Joined: 4/13/2009
Posts: 431
I must concur. Those were some really fun 20 minutes.
Skilled player (1742)
Joined: 9/17/2009
Posts: 4985
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
I just realized their doing a 100% run. From the link:
Defeat Ganon Timing ends when you deliver the final blow to Ganon You must collect: All Hearts All Items All Songs All Equipment Upgrades Hurricane Spin Double Magic Meter
That doesn't sound like much compared to most of the game's content, but apparently it's already 6+ hours in a real time run. How much time could be saved if TAS? Also, I'm not suggesting anyone to actually do it because 6+ hours TAS is absolutely hell to make already, but does anyone know what would be the time if the sea maps were completed? Just curious btw.
Player (79)
Joined: 7/7/2008
Posts: 873
Location: Utah
This website deserves more 100% runs of Zelda games. Also I can see people getting seizures from that water glitch!
Post subject: Barriers are made to be broken.
Spikestuff
They/Them
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Joined: 10/12/2011
Posts: 6444
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WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Alyosha
He/Him
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Joined: 11/30/2014
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Woah it happened! That's amazing!
Experienced player (705)
Joined: 2/5/2012
Posts: 1802
Location: Brasil
Link to video Link to video It's all doable on console now! The run has a lot of mistakes but it's the first finished run. A new category was made in RTA for separating unloading glitch runs: https://www.speedrun.com/tww#Any
I want all good TAS inside TASvideos, it's my motto. TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
Editor, Expert player (2330)
Joined: 5/15/2007
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Apparently you can finish in 53 minutes now. TAS when?
Tompa
Any
Editor, Expert player (2216)
Joined: 8/15/2005
Posts: 1942
Location: Mullsjö, Sweden
WR for TWWHD is 54 minutes. You are currently nowhere close to finish TWW in 53 minutes.
gymnast86
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Joined: 4/10/2015
Posts: 32
There's been a bunch of talk and speculation in the Wind Waker Speedrunning discord about what a TAS would look like. With our current understanding of this memory leak, a TAS will get very few items (most likely wind waker, bombs, bait bag + bait, and leaf). Bait can be used to lower the game's memory by quite a lot (~30 Kb per throw if it spawns in) and this can be used to start pulling invisible items (bombs in this case) to actually start the memory leakage. If the memory is fragmented correctly, we can also skip most of the endgame cutscenes because there isn't a big enough memory space for them to load. The route would probably look something like this: - Wind Waker - FF1 Gossip Stone + Rupees - Savewarp - Greatfish Cutscene Skip - Bombs - Forest Haven (buy bait bag + bait) - Begin Memory Leak and pull out ~350 invisible bombs - DT CS Skip - Leaf - Superswim around the overworld loading islands as we necessary (to fragment the memory correctly) - FF2 - Helmaroc CS fails to load - Ganondorf and Overworld cutscenes (can't skip these since we need them to get to Hyrule) - Courtyard CS Skip and have barrier fail to load (this skips needing to beat FF1) - Barrier Skip - Trial Skip (ideally with unloaded trials door) - Light Arrow Skip - Final Staircase Skip (ideally all enemies never load and the door opens immediately) - Puppet Ganon Cutscene fails to load - Hover up to the top of the room and heal with fairy in pot - Ganon Cutscene fails to load as well as the arena barrier - Void out to reload the area and start the Ganondorf fight - Win Theoretically, if we can get this to work the run should easily be under 45 minutes. I'm not sure when this will be looked into more though, since most of us seem to be more concerned about finding more consistent strategies for RTA runs.
Tompa
Any
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Joined: 8/15/2005
Posts: 1942
Location: Mullsjö, Sweden
I take everything back...
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Joined: 9/17/2009
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Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Not sure how TAS related it is, but does anyone know any method to duplicate spoils bag items? Especially blue jellies?
rvdog815
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Joined: 5/10/2017
Posts: 30
Lobsterzelda
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Skilled player (1258)
Joined: 3/17/2019
Posts: 282
Whoah! The holy grail of Wind Waker speedrunning! A way to actually clip through the barrier and skip it! When barrier skip via unloading the barrier was found, I figured that was as good as it was going to get, and nobody would ever find a way to directly skip the barrier without corrupting memory to prevent it from loading. But here we are!
Patashu
He/Him
Joined: 10/2/2005
Posts: 4045
This was theorized ever since the TWWHD item slide clip was found and finally it's possible. Nice work!
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Mitjitsu
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I feel bad for the guy who came tantalisingly close to discovering it 3 years ago.
Patashu
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Joined: 10/2/2005
Posts: 4045
Mitjitsu wrote:
I feel bad for the guy who came tantalisingly close to discovering it 3 years ago.
TrogWW *is* that person lol
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Editor, Expert player (2330)
Joined: 5/15/2007
Posts: 3933
Location: Germany
This is pretty insane. Trying to skip the barrier has a long history. It seems so magical that it is possible now. Maybe you can use this technique to clip through other walls too? I'm not sure where it can be helpful but I'm just saying..
Experienced player (705)
Joined: 2/5/2012
Posts: 1802
Location: Brasil
I want all good TAS inside TASvideos, it's my motto. TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
Experienced player (705)
Joined: 2/5/2012
Posts: 1802
Location: Brasil
Link to video very silly stuff with orca fight
I want all good TAS inside TASvideos, it's my motto. TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
Post subject: Tingle-Tuner TAS
Lobsterzelda
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Skilled player (1258)
Joined: 3/17/2019
Posts: 282
In light of all of the new Tingle-Tuner tricks that were recently discovered for Wind Waker, is it possible to TAS GameCube games that use a GBA connection on Dolphin yet? Or is that still impossible?
Experienced player (705)
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Lobsterzelda wrote:
In light of all of the new Tingle-Tuner tricks that were recently discovered for Wind Waker, is it possible to TAS GameCube games that use a GBA connection on Dolphin yet? Or is that still impossible?
what are the new tricks??
I want all good TAS inside TASvideos, it's my motto. TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
Tompa
Any
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Posts: 1942
Location: Mullsjö, Sweden
Timestamped the new Tingle Tuner trick: (Which didn't work too timestamp and embed apparently? Go to 24:30. Link to video
Lobsterzelda
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Joined: 3/17/2019
Posts: 282
KusogeMan wrote:
Lobsterzelda wrote:
In light of all of the new Tingle-Tuner tricks that were recently discovered for Wind Waker, is it possible to TAS GameCube games that use a GBA connection on Dolphin yet? Or is that still impossible?
what are the new tricks??
TLDR: Tingle-Tuner can now be used in Foresaken Fortress, Hyrule Castle, and Ganon's tower (and maybe everywhere? I'm not sure if there's any maps that it wouldn't work on).
Editor, Expert player (2330)
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Wow, first time I see this. My mind is blown at the fact you can skip the barrier with a jab, lol I don't really understand it. Going through "1 pixel" means the game only uses a point as a collision for Link. I always assumed the game used multiple points or a diamond shape or something. This is something that I quickly dismissed back in the early days of testing. The second thing is with there being 1 pixel in the first place. It doesn't make sense that it exists. One would think that the environmental collision planes should align perfectly into each other, with the ledges working the same as the inner part. But this discovery suggests that the ledges work as "empty lines". Weird. The Tingle Tuner thing is funny. Disconnecting and Reconnecting the device is something that should sound like an obvious thing to test for glitch hunters, but I guess nobody has thought of it. It's funny that a random player pointed it out in a random post. To me it is a legitimate thing to do next to inputs and hard resets.
Joined: 5/16/2024
Posts: 2
MUGG wrote:
I don't really understand it. Going through "1 pixel" means the game only uses a point as a collision for Link. I always assumed the game used multiple points or a diamond shape or something. This is something that I quickly dismissed back in the early days of testing.
The game does several collision checks. It first does a pinpoint check by considering Link to be one point in space. So it checks whether there is any collision between Link's current position and where he should be on the next frame and stops him if there's any collision inbetween. So if you can cleanly squeeze inbetween two walls you have the potential of clipping through. This can happen if two walls or misaligned, but most of the time it happens we believe there's no real gap between walls, but there are rounding errors which does create this gap. Once that collision check is done, then the game checks if Link's push collider intersects collision. If you don't get far enough past the wall in one frame, you are pushed back by it. A minimum displacement of at least 35 units is necessary to go through a seam (that's about the size of Link's push colliders radius). There are very few ways to get that much displacement in one frame without superswimming. One of them is getting pushed by an object (usually bombs), but the recent discovery is that you also barely get that displacement on the first frame of a running slash/stab. About the tingle tuner exploit, it turns out it basically only works in Ganon's Tower because GT's stage type is set to dungeon type, and that seems to be a requirement. I remember trying this idea a long time ago in Gohdan's boss room but obviously it didn't work there as it's a boss type stage. The disconnect x2 exploit needed to be tested specifically in GT, luckily it's the best area for it to work lol. The community is always thinking about what an any% TAS of this game would look like. The huge issue with TASing this game is the existance of actor unloading. Theoretically, the power of skipping the helmaroc cutscene and then the ganondorf cutscene at the end of the run is already very powerful, but also skipping the courtyard cutscene in Hyrule 2 can skip FF1 so it should be faster for a TAS. TASing Actor Unloading in general is a huge pain though as the old version of dolphin that we use with lua scripting support and basically no desync problems has issues with it: it's inaccurate with console + it creates a ton of desyncs. Also routing AU is basically all chance, we don't have a good way to make fragmentation routes but trial and error right now. Newer dolphin builds still emulate AU inaccurately to my knowledge. Loadings are faster on dolphin than on console, it could be related.

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