLink wrote:
Watched part 14 only to find out that the Japanese version can use the warp outside the Palace of the Windsentrance... This is really odd as Japan (released first) can warp from that location Europe (released second) can't warp from that location US (released last) can warp from that location I need to check the Japanese run to see if they have the extra tornado seen on the US version. Otherwise it makes me think that the European version is like a V0.9 (due to some typos and one of those unable to warp from here spot) whilst the other 2 versions are V1.0
I noticed this too, having only played the E rom. I just thought he managed to glitch it somehow.
Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
Any progress? Been literally waiting years for the completion of this :).
I think.....therefore I am not Barry Burton
Tompa
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Editor, Expert player (2142)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
Neither Blizz or I have made any progress on the run since my last message. I actually want to finish my other projects before I take on this for real. This game just isn't as fun to TAS as the others. One reason is the rolling, it's really annoying. We'll see if I'll get back to this or not.
Player (60)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
Previously posted to ZeldaSpeedruns.com http://www.youtube.com/user/TheDemonLOZ18 This channel recently uploaded a Ocarina glitched TAS run in 2:06:39. Tompa with your 'frame eye' I have a huge feeling you might beable to work out possible improvements just from the rolling parts (it might be hard to tell wether or not the rolling parts were fully optimized or not). I haven't watched the entire run but it looks promising when I watched one part of the run.
greenalink.blogspot.com
Tompa
Any
Editor, Expert player (2142)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
Not sure how well that was TASed really, doesn't really look like frame advance was used properly. As many of the rolls look delayed. I'm going to ask for the vbm.
Joined: 6/30/2010
Posts: 17
Location: Ontario, Canada
Any progress in this yet? I all ways wanted to see a new and faster run of this game then the other.
arflech
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Joined: 5/3/2008
Posts: 1120
zeeky wrote:
Any progress in this yet? I all ways wanted to see a new and faster run of this game then the other.
zeeky boogy doog
i imgur com/QiCaaH8 png
Tompa
Any
Editor, Expert player (2142)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
Nope, no progress on this yet... I still need to find myself some motivation to TAS this game. But it will come eventually.
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