Oh whoops.
Dolphin's debugger and IDA Pro. I'm using the symbol maps (function and static variable names) that the game ships with which makes it significantly easier to figure out what's going on.
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
I'm currently at the end of my most recent WIP. I've been looking into superswimming a lot and now I'm starting to slowly look into debugging this game and all that lovely crap. Right now I don't know how you can help, but thank you for offering.
daPy_lk_c::dProcDoorOpen_init() modifies an instance variable (which has no symbol) that contains collision/movement flags for the player. See the code I posted earlier.
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
Encoding WIP part 3 now. Superswim from Outset to NFI, get Rupee bag, take damage from chu, superswim to NFI sub for warp to FF1, FF1, KoRL talking and crap.
RTA timing of TAS at the end of FF1: 14:22.
WR RTA timing at end of FF1: 25:45.
That's a 11:23 difference!
This isn't even including the time that is saved from getting the rupee bag or WW early.
NFI takes ~1 min
WW cutscene takes ~1:10.
Sub 4 is easily possible. I'll get some more spots of time saved later, right now all I can say is Merry Christmas :D
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
Link to video
The end of FF1 has been improved. Mugg improved the sidling and I managed to squeeze some frames from the fight. An amazing total of 105 frames saved... I'm so sloppy ;_;
List of time saved over rta:
-11:23 up to FF1
-0:45 from already getting rupee bag
-1:09 from already getting Wind Waker
-5:50 from Delivery Bag Skip
-1:00 lowball estimate of DRC
-4:00 estimate for FW time saved
-3:00 estimate for ToG
-4:10 lowball for WT
-1:40 for light arrow skip
-3:10 from puppet ganon skip
That's almost 36 mins. I'm too lazy to time everything, but that's just over 3 minutes of time needed to save for sub 4. That'll just happen from optimization and route improvements. A lot less sailing, also time will be saved in Savage Labyrinth for sure. Then ET is going to be crazy... Just saying.
great stuff. i could swear i've quick sidled faster than that, but i don't know much you tested it.
edit: oops, missed the part about the sidle improvement.
This is looking so great! Not to be impatient, but how close to complete would you estimate this run is right now? I'll wait forever for it to be released, as long as it gets finished!
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
Sadly, it's not that high. From here on, it's going to be a lot more gameplay and less cutscenes. The tricks are going to be much harder. But now I'm working on it a lot more, so it is coming along, don't worry.
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
I love this game :D. This run will no doubt be awesome to watch, given the things I've seen thus far.
Two things came to mind when watching the latest WIP:
1. Isn't it possible to take the last hit from the blue jelly at a better angle to be closer to the water? The angle looked a bit off, or did it not matter due to the water level changing?
2. After collecting the sword, isn't it faster to attack the Hobgoblin from the other side, so that you push it, and yourself, closer to the door or did the distance not matter?
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
Kriole wrote:
I love this game :D. This run will no doubt be awesome to watch, given the things I've seen thus far.
Two things came to mind when watching the latest WIP:
1. Isn't it possible to take the last hit from the blue jelly at a better angle to be closer to the water? The angle looked a bit off, or did it not matter due to the water level changing?
2. After collecting the sword, isn't it faster to attack the Hobgoblin from the other side, so that you push it, and yourself, closer to the door or did the distance not matter?
1) The water level is increasing so fast that the angle doesn't matter, he hits the water on the same frame.
2) I improved it quite a bit,
Link to video
Also, found a silly new dry storage spot at the top of DRC, it'll save anywhere from 8-10 seconds, I haven't timed it. I also found out that dry storage is possible when fighting Ghoma, and that it saves several seconds by allowing you to enter the warp earlier, and move during the cutscene. It saves 5-7 seconds, counting in the time to do the dive itself. Thats another 13-17 seconds shaved off of DRC!
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
I've done a bit more any% TASing.
Fun news: I've started a playaround TAS. Since it is for entertainment, I'm doing it on Japanese. Anyone have any requests of what to put in? I don't have a full route yet, I'm just going for it.
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
I've done a bit more any% TASing.
Fun news: I've started a playaround TAS. Since it is for entertainment, I'm doing it on Japanese. Anyone have any requests of what to put in? I don't have a full route yet, I'm just going for it.
Sure, I have a bunch of ideas:
Does BiT have any interesting things you can do during it?
Do the alternative trials skip, the one that needs no soup, where you hookshot a skull and its magic potion from on top of the doorframe.
Make sure to unload the ocean at least once, that stuff is funny.
Door teleporting storage wherever it's interesting.
Have both a silhoutte of an island and the island itself loaded at once (I forget what glitch does this)
Manipulate bokoblins into killing each other
Throw shitloads of bombs around at once
Do the windwaker dive with the pear
Show off the invisible cliff where you can hang off of mid air (cosmo got this and tweeted about it, it's on the same island as where you get forest water near the jutting out branch you can do a windwaker dive off of)
Playaround with pigs
Make the kids on windfall island fall through the floor
Hey, I don't know if this has been brought up before, but I have a silly idea that might save like half a second. You know that one part of DRC where you're supposed to throw a bomb onto a the big rock that blocks the door? The part where you're sidling and ledge-grabbing and shit. Well, I think that if you get storage on the beginning part of the ledge, it'll cancel the bomb throwing cutscene, effectively skipping the barrier saving a tiny bit of time.
Again, it seemed pretty obvious to me, so I wouldn't be surprised if someone had thought of it already. Just a thought.
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
Actually, we completely skip that section.
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
TheFreq wrote:
Abahbob wrote:
Actually, we completely skip that section.
Whaaat? Get outta here, that's just crazy.
Yeah, using this route:
Link to video
Also, I don't think I can manage to fit BiT into the TAS. The only method of BiT that let's you save without dying inside of BiT is activating BiT after dying (I hope that makes sense). I can still try messing around, but it just doesn't seem worth it. Here's what I had done, to show off what I was trying to do.
Link to video
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".