Experienced player (599)
Joined: 2/8/2009
Posts: 656
Derakon wrote:
I have to say, the grave access was one of the more WTF moments I've seen in a Zelda TAS. Very nice. :)
you mean my video? that was no TAS :D I used a save stat for the hovering into the grave, because I didn't know how to really do it, when I entered the graveyard. I had just a theory ;) and I used another one before the battle against the poe, beause it was my first battle against him and I wanted to figure out a nice strategy edit: ok, we have to drop the idea of getting dampe's bottle. we wouldn't have the hookshot at this point, because we have to visit pirate's fortress with 2 bottles. we would have to warp away after getting the bottle, but then it wouldn't be faster anymore, I think
Joined: 7/2/2007
Posts: 3960
Er, right, sorry, I meant video, not TAS. Pity it's not feasible. Oh, well. Don't suppose there's any way to wrong-warp up there? I don't know the MM map all that well.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 7/16/2006
Posts: 635
MrGrunz wrote:
ok, we have to drop the idea of getting dampe's bottle. we wouldn't have the hookshot at this point, because we have to visit pirate's fortress with 2 bottles. we would have to warp away after getting the bottle, but then it wouldn't be faster anymore, I think
Well, that pretty much ensures that the graveyard bottle won't work out. It'd add another 30s at least. Yes, we can wrong warp from the Great Bay fairy fountain to the Ikana one, but that'd require another 20c. The graveyard bottle wouldn't be much of a time saver in any case, and getting the extra rupees for the chus would probably put it over the edge. On the upside, that means the route I posted earlier is final.
Experienced player (599)
Joined: 2/8/2009
Posts: 656
Yeah, it seems to be pretty much a route, that is close to its limits we have now nearly every realistic sequence break discovered! skipping zora mask or any temple is very, very, very unlikely ;) the only thing I could imagine would gomess fight. I discovered a ST boss key skip, but it requires way too much explosives :/ I'll work on that tomorrow. what I could also imagine, would be a few new wrong warp things. I figured out, that the two ranch buildings are on the same map. really useless, but I want to now every placement of every building! maybe we'll find a way to wrong warp to the twinrova magic store or to the goron shop. let's see
Player (58)
Joined: 7/7/2008
Posts: 872
Location: Utah
I just had a crazy idea, though I highly doubt it would work. I can just imagine getting to the moon without having to go to all the temples. I haven't tried it out, but maybe if you go into the Clock Tower at midnight, you could bomb hover at least high enough so that you could enter inside the moon. But this could be very unlikely. Plus if there is a way, maybe you can glitch yourself into the clock tower and call that for keeps.
Active player (491)
Joined: 1/12/2007
Posts: 682
Are we absolutely positive that skipping the Goron Mask is the best choice? This is the only thing I'm still not 100% sure about. If we're positive it's faster to skip it, I'll get back to work on this immediately, using petrie's route.
Joined: 7/16/2006
Posts: 635
Let's see here -time lost from not having Goron Mask in Swamp: <1 min -time lost from Pinnacle Rock instead of Goron Race: ~1 min -time lost in Snowhead from not having Goron Mask: ~1 min -time gained from not getting Goron Mask: ~6 min So...we should have about 3 min to spare to cover any other things. I just can't imagine any other time losses adding up to that. Not switching masks can probably make up for a lot of time, and superslides and extended superslides reduce the time loss even further. We don't even use the Goron Mask that much aside from the things listed above.
Joined: 8/23/2008
Posts: 417
Captain Forehead wrote:
I can just imagine getting to the moon without having to go to all the temples. I haven't tried it out, but maybe if you go into the Clock Tower at midnight, you could bomb hover at least high enough so that you could enter inside the moon. But this could be very unlikely.
Since entering the moon is caused by a cutscene you can only trigger after clearing the four temples, this probably isn't possible. I highly doubt there is a room trigger of any sort for that area.
I will not use self-reference in my signature.
Joined: 9/4/2008
Posts: 6
Perhaps a question we should ask ourselves if we have not already, is if there is a way to glitch yourself into or past a cutscene.
Active player (302)
Joined: 9/2/2006
Posts: 504
The most surefire way is to use Utility of Time look through the scene files for ones that contain multiple rooms. You can Wrong Warp with any scene that contains multiple rooms that have different loading zones or warpers.
Anyone done this yet? I dunno how utility of time works but shouldn't this immideadly reveal all possibilities? Meaning no speculation necessary and no need to guess which rooms it works in and if it'd be useful. Or is it more complicated than i think?
Active player (278)
Joined: 5/29/2004
Posts: 5712
Kuwaga wrote:
V2R from Youtube wrote:
Revised Video: http://www.youtube.com/watch?v=rHL4JX... Its the 4th day on MM. It stops time for those who dont already know. What you have to do is wait until the timer almost stops (Around 5 sec left). Then look into the telescope at the bombers hideout. AS SOON AS THE TIMER STOPS JAM THE B BUTTON!!!!! If you did it correctly than you should be standing next to the old man talking to him. Once you can play you will have no timer and the moon will be gone. Also you cannnot access your start menu UNTIL it either sais Dawn of A New Day OR it goes to the (what i call) Night of A New Day. Then asfyer that you may use items again. But beware talking to people will crash your game!!!!! Do not talk to anybody except for the telescope man and the guards just to be safe.
If this comes because the game tries to load people's texts from the fourth day that don't exist or - what would be even better - from setting flags that you have talked to somebody in a part of the memory where it shouldn't be set, I was wondering if this could lead to any game breaking glitches. Has anybody investigated this case yet?
That link doesn't work. I think the last few characters got turned into an ellipsis.
put yourself in my rocketpack if that poochie is one outrageous dude
Active player (354)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
Bag of Magic Food wrote:
Kuwaga wrote:
V2R from Youtube wrote:
Revised Video: http://www.youtube.com/watch?v=rHL4JX...
That link doesn't work. I think the last few characters got turned into an ellipsis.
Most likely he means this link: http://www.youtube.com/watch?v=rHL4JXtE9sk
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Joined: 7/26/2006
Posts: 1215
Johannes wrote:
Unfortunately, MediaInfo does not report 60fps from the output, so this probably won't be allowed.
I don't see what that has to do with anything... It even makes sense since it's not 60fps, it's variable framerate? The video itself is real speed. And I always thought the decimate filter was kind of hacky. I mean, it breaks bframes, and can only even be done with 1 encoding thread. Anyway, the grave entrance was crazy awesome. And even if the moon did always have an entrance collsion area, wouldn't it be behind the teeth? In any case you'd need the bow to gain so much height without a lot of horizontal distance. Last but not least: "v3" is the encode of latest m64, where I always put them, http://bkdj.net/index.php?dir=tas/mm/ I still need to work out the kinks with this dedup thing. it seems that the last frame before a long dup sequence is held for longer than it should. But overall this encode looks pretty sweet.
Active player (491)
Joined: 1/12/2007
Posts: 682
Great job. You should consider encoding the final product when it's done. Your encodes are perfect, and Jabo 1.6 looks exactly the way I want it to on your video card (which is crucial, and I'll make this very clear in the submission text).
Joined: 7/26/2006
Posts: 1215
Swordless Link wrote:
Great job. You should consider encoding the final product when it's done. Your encodes are perfect, and Jabo 1.6 looks exactly the way I want it to on your video card (which is crucial, and I'll make this very clear in the submission text).
Thank you. As for my video card having it look perfect, the sun looks kind of messed up imo.
Former player
Joined: 12/1/2007
Posts: 425
bkDJ wrote:
Johannes wrote:
Unfortunately, MediaInfo does not report 60fps from the output, so this probably won't be allowed.
I don't see what that has to do with anything... It even makes sense since it's not 60fps, it's variable framerate? The video itself is real speed. And I always thought the decimate filter was kind of hacky. I mean, it breaks bframes, and can only even be done with 1 encoding thread.
Well, many people here blindly follow the rules, and the rules say that the videos must be 60fps. MEncoder's decimate filter is indeed "hacky", but it's allowed, and people seem to care about what's allowed, not what's good. I tried encoding SM64 with DeDup, and MediaInfo reports 30.000fps from the result, which makes no sense. There's two 60fps fades at the beginning of the video. Apparently, it displays.. what framerate is most common, and not an average. The video is fine though. Unless someone can convince the site's authority to allow videos that don't display 60fps in MediaInfo, which I doubt, judging from my experience with this site, I doubt it will be allowed. Back to MM..
Joined: 7/26/2006
Posts: 1215
Johannes wrote:
I tried encoding SM64 with DeDup, and MediaInfo reports 30.000fps from the result, which makes no sense. There's two 60fps fades at the beginning of the video. Apparently, it displays.. what framerate is most common, and not an average. The video is fine though.
Yeah. mario64 gives 30.000, and my mm encode gives 20.000 wich makes no sense since the menu is 60, and there are long periods of no action at all (my intro video, the story after file creation, black during loads). But the rules were written so people don't make 30fps videos and motion information is lost (by motion information, I mean less than 60fps cannot acurately show 30Hz blinking, "wobbling", etc, and either blends/blurs frames or drops frames to achieve the lower fps). I doubt bisqwit would have any issue with true standardized varibale framerate in a video with no lost motion information. I even figured out how to fix the glitch I mentioned above (last frame before many dups lingering) so this method is problem-free, and I reupload the MM video. But yeah, back to MM :)
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
bkDJ wrote:
Yeah. mario64 gives 30.000, and my mm encode gives 20.000 wich makes no sense since the menu is 60, and there are long periods of no action at all
What does ffdshow's Current FPS say (it's an OSD option)? Also, I would be greatful if you could provide me with the avs script.
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Former player
Joined: 12/5/2007
Posts: 716
bkDJ wrote:
mencoder[...] mkv output
...What?
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
Johannes wrote:
MEncoder's decimate filter is indeed "hacky", but it's allowed, and people seem to care about what's allowed, not what's good.
I'd say decimate is buggy more than hacky. Theres nothing I can see about it that's hacky; it's a perfectly valid way of removing duplicate frames (and the way it does it is required due to AVI specs).
Johannes wrote:
I tried encoding SM64 with DeDup, and MediaInfo reports 30.000fps from the result, which makes no sense. There's two 60fps fades at the beginning of the video. Apparently, it displays.. what framerate is most common, and not an average. The video is fine though. Unless someone can convince the site's authority to allow videos that don't display 60fps in MediaInfo, which I doubt, judging from my experience with this site, I doubt it will be allowed.
I managed to catch Bisqwit on IRC and ask him, a very small transcript is here. In short, in Bisqwit's words: it's allowed so long as the visual outcome is the same and playback software supports it.
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
Active player (491)
Joined: 1/12/2007
Posts: 682
To clarify: We're getting the rest of the 270 rupees from the field (after getting the chest in the inn), right? I'm about to go on the rupee run, but I can't remember if we decided that the Deku Playground was better.
Joined: 4/2/2008
Posts: 103
Location: The Netherlands
Raiscan wrote:
Also, I would be greatful if you could provide me with the avs script.
As would I.
Joined: 7/16/2006
Posts: 635
Swordless Link wrote:
To clarify: We're getting the rest of the 270 rupees from the field (after getting the chest in the inn), right? I'm about to go on the rupee run, but I can't remember if we decided that the Deku Playground was better.
I don't think we decided that; I remember coming to the conclusion that it should be tested. Also, there's one more thing I should probably mention. One of the egg tanks in the fortress has a 20r chest. Since we'll be right there anyways, if it's significantly faster to get, say 250r on the first cycle, we should probably go with that. Lastly, we can manipulate a few incidental rupees; 5-10 could probably be done without too much trouble, though I wouldn't count on any more.
Experienced player (599)
Joined: 2/8/2009
Posts: 656
I've just discovered a nice way to get OoB in stone tower hopefully it will lead to gomess fight skip edit: that oob is in the room, where the giant's maks chest is. unfortunately, it's on the wrong side of the room :( edit2: ok, I've found a sweet way let's see how much explosives requieres it requieres. probably too much, because stone tower requieres a lot already expect video soon
Experienced player (599)
Joined: 2/8/2009
Posts: 656
ok, here you have it: http://www.youtube.com/watch?v=r3R-GiCBFxk we'll have to test, if it can be used