Joined: 10/20/2006
Posts: 1248
Jabo 1.6
Joined: 1/3/2006
Posts: 334
worked just fine for me. you did use mupen rerecording v2? really impressive i must say, but wasnt there a way out of the woods with just 3 nuts?
Joined: 3/29/2008
Posts: 21
Wait, the reset-recording Mupen64 is allowed? The movie desynched for me right after you saved :( Really nice job though.
Mitjitsu
He/Him
Banned User
Joined: 4/24/2006
Posts: 2997
When I try to use 1.6 in Mupen 2 all I get is a black screen :'(
Joined: 7/16/2006
Posts: 635
Seemed very good, although there were some issues I noticed. -Cucco gathering is improvable. -If you had gone a bit more away from the bridge when crossing the river, you could get out of the water faster. -Would going over to the peahat be to far out of the way to save time with a superslide to Lake Hylia? -Can you skip Owl texts with only a sword and deku sticks? If so, would it be worth it to gather the rupees to buy a Deku Stick from the shop and skip those Owl scenes? -desync-ed at recorded reset
Joined: 5/17/2007
Posts: 124
Location: Cincinnati, OH
Yeah like I said I am probably going to change that save warp to a death warp and then repost. Thanks for the feedback. I will work on this more when I get time.
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
I just realized something. Did anyone ever try to modify the rupee route so that you can equip the sword and the shield on the same pause screen? Basically, you'd have to gain the extra rupees without chopping the hedges. Also, when someone figured out how fast Link moves with various methods, did they find the speed he moves while gliding with a cucco? I'd just want to know how that compares with backwalking.
"I think we can put our differences behind us... for science, you monster."
Joined: 7/26/2006
Posts: 1215
DemonStrate wrote:
I just realized something. Did anyone ever try to modify the rupee route so that you can equip the sword and the shield on the same pause screen?
Wouldn't that be pointless at this stage though, since anyone wanting to start a run NOW would want to use okaygo's softhack to have normal pauses.
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
bkDJ wrote:
DemonStrate wrote:
I just realized something. Did anyone ever try to modify the rupee route so that you can equip the sword and the shield on the same pause screen?
Wouldn't that be pointless at this stage though, since anyone wanting to start a run NOW would want to use okaygo's softhack to have normal pauses.
You could still find a faster route, despite the pause time being reduced. I don't know exactly how much you would have to deviate from the normal route to get the extra rupee's though. Also, you would probably need the sword if you needed to buy deku sticks, since it takes alot more rupees to buy them for Owl skipping.
"I think we can put our differences behind us... for science, you monster."
Player (156)
Joined: 4/7/2008
Posts: 217
DemonStrate wrote:
I just realized something. Did anyone ever try to modify the rupee route so that you can equip the sword and the shield on the same pause screen?
I considered it for my run.. the amount of detouring you'd need to do is waaay slower
Joined: 5/17/2007
Posts: 124
Location: Cincinnati, OH
Hey who is doing the door of time skip run? I think it is SL, AKA or both. If no one is working on one would anybody be against me trying to make one to submit. If someone has dibs I won't take it away from you. I just feel I am starting to get better at TASing and might have a chance and getting my first published run. I will start when I get a chance if no one is working on but I am pretty sure someone is. If so I will just continue my test run. If I do start one I'm not going to save warp and I will post WIPs periodically to make sure I am doing ok. Also would that soft hack to fix the pause menu be allowed? Let me know, thanks.
Mitjitsu
He/Him
Banned User
Joined: 4/24/2006
Posts: 2997
bkDJ wrote:
Wouldn't that be pointless at this stage though, since anyone wanting to start a run NOW would want to use okaygo's softhack to have normal pauses.
Thats kind of whats halting progress atm. Hopefully with more realistic pauses it might still hex in, but we don't want to continue just in case it doesn't :-\
Experienced player (534)
Joined: 1/12/2007
Posts: 682
One is in the works as we speak, although progress is temporarily halted. So just continue with your test run.
Joined: 5/17/2007
Posts: 124
Location: Cincinnati, OH
How far along are you guys? I wish I had taken damage somewhere as kid because when I become an adult I still have 3 hearts and it takes 1min to death warp three times of glitching through the wall. Not that anybody cares it isn't the "REAL" run but I am just saying.
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
DaShiznawz wrote:
How far along are you guys? I wish I had taken damage somewhere as kid because when I become an adult I still have 3 hearts and it takes 1min to death warp three times of glitching through the wall. Not that anybody cares it isn't the "REAL" run but I am just saying.
petrie911 wrote:
-Would going over to the peahat be to far out of the way to save time with a superslide to Lake Hylia?
Use the Peahat to take damage. Then superslide off of it.
"I think we can put our differences behind us... for science, you monster."
Player (98)
Joined: 9/27/2007
Posts: 103
Location: Florida
It'd probably be night by the time you get to the grass patch with the peahat, so you can't superslide off of it. I think the best way to do it is to take 2 damage from the peahat in the beginning, then superslide to Kakariko. Then, after cucco collecting, go to the grass patch in front of Hyrule Castle and superslide off of a stalchild to Lake Hylia. There may be a better place to take the second point of damage, but I'm at my friend's house and can't check.
Joined: 5/17/2007
Posts: 124
Location: Cincinnati, OH
How come when I use frame advance to play the ocarina on earliest frames it is actually slow.
Player (156)
Joined: 4/7/2008
Posts: 217
DaShiznawz wrote:
How come when I use frame advance to play the ocarina on earliest frames it is actually slow.
When you learn a song, there is a set time in which it makes you play it and it drags the song out. When you play a song to activate something, it actually plays it really fast. This is why if you make an AVI of you learning a song, it will play it back really fast, but when it's played back in the .m64, it's slow.
Joined: 4/1/2008
Posts: 149
DemonStrate wrote:
Also, when someone figured out how fast Link moves with various methods, did they find the speed he moves while gliding with a cucco? I'd just want to know how that compares with backwalking.
The maximum speed when Gliding with a cucco is the same speed as walking , but obviously you can change it by pressing forward by different amounts
Comicalflop wrote:
I don't recommend HISSing at parties though, people will think you're a snake.
Player (156)
Joined: 4/7/2008
Posts: 217
http://dehacked.2y.net/microstorage.php/info/1649020596/THE%20LEGEND%20OF%20ZELDA%20%28USA%29%282%29%20Redo%20Barinade%20fight.m64 Yay new WIP. Child segment is finished. Last WIP was entering Hyrule Castle... I think i've gotten much more precise but tell me what you all think and suggestions/comments would be awesome Edit: Don't forget to activate mempak, sorry.
Joined: 7/26/2006
Posts: 1215
Bloobiebla wrote:
Yay new WIP. Child segment is finished. Last WIP was entering Hyrule Castle... I think i've gotten much more precise but tell me what you all think and suggestions/comments would be awesome
0) Man, I'm kinda used to the low-health beep by now but I would love for someone to romhack and change the sound into silence. 1) Pre-jabu-jabu stuff all seemed excellent 2) I liked the antics while waiting for the elevator, but I'm surprised you didn't superslide with a delayed princess pickup... unless you did and I missed it. ... actually if you can do it with the princess as easily as with a cucoo, I'm surprised there wasn't a single spot int he dungeon where it would save time. Did you look into this? You were only a few frames away from more bombs at the grass patch, too. (One spot I was thinking it could save time was the straight path you take around frame 195400) 3) Sweet stunts in the boomerang room and in general. Also I don't think I've seen that room-before-barinade strat before... cool. And very fast fight. 4) all in all: awesome! edit: I'll make a video file starting from when he leaves hyrule castle since before then it's par for the course and full of cutscenes and I'm lazy.
Joined: 12/1/2005
Posts: 107
Could someone post a video of the WIP? Thanks in advance!
HHS
Active player (286)
Joined: 10/8/2006
Posts: 356
I downloaded Mupen v2 and it still desynchs in the same place as before. He gets the slingshot, goes to the pause screen and equips deku sticks to C-Down, and then C-Left. Then he takes out a deku stick and walks into a wall. How do you view this?
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
HHS, oddly enough I got the exact same desynch. I had gotten the run to synch up to spirit temple from the first WIP, but I forgot what I did to make that happen.
Homepage ☣ Retired
Joined: 7/26/2006
Posts: 1215
HHS wrote:
How do you view this?
My strategy: antids version of mupen, direct64 video plugin, tas input with mempack, watch from beginning with no fooling around with states. Fastforward is fine though. I never got your desync, but if I try to save and load anywhere, it will desync when he leaves goron city and tries sidehopping towards where he jumps off into dodongo's cavern. (Sidehops will be messed up and he will then have fun running around rocks and blowing up his face).