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Player (36)
Joined: 10/8/2006
Posts: 284
You don't actually have to shoot the ladder, it might be faster to avoid the block, climb up the vines, then use the block on the way back.
Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I think climbing the vines is slower than climbing the ladder, because the vines are longer (despite maybe being able to save a few frames by catching the ledge earlier.) You also have to jump around the crumbling stone, instead of right on it on the way to the slingshot. I'll probably test it anyways.
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Mitjitsu
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Joined: 4/24/2006
Posts: 2997
Wow that side hopping ascent looked amazing. BTW jumping the block and shooting the ladder is the fastest strategy.
Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I was actually looking at the sidehopping and hoping you wouldn't say "wrong, wrong wrong..." so I'm glad you were impressed by it. It was a tricky process, at the end of each sidehop I stopped, and tested each individual angle that would just barely let me catch the ledge in the next sidehop. often times this meant Link was over air and just barely had his foot catch the ledge, which saved frames on its own because often he'd hop farther, start accelerating down, then oomp! catch the ledge and be farther ahead then if I had done another sidehop same angle. I hope the frequent angle changes aren't disconcerting on the eyes. I figured shooting the ladder is fastest, and will give me a chance to replicate this zip.
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Mitjitsu
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Joined: 4/24/2006
Posts: 2997
If anyones interested I uploaded my fastest pre Deku Tree run to [URL=http://www.youtube.com/watch?v=pnbj1RM8Xy8] YouTube [/url] unassisted of course, I don't know any in existence which are faster. This was done about a year ago but it shows human litmitations of what can and can''t be achieved. EDIT: Unfortunatley I messed up somewhere when encoding so there is no sound.
Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
update time. just got the slingshot, gained another 6 frames upon entering the slingshot room (don't know how many frames I'm ahead at the moment, last I checked 6.15 seconds.) 500+ rerecords, and I still have not replicated the zip. it's beginning to frustrate me. I do know that as the ladder falls it does push you away slightly; I crouched next to the wall as it fell, and in frame advance watched it push me out a little. This is not something as easy as in Goldeneye where you just switch weapons; this was a freak occurrence and I so far have not been able to do it at all. I'm going to leave this as it is until I have both of two things: -concrete 100% TAS route (working with Mukki to procure) -record reset mupen.
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mwl
Joined: 3/22/2006
Posts: 636
I can try to help with the route later, time permitting. Also, we still need a patch to get rid of that damn pause lag, right?
Player (206)
Joined: 5/29/2004
Posts: 5712
A... patch? A patch to what exactly? Do you need to patch a universal graphics plugin to do that frame buffering stuff correctly and consistently, or do you need to patch the emulator core to make the buffering work right everywhere? Because I forget.
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 6/20/2004
Posts: 292
Location: United Kingdom
I think it's the emulator core, but i'm not completely certain.
Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
mwl wrote:
I can try to help with the route later, time permitting. Also, we still need a patch to get rid of that damn pause lag, right?
Both would be good. However the latter would require a redo, as it would on Guano's part as well, if a new mupen (the one with record reset? winky winky Nitsuja?) had recent changes to remove the pause delay.
AdmiralJonB wrote:
I think it's the emulator core, but i'm not completely certain.
I know for certain PJ64 had these changes implemented to remove the pause delay. I know the cores are different, but maybe from looking at PJ64 the changes in mupen could be made as well.
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Tub
Joined: 6/25/2005
Posts: 1377
iirc the "fix" in pj64 is something similar to a gameshark code. Which isn't allowed by the site's rules. To truly fix the issue, there needs to be full deterministic framebuffer emulation, which isn't going to happen anytime soon.
m00
Joined: 4/29/2005
Posts: 1212
If you happen to patch that "Pause Menu" problem in tyhe Emulator, I might consider trying to TAS Paper Mario. A good Graphics Fix would be nice too, since none of the Emulators really emulate Paper Mario very well. Glitching Backgrounds and other such things.
Joined: 7/26/2006
Posts: 1215
That's not stopping the Yoshi's Story TAS :v
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Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
comicalflop wrote:
I'm going to leave this as it is until I have both of two things: -concrete 100% TAS route (working with Mukki to procure) -record reset mupen.
No, but that does. 4 play throughs of YS for 100% equals incredibly boring ending sequence 3 times when you beat Baby Bowser. And as for OoT, looks like I'm waiting for 4 things now: -pause delay fixed -record reset mupen -100% TAS route completed -ladder zip done successfully
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Joined: 7/16/2006
Posts: 635
I'm curious...What exactly causes the 5-second pause thing? And why isn't in MM, even though it looks like MM's start menu works the same way? Although, come to think of it, even on the N64, MM's start menu came up much faster than OoT's
Mitjitsu
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petrie911 wrote:
Although, come to think of it, even on the N64, MM's start menu came up much faster than OoT's
MM uses the expansion pack which explains everything.
Post subject: How to save movies for editing?
Joined: 5/13/2013
Posts: 180
Merry Christmas, TASVideos! PUSH START TO PRESENTS! Now with all that crap out of the way, the subject. I'm planning to do a full, 100 percent run of Zelda OoT in Mupen64 (rerecording version) but I never understood how to "save" movies so I can edit them later, say, in case I'm in the middle of TASing and I need to stop the movie to go somewhere, for example, but say I want to come back later and add to it. How exactly would I do that? I know it sounds like a newbie question but I haven't really been TASing that long :P Any help is thanked!
A wise man once said "Damn, that's one hell of a steak."
Skilled player (1651)
Joined: 7/25/2007
Posts: 299
Location: UK
In future you can ask at the Newbie Corner, or on N64 Emulators page for questions like these, since topics on this forum are generally reserved for discussion points for specific games. But to save your work, just simply go to Movie->Stop Moving Recording. That will stop the movie on the current frame, saving it for later. Obviously just 'play movie' to see what you've done up to this point. To continue recording your TAS, play the movie, but do NOT load it as 'read only' mode; otherwise, it'll be for viewing purposes only. Loading a savestate while in 'read only' will simply skip ahead to that point and continue playing the TAS, but if it's not 'read only' mode, then loading a save state will allow you to continue working from that particular point. And for TASing OoT, good luck. There's an ongoing discussion in the forum about what would even constitute 100%, let alone coming up with a decent route.
Patashu
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Joined: 10/2/2005
Posts: 4043
That's true for a balls to the walls optimized 100% TAS, but for just doing a casual 100% tool assisted completion it sounds like a lot of fun to just put a little effort into annihilating the game.
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
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