Joined: 12/6/2008
Posts: 1193
Synx wrote:
none of this works on N64 right? Making all of this irrelevant
People are still trying to digure out what makes the crashes happen exactly. But they do look preventable. So quite possibly this will work on N64.
Amateseru wrote:
if you put the plugin Mudlord's Rice Video Build 6.1.4 then the deku nuts won't crash anymore, and the deku seeds neither !
So just like the good old stick-on-B-as-adult-situation. :D
JMC47 wrote:
Again; that sounds like it's corrupting the state of the embedded frame buffer. That can cause hard crashes, feed the CPU bad data, etc.
Did you just say arbitrary code execution? :D Ofcourse mostly joking, but feeding different bad data is always a good start. Did sockfolder look into this glitch at all? Haven't seen him weigh in on this yet.
Joined: 3/17/2009
Posts: 496
There doesn't seem to be much to "digure" out. When the glitch is performed on N64 it crashes.
Pokota
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Let me try again. On the N64, is it a softlock or an actual crash with a visible dump? On that note, is there a (Removed by moderator. Please read the site rules. --Mothrayas) ?
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Player (49)
Joined: 9/18/2014
Posts: 79
Location: Hyrule
I heard from Mzxrules (no from is mounth but this is what I saw on some chats) that there is an infinite loop when the Link put the item above his hands. I also heard you can still get the glitched item (blue potion, Light arrow...) on N64 if it was possible to interupt somehow the animation of Link when he puts he item above his hands although there is still no way to do that. Edit: By the way as Slowi said "So just like the good old stick-on-B-as-adult-situation. :D" I don't really know what was decided back in the time, but I'm almost sure I've seen some wr in any% made with this without breaking the stick as child before.
"Lol as far as I'm aware no distinguished TASer gives a f*ck what's accepted. I certainly don't like Bizhawk but I'm glad to hear at least some TASers are picking up the better emulator" a distinguished TASer Working on: -OoT No RBA/WW -Zapper 100% _______________________________________ Follow me on http://www.twitch.tv/amateseru :)
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Player (49)
Joined: 9/18/2014
Posts: 79
Location: Hyrule
Still the same question, would it be allowed to use another plugin that didn't crash ?
"Lol as far as I'm aware no distinguished TASer gives a f*ck what's accepted. I certainly don't like Bizhawk but I'm glad to hear at least some TASers are picking up the better emulator" a distinguished TASer Working on: -OoT No RBA/WW -Zapper 100% _______________________________________ Follow me on http://www.twitch.tv/amateseru :)
Joined: 11/25/2012
Posts: 22
Presumably, if a bug that works on console crashed emulators, if it doesn't crash with another plugin you should use it. I don't know anything though, just what seems reasonable.
Active player (469)
Joined: 3/30/2012
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or you could tas the gamecube version, whichever would be preferred.
Former player
Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
If it crashes on console and you can prevent it on emulator by changing a setting, it's not legit. You're free to TAS it, but it should never be accepted by this site. For a VC TAS, there will always be the argument that you're playing an official release.
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.
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andypanther wrote:
For a VC TAS, there will always be the argument that you're playing an official release.
Would it be more legit to TAS it on dolphin or a N64 emulator?
Joined: 4/13/2009
Posts: 431
Unless I'm missing something, both are equally legit. If a game exists on multiple platforms, then it would make sense to be able to run it on any of the platforms, right? So whichever gives the more advantage.
Emulator Coder
Joined: 5/8/2014
Posts: 125
I think it'd actually be more legitimate to run it on Dolphin (and not because I affiliate with them!) With an N64 emulator, you're running a different emulator than the Virtual Console emulator. I'd be the same thing if you ran OoT on Wii64; the game is the same, but it's just using a third party emulator. With Dolphin, you'd be emulating either the Collector's Edition, Master Quest (which includes the non-master quest version too) or Virtual Console; all of which, assuming Dolphin properly emulates the games, would match up to the same experience you'd get on console. I wouldn't recommend the Virtual Console version though; the game seems to randomly hang due to unknown reasons. The N64 variants should be fine; but, in order to avoid extra lag, you may need to override Dolphin's emulated CPU clock rate until it matches up more with console lag.
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EEssentia wrote:
Unless I'm missing something, both are equally legit. If a game exists on multiple platforms, then it would make sense to be able to run it on any of the platforms, right? So whichever gives the more advantage.
Would the VC rom extracted and made to run on an actual N64 also not freeze for that glitch?
I wouldn't recommend the Virtual Console version though; the game seems to randomly hang due to unknown reasons. The N64 variants should be fine; but, in order to avoid extra lag, you may need to override Dolphin's emulated CPU clock rate until it matches up more with console lag.
Is that an emulator bug on Dolphin or does it actually freeze on console?
Former player
Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
jlun2 wrote:
andypanther wrote:
For a VC TAS, there will always be the argument that you're playing an official release.
Would it be more legit to TAS it on dolphin or a N64 emulator?
It crashes on N64, so TASing that version with an N64 emulator is not legit. It doesn't crash on Gamecube or VC and those versions can be TASed with Dolphin.
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.
Joined: 3/17/2009
Posts: 496
andypanther wrote:
jlun2 wrote:
andypanther wrote:
For a VC TAS, there will always be the argument that you're playing an official release.
Would it be more legit to TAS it on dolphin or a N64 emulator?
It crashes on N64, so TASing that version with an N64 emulator is not legit. It doesn't crash on Gamecube or VC and those versions can be TASed with Dolphin.
This is accurate. And since this is the "Nintendo 64 Games -> Ocarina of Time" forum the VC and Gamecube stuff is pretty much irrelevant. To make it perfectly clear: This glitch can not be used on an N64 Zelda OoT TAS because the glitch causes an actual N64 console to crash. (even if your emulator doesn't)
Emulator Coder
Joined: 5/8/2014
Posts: 125
Dolphin has problems with the Virtual Console version of Ocarina of Time and Majora's Mask. The former randomly hangs, and the latter hangs consistently at spots. The GameCube versions run perfectly from my experience; I've played through the first dungeon of Majora's Mask and the whole child section of Ocarina of Time.
Joined: 3/17/2010
Posts: 33
jlun2 wrote:
Would the VC rom extracted and made to run on an actual N64 also not freeze for that glitch?
The US/Japanese VC rom is identical to NTSC 1.2, whereas the PAL rom is almost identical, save for a small tweak in a dialog box in the French? localization. Or in other words, no.
Amateseru wrote:
I heard from Mzxrules (no from is mouth but this is what I saw on some chats) that there is an infinite loop when the Link put the item above his hands.
Deathbasket tested something and traced through with Nemu and fount that the RCP ended up getting stuck in an infinite loop. I don't know exactly what was tested though since there are actually several different scenarios with GIM. As for the thing Skater found, particularly with Anju, it's kind of odd. I want to investigate it further
AntyMew
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mzxrules wrote:
The US/Japanese VC rom is identical to NTSC 1.2, whereas the PAL rom is almost identical, save for a small tweak in a dialog box in the French? localization. Or in other words, no.
Actually, afaik whether this bug crashes the game or not relies on the hardware, and clearly the hardware between and N64 and a Wii are far different Whoops, misread
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Patashu
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Link to video New way to warp to the credits lol
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
Player (49)
Joined: 9/18/2014
Posts: 79
Location: Hyrule
Probably a new ganonless route incomming. Skater is cool
"Lol as far as I'm aware no distinguished TASer gives a f*ck what's accepted. I certainly don't like Bizhawk but I'm glad to hear at least some TASers are picking up the better emulator" a distinguished TASer Working on: -OoT No RBA/WW -Zapper 100% _______________________________________ Follow me on http://www.twitch.tv/amateseru :)
Joined: 12/6/2008
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Nope. Needs Saria's song, can't get it before talking to Zelda.
Player (49)
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Location: Hyrule
Slowking wrote:
Nope. Needs Saria's song, can't get it before talking to Zelda.
Indeed I realized that later (actually it's possible by putting Zelda's letter on B with BA but it's very slow ^^)
"Lol as far as I'm aware no distinguished TASer gives a f*ck what's accepted. I certainly don't like Bizhawk but I'm glad to hear at least some TASers are picking up the better emulator" a distinguished TASer Working on: -OoT No RBA/WW -Zapper 100% _______________________________________ Follow me on http://www.twitch.tv/amateseru :)
Joined: 3/17/2009
Posts: 496
how long has it been since someone actually made an attempt at TAS'ing this game? I guess all we can do is hope for SwordlessLink to return
Joined: 12/6/2008
Posts: 1193
Calm your tits. There will be a TAS. But until recently we were still considering potential routes and at the moment we are trying to see if Dolphin is workable, since this new glitch can only be done on the GC or VC version. Also MM 3D just came out and a normal MM any% is in progress. All of that takes testing, glitching and routing, in other words: time.
Former player
Joined: 6/30/2010
Posts: 1107
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Slowking wrote:
Also MM 3D just came out and a normal MM any% is in progress. All of that takes testing, glitching and routing, in other words: time.
If you're actually working on a new MM any%, this is where my hype will be. OoT any% is nice to see getting optimized and definitely very entertaining, but the MM TAS is my favorite N64 TAS on this site! So if you find that project more interesting, please go ahead ;)
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.