Joined: 7/16/2006
Posts: 635
And like all good TAS tricks, it has an exactly 1 frame window to make the shot. Though I personally liked the recoil sidehop off the real bombchu. Link seems to suddenly fly backwards, then perfectly backflips off the wall. Anyways, here's something else that would be useful in the current run. http://www.youtube.com/watch?v=_6kisYPeTbM
Joined: 5/17/2007
Posts: 393
Location: Sweden
petrie911 wrote:
And like all good TAS tricks, it has an exactly 1 frame window to make the shot. Though I personally liked the recoil sidehop off the real bombchu. Link seems to suddenly fly backwards, then perfectly backflips off the wall. Anyways, here's something else that would be useful in the current run. http://www.youtube.com/comment_servlet?all_comments&v=_6kisYPeTbM
umm, why did you link to the comments?
"No love for the game gear"
Joined: 7/16/2006
Posts: 635
Because I'm an idiot. Editting link now. EDIT: And new 100% related stuff. http://www.youtube.com/watch?v=UrB4aHTHC1o I can also confirm that it is possible to get the Graveyard bottle, hit the Ikana Owl, and get to the Curiosity shop guy for the priority mail. At full game time optimization, I had :20 to spare, so it shouldn't be too bad for a TAS. Would make for a rather horrible unassisted run segment, though.
Joined: 7/16/2006
Posts: 635
And, if you're wondering why the above sentence was important, here is the first and second cycle of the 100% route. It's a bit too long to post here, so you can download it in rtf format at the link below. http://files.filefront.com/MM100pRoutertf/;12294803;/fileinfo.html Please post any comments/concerns you have about it. In the meantime, I'll work on cycle 3. Cycle 4 should follow fairly quickly from it, as it's just wrap-up.
Skilled player (1098)
Joined: 8/26/2006
Posts: 1139
Location: United Kingdom
This route looks extremely interesting. 100% MM TAS will be one of the best things ever so I'm looking forward to seeing how the other cycles turn out. Nothing seemed glaringly out of place either so the route should work out nicely. How long do you estimate the TAS would be? Sub-5:30?
Joined: 7/16/2006
Posts: 635
Now that I look at it, that seems reasonable. The hover glitch allows for much greater streamlining of dungeons, and the Elegy skip still saves a lot of time by letting you complete Bottom of the Well from the back and skipping all that crap with the powder kegs in Ikana, and Kazooie's old graveyard skip also lets us nicely skip playing the Song of Storms for Sharp. Add to that TAS movement optimization and some other 100% tricks, and we should be able to get at least a comparable level of time saved to the any%. Still, though, I think it'd be the longest TAS on the site. At least until FFVII gets a TAS, that is.
Player (79)
Joined: 7/7/2008
Posts: 873
Location: Utah
I think that Ocarina of Time's 100% would be longer than Final Fantasy VII, just saying.
MezzoDragon
He/Him
Joined: 5/27/2007
Posts: 120
It may be longer, but worth watching all the tricks to get 100%.
Skilled player (1098)
Joined: 8/26/2006
Posts: 1139
Location: United Kingdom
Come to think of it, the any% TAS was 1:23 faster than phy's 3:37 run which was made before bomb hovering was known. The 100% was made before hovering was known too...plus with all the tricks we now know then 1:25 off Dragorn's 6:55 should be definite. It could probably be quite a bit faster than that. In any case, the longest run on the site is the Chrono Trigger run in 4:21. This would be longer than that, but all action so most people wouldn't get bored. I'm assuming that ISoT wouldn't be used, therefore I'd estimate that by the end of the second 100% cycle the run would be between 2:20 and 2:35 long or there abouts (very rough).
Joined: 4/29/2008
Posts: 71
Captain Forehead wrote:
I think that Ocarina of Time's 100% would be longer than Final Fantasy VII, just saying.
It's really not too bad of a route. Are you familiar with the SDA OoT 100%?
Player (79)
Joined: 7/7/2008
Posts: 873
Location: Utah
Heard about it, but never seen it, I probably should though.
Joined: 4/29/2008
Posts: 71
Captain Forehead wrote:
Heard about it, but never seen it, I probably should though.
Yeah. I'd say the majority of the Skultulas are retrieved throughout the basic no-major-skip route. The heart pieces are the real time-wasters though if I remember correctly.
Post subject: um... question about config M64 to play this game
Joined: 4/10/2007
Posts: 14
maybe i'm a asshole or something similar... but i can't play the vid at MM in Muper because the graphic pluging shows the screen in red and too slow... im triying to optimice it but i can't. >_< Could anyone explain to me how-to-config the d****ed Mupen ??. Plungs: Video Plug: glN64 v0.4.1, DaedalusGraphics V0.8-Pre4. Mudlord's Rice Video Build 6.1.3 DX9 and 6.1.4. Input Plug: N-Rage's Direct-Imput v2 1.83 and N64 Virtual Pad Soun Plug: Azimer's HLE Audio V0.56 WIP2 and the basic Audio Plug RSP Plug: Hacktarux/Azimer HLE RSP Plungin
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
What's your graphics card? Have you updated your drivers? old graphics cards will not be able to cope with some of the advanced technologies many plugins use.
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
Joined: 4/10/2007
Posts: 14
Raiscan wrote:
What's your graphics card? Have you updated your drivers? old graphics cards will not be able to cope with some of the advanced technologies many plugins use.
My Graphyc card is a NVIDIA GeForce 8400 GS and no, i didn't update the drivers.... but don't seems in that way, but i'll try to update the card right now... BTW: I read in Mupen forums that the best G.P. for Zelda is the Glide64. I used it a sort time and works much better than others, but it's still working in a low frame rate (around 30fps)... any suggestions ??
Joined: 7/26/2006
Posts: 1215
both n64 zelda games run at 20fps... Unless you mean 30VI/s? try not reading the framebuffer every frame and you should get better performance (that's a glide64 option, a checkbox). That won't sync with the recent oot run though. Try Direct64 for that one.
Former player
Joined: 12/27/2006
Posts: 532
Location: Göteborg, Sweden
I might add that I'm on a 1.6 gHz computer with a Geforce 3 Ti and 512 mb RAM. You would need a REALLY REALLY bad computer to not be able to run Mupen.
My published movies [03:45:05] <Naohiro19> Soulrivers: ... [03:45:19] <Soulrivers> ? [03:46:35] <Naohiro19> <Soulrivers> No! <Naohiro19> So? <Soulrivers> Yes! [03:46:48] <Naohiro19> joke
Active player (498)
Joined: 1/12/2007
Posts: 682
Time for an update. As many of you will know, I've been redoing my run because of the recent discoveries involving the grotto glitch. Well, I've just finished the first cycle for the third time (I was already into the second cycle but found some improvements in the first, so I went back to redo them AGAIN) so I'll let you guys see how it's going so far. Before you watch, though, some notes on the improvements over my last public WIP... * In the very first section of gameplay, I use a slightly different strat which is 6 frames faster than the previously-used one. * I found a new method of backwalking, sort of... It involves holding the analogue at the opposite angle of the one used to angle the backwalk for a certain number of frames, then instantly switching to holding it fully back. For obvious reasons, this wouldn't be possible in real time, but when done optimally, it's sometimes faster than sidehopping. Such cases include the first Deku Link room and going into the Stock Pot Inn. * In the room with the Happy Mask Man, I use a new strategy. Bloob found this strat. It saves 24 frames over the old one. * Inside the Stock Pot Inn, I boosted off the girl on the stairs. * On the way to WCT, I backwalked instead of sidehopping. * After reaching the Night of the Final Day, I go into the field (by using a glitch in ECT to bypass the guard (this is NOT possible in any other part of town)) and collect a further 99 rupees. These will allow me to get the Adult Wallet on the second cycle (it was previously gotten on the third). * In SCT, while waiting for 12 AM, right before 12 AM, I do a spin in front of the Clock Tower. I previously just did this for entertainment value, but this time, I did it in such a way that Link's line of vision would be parallel to the wall. This meant that I didn't have to angle him for the sidehop, which saved 3 frames. * I've switched from Direct64 to Jabo 1.6. As far as I can tell, it emulates this game perfectly. The reason I didn't previously use it is because I, for some reason, thought it would result in a lot of desynchs (I was under the impression that Direct64 was more "stable" or whatever). In Jabo 1.6, the black borders at the top and bottom of the screen are of equal height, and you can actually see the Zelda cutscene at the end of the first cycle. * Overall, I saved 105 frames (1.75 seconds) in the comparable sections of the run so far. I'm definitely satisfied with this. I'd also like to thank AKA, Bloobiebla and BrianRulez for assisting me with the redo so far, by testing some things for me and saving the odd frame here and there. Here's the m64: http://dehacked.2y.net/microstorage.php/info/246343971/SL%20MM%20REDO.m64 Here's the YouTube: http://uk.youtube.com/watch?v=WpW-A3zRU4M I'll encode it and upload it to YouTube now, then edit this post with a link to it. Also, bkDJ, any chance of you encoding this like you did with Mukki's WIPs? My encodes are all terrible, so it would be nice to have some high quality ones like yours. Here's my favourite scene from the run so far: http://img209.imageshack.us/img209/9531/letmetakealookatyoulz3.jpg XD Oh, and one more thing... I discovered something incredibly annoying when I finished the first cycle... If reset-recording was available at the moment, I could probably save over a whole minute by resetting after playing the Song of Time at the end of the first cycle. This would allow me to skip the "flashback" scene and the small cutscene in SCT. But oh well, I'm not halting the run to wait for that. Enjoy!
Joined: 7/16/2006
Posts: 635
Awesome; can't wait to see it. Also, love that you're using Jabo's 1.6. Hopefully I can get it to sync on my computer with it. I never found your Youtube encodes to be too bad; if you watch in high-quality it actually looks pretty good. Unless, of course, you're doing what I sometimes do and have h264 or xvid capture at maximum bitrate and then upload it directly to YouTube. Even at 10000kbps, a 10:00 video is still less than YouTube's 1GB limit. OK for YouTube, less good for distributing the actual file.
Post subject: Re: New WIP
Mitjitsu
He/Him
Banned User
Joined: 4/24/2006
Posts: 2997
Swordless Link wrote:
Oh, and one more thing... I discovered something incredibly annoying when I finished the first cycle... If reset-recording was available at the moment, I could probably save over a whole minute by resetting after playing the Song of Time at the end of the first cycle. This would allow me to skip the "flashback" scene and the small cutscene in SCT. But oh well, I'm not halting the run to wait for that. Enjoy!
Antids does have a soft reset.
Joined: 3/14/2008
Posts: 152
Location: United Kingdom
Like Bloob commented on the youtube video, the room at 7:30 was awesome.
petrie911 wrote:
Awesome; can't wait to see it. Also, love that you're using Jabo's 1.6. Hopefully I can get it to sync on my computer with it. I never found your Youtube encodes to be too bad; if you watch in high-quality it actually looks pretty good. Unless, of course, you're doing what I sometimes do and have h264 or xvid capture at maximum bitrate and then upload it directly to YouTube. Even at 10000kbps, a 10:00 video is still less than YouTube's 1GB limit. OK for YouTube, less good for distributing the actual file.
After doing quite a bit of testing, I found that the video has to be at least 640*480/464 (for 4:3 videos) @ 1500-2000kbps with x264 to get hq on youtube. They also look much better if you capture at a higher resolution and downscale to 640*480 with lanczos (or 640*464 if you crop the black bars off) I encoded this video: http://www.youtube.com/watch?v=WRzsZdcSDCQ with these settings, and IMO is one of the best looking videos on YT when watched in HQ (though it does lag slightly in BitS)
Post subject: Re: New WIP
Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
AKA wrote:
Swordless Link wrote:
Oh, and one more thing... I discovered something incredibly annoying when I finished the first cycle... If reset-recording was available at the moment, I could probably save over a whole minute by resetting after playing the Song of Time at the end of the first cycle. This would allow me to skip the "flashback" scene and the small cutscene in SCT. But oh well, I'm not halting the run to wait for that. Enjoy!
Antids does have a soft reset.
Really? Are you absolutely sure? Does the record reset feature cause Linux to crash? Edit: Jabo's was a great choice. I think it uses less CPU power; 1000% speed fast forwards through smoother and faster than the other plugins. Edit: Holy shit that was awesome.
Homepage ☣ Retired
Post subject: Re: New WIP
Joined: 4/1/2008
Posts: 149
AKA wrote:
Swordless Link wrote:
Oh, and one more thing... I discovered something incredibly annoying when I finished the first cycle... If reset-recording was available at the moment, I could probably save over a whole minute by resetting after playing the Song of Time at the end of the first cycle. This would allow me to skip the "flashback" scene and the small cutscene in SCT. But oh well, I'm not halting the run to wait for that. Enjoy!
Antids does have a soft reset.
Reset rerecord on that version is not linux friendly so id advise you not to use it. Especially if it just skips cutscenes
Comicalflop wrote:
I don't recommend HISSing at parties though, people will think you're a snake.
Joined: 7/26/2006
Posts: 1215
duksandfish wrote:
After doing quite a bit of testing, I found that the video has to be at least 640*480/464 (for 4:3 videos) @ 1500-2000kbps with x264 to get hq on youtube. They also look much better if you capture at a higher resolution and downscale to 640*480 with lanczos (or 640*464 if you crop the black bars off)
Yes and no. You are absolutely correct that capturing big and downscaling improves quality. Youtube's "HQ" resolution is 480x360 and I have tested uploading at exactly that resolution to youtube and it does the high quality version properly. bitrate is of no importance, quality is important. a 60fps game needs more bitrate than a 20fps one for the same quality. x264 video quality is usually measured in quants. less than 26 (lower = better, 0 = lossless) should keep youtube happy. Also, now that youtube is trying out HD, you can upload a 1280x720 video (960x720 image with black pillarboxing on left and right) to get the very best out of an n64 encode on youtube. (fyi, "HQ" mode is fmt=18 and HD mode is fmt=22) And yes, SL, I'll encode to a file and put it on my site as usual. been a bit busy lately but I'm not in a rush since it's already on youtube. I'll have a link before the weekend.
Skilled player (1098)
Joined: 8/26/2006
Posts: 1139
Location: United Kingdom
Swordless, that was disgusting amounts of awesome. Getting the rupees in Termina Field was a stroke of genius. I'm very happy that you've stuck with this despite all the redos as you're bringing some great stuff. Seriously, redoing the entire run from Snowhead? I'd have given up aaaaaaages ago ;-)