Joined: 12/6/2008
Posts: 1193
I think most of you still don't get the biggest problem with this: Mupen is a piece of crap with MM. Even with the anti-ds version it still desynces a lot, so you have to play back from the beginning all the time. Once you get past the two hour mark that will take you like half an hour every time. That's just not doable. If we ever get a good N64 emulator for TASing, MM 100% might happen, before that I don't see it.
Joined: 12/30/2009
Posts: 49
I think we're probably closer to having the Zelda Collector's Edition disc run well on Dolphin than having that improved N64 emulator. Actually, does anyone know much about that version of Majora's Mask? Would that possibly be easier for TASing?
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Joined: 3/31/2010
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Location: Not playing Puyo Tetris
keatsta wrote:
I think we're probably closer to having the Zelda Collector's Edition disc run well on Dolphin than having that improved N64 emulator. Actually, does anyone know much about that version of Majora's Mask? Would that possibly be easier for TASing?
I think SDA and the recent non-TAS runs have been on the Virtual Console version of the game and not the Collector's Edition for Gamecube. I don't know if there's multiple versions of the Virtual Console WAD file. Edit: Checked and there is a J, a U and an E files but no version 1.1 issues with the WADs. What version of the game was used in the WAD itself?
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Joined: 12/6/2008
Posts: 1193
U should be 1.0 and E and J 1.1 Though E 1.1 and J 1.1 are not the same. J 1.1 is still pretty much J 1.0. You have those things like power crouch stab in there. MM is complicated. Only the GC version is the same with J, E and U. Thought the emulator that is used on the GC is crap and thus the game will slow down and crash a lot.
hegyak wrote:
but no version 1.1 issues with the WADs
What version 1.1 issues?
Editor
Joined: 3/31/2010
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Location: Not playing Puyo Tetris
Slowking wrote:
hegyak wrote:
but no version 1.1 issues with the WADs
What version 1.1 issues?
When a WAD file has an issue, Nintendo releases a fix for it. Those are 1.1 WAD files. Cave Story had something like that for Wii.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Joined: 12/6/2008
Posts: 1193
Ah so basically when the emulator has a bug. Gotcha
Joined: 1/3/2006
Posts: 334
After seeing the recent development in the fields of OoT, might there be a possibility for wrong warping in MM? I can understand that you cant use Ocarina items in MM but maybe there is some other way?
Joined: 1/3/2006
Posts: 334
Phallosvogel wrote:
After seeing the recent development in the fields of OoT, might there be a possibility for wrong warping in MM? I can understand that you cant use Ocarina items in MM but maybe there is some other way?
Doubleposting to fix page 130 (wtf) and quoting my own post so it wont get lost
RachelB
She/Her
Player (129)
Joined: 12/3/2011
Posts: 1579
What is with this thread and off by 1 page counts.
Joined: 12/6/2008
Posts: 1193
Problem is in MM you always get warped to one hardcoded cutscene map. It's just shaded a little differently every time. Whenever that happens in OoT (chamber of sages) wrong warp will not work. Even if that hardcoded map wasn't a problem, there is really nothing to WW with. MM boss rooms don't have a loading zone that leads back to the main dungeon, so that is out. Ocarina items don't work, so that is a big problem. To my knowledge there is no timer you could use, that would warp you out. The moon falling would be a good option, but maybe precisely to prevent something like this, time doesn't move after you have killed the boss. So that's out too. Edit: But this glitch suggest that the warp to the boss rooms has some wrong warp potential: http://www.jaytheham.com/zcw/Majora%27s_Mask_Any_Item_Epona_-_Glitch_Temple
Joined: 12/6/2008
Posts: 1193
New glitch: http://www.youtube.com/watch?v=jhqoKXOlnqs Sadly we can not use this on the first cutscene, since that would prevent us from learning oath to order and thus beating the game. But it should save time on the twinmold cutscene. Like 30 seconds overall. Since this resets you to dawn od the first day without any items, the question becomes, where to get the explosives to hover into the clock tower. There are a few options: 1. SoS to Turtle owl or ST owl and grab 5 bombs from a pot, then SoS back 2. go into termina field and grab 5 bombs from bushes. 3. have 40r in the bank, buy 10 chus, then have a party using them up I actually think option 3 should be fastest for a TAS, considering that you can rapidly use them up. Question is where to get 40r. First of all, you should leave them in the bank from the start, ofcourse. Then later you sell the red potion Grunz was drinking in his TAS. That also helps with taking damage for the death in GBT. Question now is by how much you can cheat the bomb salesman on your second bombs shop trip. The stuff would usually cost you 140R. You would only have 111R. I think without GC lag that is not enough. So you would probably have to pick a little more R on the way. question is where and how much. Grunz can you shed some light on this? Also this would ofcourse mean that we don't skip the GBT introduction cutscene anymore. That was only faster, since it meant we could walk into the clock tower. Edit: I was thinking maybe sliding through a few more rupees in the deku palace would be enough. But if it isn't we could jsut do one extra bottle dupe. That would bring us up to 131R again and doesn't cost much time. Well whoever is going to TAS this nect has some testing to do. Oh I almost forgot: This does not currently work in a TAS created by mupen. :D
Active player (335)
Joined: 1/19/2010
Posts: 383
Location: Texas
I saw this glitch elsewhere and the guy used this to collect multiple of the same Zora egg. http://www.youtube.com/watch?v=3X_6226vrwI Just throwing some ideas out there on this new glitch: 1. What if we did it with the "4th Day" glitch? 2. Does it reset all the time events? This glitch resets things to "Dawn of the First Day" but we sure it resets everything correctly? What if we did this glitch in rooms where we're not suppose to be in them on certain days? Like if we did it in the Kafei room at the pond, or the Inn room that can only be got in on certain days or times of day? I'm thinking maybe somehow this could lead to a short Anju/Kafei quest (if we could somehow collect 2 of the same item w/o it reseting Link's inventory). 3. Is it even possible we could reset things to First Day on top of the Clock Tower when confronting skull kid? Might cause some strange effects.
Joined: 12/6/2008
Posts: 1193
1. nothing really 2. we can get into kafeis room at the pond whenever we wnat. there are 2 way to do it. Nothing happens when you are there earlier. Same with Anjus room. 3. You can get to the top of the clock tower as early as you want by hovering in. Nothing special happens.
Active player (335)
Joined: 1/19/2010
Posts: 383
Location: Texas
Slowking wrote:
1. nothing really 2. we can get into kafeis room at the pond whenever we wnat. there are 2 way to do it. Nothing happens when you are there earlier. Same with Anjus room. 3. You can get to the top of the clock tower as early as you want by hovering in. Nothing special happens.
2. there are other time or day/night based areas. We could try more, I was just giving examples. 3. When you enter the clocktower to face skullkid (even if you glitched up there day 1), it forces it to last day 6 hours remaining. If we could get up there, do the glitch, maybe it will have some adverse effect cause you're on the tower but on something other than day 3.
Joined: 12/6/2008
Posts: 1193
2. All areas have fixed events at fixed times. Just because you turn back time doesn't make something crazy happen, if it isn't time yet. 3. No it doesn't force it to "last day 6 hours remaining". It gives you a 5 minute timer, but time of day stays the same. If you hover in there during the day it will stay day.
Joined: 8/15/2008
Posts: 13
Location: homee
How far are we at present from getting a 100% TAS of this game? I see it would be annoying if you followed a route and then found out that your'e out of schedule hours in. And some other thing. I watched the any% TAS the other the day and I wonder what exactly is going on while hitting Ikana Canyon owl. First after entering Ikana Link does ISG and a HESS. Then pulls out another bomb and fires a bombchu and slides past the owl which is hit due ISG and somehow jumps over the river. That is what I see when watching it. Can somebody explain a bit more, I don't get how he gets over the edge with ISG and exactly what use the bomb just near the owl has.
N/A?
Experienced player (603)
Joined: 2/8/2009
Posts: 656
Using a normal Superslide (blocking damage while grabbing an object) you can keep sliding during a cutscence. ISG is simply nescessary to hit the owl while sliding and thus start the cutscene while sliding. As every situation in the game at which you don't have control over link wastes time it is best to use this little trick to do something useful during this cutscene.
Joined: 12/6/2008
Posts: 1193
I have fun ideas, don't I? :D Also Link falls off the ledge since the cutscene deactivates ISG. The bomb is so that you have something to grab. 100% will not happen until we have a better N64 emulator.
Former player
Joined: 11/25/2009
Posts: 77
I made a Lua script for pause buffering in Majora's Mask. I'm not completely confident about the accuracy of it though. It might be possible to pause later than when this script does (meaning, maybe more movement could be squeezed in between the pauses when skipping, for example, the first mask salesman cutscene). It simply uses a RAM value to tell when the game is no longer paused. So maybe it shouldn't be used for serious projects, but I think it could be useful when playing in real-time at least. Note that the script assumes that you have paused the game before executing it, so if you run it when the game is not paused, it'll simply stop executing at the pause menu (all you need to do is execute it again once you're in the menu though). Also note that the RAM address used is for the Japanese (V1.0) version of the game. Let me know if you want the RAM address for a different version (I don't have them all at hand). Put this inside the main() function suggested in the EmuLua documentation. I made the code pause buffer via the L button since it has no real function in the game, change it if you want...
local LHist = {} -- Input history for L button. We will use this to make sure the button has been let go before any code executes (since a normal button tap will most definitely span more than 1 frame in real-time)

while true do
  table.insert(LHist,joypad.get(1)["L"])
  LLastKey = table.maxn(LHist)

  if LHist[LLastKey-1] == true and LHist[LLastKey] == false then
    c = 0

    while true do
      GameActive = memory.readbyte(0x001F6C65)

      if c == 0 and GameActive == 0 then
        joypad.set(1,{["start"]=true})
      elseif GameActive == 1 then
        joypad.set(1,{["start"]=true})
        break
      end

      c = c+1
      emu.frameadvance()
    end
  end
  emu.frameadvance()
end
Experienced player (603)
Joined: 2/8/2009
Posts: 656
Finally a new technique arrived for this game arrived :) Stone Tower - Mirror Room and Updraft Room new Strategy: http://www.youtube.com/watch?v=Zx1VXKIk1Yo Snowhead Temple Shortcut (Cutscene Skip for the main room): http://www.youtube.com/watch?v=3u8VVkCaWx4&feature=plcp I'm pretty sure there's more to find using this trick for both MM and OoT.
Former player
Joined: 3/27/2010
Posts: 270
MrGrunz wrote:
Finally a new technique arrived for this game arrived :) Stone Tower - Mirror Room and Updraft Room new Strategy: http://www.youtube.com/watch?v=Zx1VXKIk1Yo Snowhead Temple Shortcut (Cutscene Skip for the main room): http://www.youtube.com/watch?v=3u8VVkCaWx4&feature=plcp I'm pretty sure there's more to find using this trick for both MM and OoT.
From that last line I take it this works for both Majora's Mask and Ocarina of Time. How exactly does it work? Do an A slide and pull out hookshot/longshot or what? And how difficulty would this be for real time? :p For it to work do you have to end at a wall??
Joined: 8/23/2008
Posts: 417
The second video explains the exact method used for the trick if you read the description.
I will not use self-reference in my signature.
Former player
Joined: 3/27/2010
Posts: 270
Acheron86 wrote:
The second video explains the exact method used for the trick if you read the description.
I don't believe that was in the description yesterday. I would've checked that before asking unless I somehow missed it.
Joined: 8/23/2008
Posts: 417
Don't have to explain yourself, just letting you know it's there.
I will not use self-reference in my signature.
Joined: 12/6/2008
Posts: 1193
Yeah this trick is fun. :) Also Grunz, find me in IRC. I think I have a fun idea for this. ^^