Post subject: Re: Super Swimming
Patashu
He/Him
Joined: 10/2/2005
Posts: 4017
Kingdweeb wrote:
I have a question for Mr. Grunz, what are the 3 ways to super swim? I'm thinking of beginning to TAS this game and want to know the possible ways to super swim, I only know one of them. not sure if this is the place to ask or not.
You should check out www.zeldaspeedruns.com
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
Post subject: Re: Super Swimming
Joined: 11/25/2012
Posts: 22
Patashu wrote:
Kingdweeb wrote:
I have a question for Mr. Grunz, what are the 3 ways to super swim? I'm thinking of beginning to TAS this game and want to know the possible ways to super swim, I only know one of them. not sure if this is the place to ask or not.
You should check out www.zeldaspeedruns.com
I don't see anything about Super Swimming there, and I can't actually find anything that is up to date. EDIT: I think I've figured out another way, is the spamming Z while holding forward one of the 3 ways? because I can do it as link as well. just not indefinitely. hoping for a quick response.
Player (36)
Joined: 9/11/2004
Posts: 2623
I stumbled over this on youtube recently, is this useful? http://www.youtube.com/watch?feature=endscreen&NR=1&v=IGk8T0WJ2p8
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Joined: 3/26/2012
Posts: 102
Location: Not Japan
OmnipotentEntity wrote:
I stumbled over this on youtube recently, is this useful? http://www.youtube.com/watch?feature=endscreen&NR=1&v=IGk8T0WJ2p8
Because of what's required to set it up and what the outcome is, it's pretty useless.
Joined: 7/20/2010
Posts: 25
durring goronguy's 100% J run tonight, a debate came up about the difficultly of the postman heartpiece. Because the timer goes to the hundreths place, sometimes it is litterally impossible to stop right on 10:00. Will someone please TAS this to see if it is even possible every time? http://www.youtube.com/watch?v=bLiSJyBSkhw
RachelB
She/Her
Player (127)
Joined: 12/3/2011
Posts: 1579
Isn't the controller polled at 60 hz? It could possibly be more precise than 1 full frame.
Joined: 2/26/2012
Posts: 15
I messed around with it on mupen for a bit and I was able to hit 10 exactly every time with frame advance. The problem with this is that it uses what input frame (1/60s) you input on instead of just visual frames (1/20s), so you only have 1/60 of a second to hit it. Oddly I wasn't ever able to get 9.99 or 10.01 like GoronGuy, it went from 9.98->10.00->10.02 every time for me. Also tried on both 1.0 and 1.1 and it seems no different between each other.
Joined: 4/23/2012
Posts: 78
Location: Italia
Tell me if I'm wrong, but wouldn'it be easier to just use the Mask of Truth for this heart piece?
Joined: 11/25/2012
Posts: 22
Which heart piece?
Joined: 4/23/2012
Posts: 78
Location: Italia
Oh sorry I forgot... The postman's heartpiece, the one with the timer.
Joined: 7/20/2010
Posts: 25
cafde_ wrote:
I messed around with it on mupen for a bit and I was able to hit 10 exactly every time with frame advance. The problem with this is that it uses what input frame (1/60s) you input on instead of just visual frames (1/20s), so you only have 1/60 of a second to hit it. Oddly I wasn't ever able to get 9.99 or 10.01 like GoronGuy, it went from 9.98->10.00->10.02 every time for me. Also tried on both 1.0 and 1.1 and it seems no different between each other.
What ZFG was saying during the run is that depending on what frame you start the timer it might not even give 00 as an option, that would explain why you couldn't get 99 or 01 like GG.
Joined: 2/26/2012
Posts: 15
I tried a lot of different things with no different results. Someone else should try instead of speculating and repeating what zfg said.
Joined: 12/6/2008
Posts: 1193
RachelB wrote:
Though on that note, are there any n64 emulators that aren't complete shit? Preferably ones written in c++? I may be interested in implementing rerecording support in an n64 emulator, if there is any worth while.
So would PJ64 2.0 be worth while? http://forum.pj64-emu.com/showthread.php?p=44699#post44699
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
Link to video It's looking like the load times in PJ64 2.0 are screwed up more than Mupen's.
Joined: 12/6/2008
Posts: 1193
Guess we should ask the devs if using the 1.6 source is allowed then... now that 2.0 is officially open source I don't think they'll have anything against it...
Former player
Joined: 6/30/2010
Posts: 1095
Location: Zurich, Switzerland
Slowking wrote:
Guess we should ask the devs if using the 1.6 source is allowed then... now that 2.0 is officially open source I don't think they'll have anything against it...
If the whole thing is open source now, wouldn't 1.7 be the optimal version? To my knowledge, this was always regarded as superior to 1.6.
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.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4017
Slowking wrote:
Guess we should ask the devs if using the 1.6 source is allowed then... now that 2.0 is officially open source I don't think they'll have anything against it...
Apparently there are some settings you can change in 2.0 to make oot play more like it did in 1.7/1.6 in terms of loading times. Scour through the comments on cosmo's youtube video for people's suggestions
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
Active player (433)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Shouldn't we compare PJ64 2.0 with an actual N64 console since seemingly the Wii VC loads the menu a lot faster.
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
Joined: 12/6/2008
Posts: 1193
The point is that 2.0 is even faster than VC, which is even faster than an N64. So 2.0 will definatly be faster than N64. ;)
Patashu wrote:
Apparently there are some settings you can change in 2.0 to make oot play more like it did in 1.7/1.6 in terms of loading times. Scour through the comments on cosmo's youtube video for people's suggestions
Problem being that you can't depend on the emulator being accurate and you have to be able to depend on that. You can't just fine tune every game... well I guess you could, but that would be a huge hassle and probably produce a shitstorm on this site.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4017
If the only difference in PJ2.0 vs N64 is lag, then wouldn't it be able to be console verified still? In the same way the SM64 TAS was console verified, even though mupen had different amounts of lag in different places, because the game only polled on input frames and so the TAS could be a stream of input frames.
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
Joined: 12/6/2008
Posts: 1193
I guess. But it would still result in way faster times over old runs...
Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
Patashu wrote:
If the only difference in PJ2.0 vs N64 is lag, then wouldn't it be able to be console verified still? In the same way the SM64 TAS was console verified, even though mupen had different amounts of lag in different places, because the game only polled on input frames and so the TAS could be a stream of input frames.
I will need to do some more tests, but I am fairly certain the N64 Zeldas poll at a constant rate even during lag frames, so verification is impossble unless the emulator is 100% accurate. Mario64 has a variable poll rate, which is why it syncs.
Joined: 4/12/2010
Posts: 3
andypanther wrote:
Slowking wrote:
Guess we should ask the devs if using the 1.6 source is allowed then... now that 2.0 is officially open source I don't think they'll have anything against it...
If the whole thing is open source now, wouldn't 1.7 be the optimal version? To my knowledge, this was always regarded as superior to 1.6.
1.7 source was never released.
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
I suppose it's worth asking for it though, considering that they released 2.0's source. Unless some member of the team quit whose work was in 1.7 and refuses to release it, I don't see why they can't send the 1.7 source.
Joined: 12/6/2008
Posts: 1193
Good news everyone. Reset recording of MM works well in bizhawk. So the current console route is actually tasable. Also from what I can tell, bizhawk doesn't seem very desyncy with MM. But I haven't tested in laggy areas. Still, seems to be a step up from mupen. So I started thinking about routes. I didn't get very far, but I thought I'd write down what I have so far, before I forget it: Getting 99r in cycle one should be quite a bit faster than getting 99r in cycle 2 from the chest. Banker transactions are 19s (putting in (10s) and withdrawing together (9s)) and most of the transition scenes in cycle one you have to take anyway to get magic. Ofcourse another question would be if 99r are enough or if 200r like the old TAS used to get, wouldn't pay off in the long run. I haven't really tested it, but I don't think it would pay off. There is no woodfall BK skip early in the 2nd cycle anymore, greatly reducing the explsoives needed. For 200r (with big wallet) you would be over a minute just collecting and depositing the rupees. Maybe quite a bit more. Also you could theoretically fill back up on chus after the bottle dupe. So do that then do eggs, GBT, WFT and SHT in one go? Should be doable. I doubt that the WFT giant CS skip would be worth it for a TAS. So back to the moneys. Would it be a good idea to get another 99r for cycle3 in cycle1, so 198r total? With this you wouldn't get the big wallet, so no extra cutscene. So this would cost the 19s for depositing and withdrawing. But this time you would also have to figure in the extra scene transitions in cycle 1, since well they are extra. That's 4 extra transitions. Each transition is about 3s. So that's 12s extra, which brings you up to 31s. Let's say 32s to be sure. Now getting the 100r chest in ect with the zora mask is pretty fast. But can it be done in under 32s (including the additional travel to and from ect). It's very close. But I don't think you'd need the zora mask right away otherwise, so this would probably add extra pauses, which should make this slower. So I think in conclusion, from my guesstimation, the TAS should probably get 198r in cycle 1. I would love for other people to look this over, or maybe even time it. Let's resurrect this thread. :)