Joined: 8/1/2004
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Location: Colorado
Anyone know what the difference is between versions v1.0, v1.1, and v1.2?
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http://www.mobygames.com/game/legend-of-zelda-ocarina-of-time/trivia wrote:
There are at least three different versions of the game - 1.0, 1.1 and 1.2. The golden (limited edition) carts, as well as some gray carts, are all 1.0, and majority of the ordinary gray carts are 1.1, many of the later produced ones are 1.2. The only notable change between 1.0 and 1.1 is that the Fire Temple music was changed a little bit. 1.1 also fixed some bugs, the most famous of them being the sword-losing bug: In 1.0, if you save the game in the end battle after losing the Master Sword, and restart the game, you don't have the sword anymore - but you can use all items while riding Epona!
Joined: 8/1/2004
Posts: 143
Location: Colorado
Interesting. So it doesn't seem like there is any tactical advantage (e.g. exploitable bugs) in using one version versus another...
Emulator Coder, Skilled player (1310)
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I think 1.0 should be used, for the slightly better fire temple music and Ganon's blood not being changed to green (1.2). And it's quite possible that there are other exploitable bugs that 1.1 fixed that simply aren't as well-known.
Joined: 10/24/2005
Posts: 1080
Location: San Jose
nitsuja wrote:
I think 1.0 should be used, for the slightly better fire temple music and Ganon's blood not being changed to green (1.2). And it's quite possible that there are other exploitable bugs that 1.1 fixed that simply aren't as well-known.
The fire-temple freezing timer glitch would also work (for minimalist runs). Basically, can beat the fire temple without the goron tunic and 3 hearts if you have another timer active. The marathon man's timer come's to mind, since it counts UP. Ok, you challenge the running man, enter the fire temple without the goron tunic, and there will be no timer to count down if you get damaged. And it only works in 1.0 carts. I think. It's probably not helpful in a fastest time completion run, but it sure is for a minimalist run.
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
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Cool, I'd never heard of that glitch. Is there a place to find more useful glitches like that?
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 10/24/2005
Posts: 1080
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Hehe, in the 40+ page OOT discussion topic in SDA. Arcyte, especially has been doing a lot of research, and has a lot of nifty text files that will help single segement, segmented speed running, and tool assisted running. He's optimized the Deku tree at this moment, and has decided go to on to Dongodongo's Belly, after he's figured out how the game sets flags for certain items, something way over my head called flame storage...
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
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Oh yeah, I remember reading some of that "flame storage" stuff.
put yourself in my rocketpack if that poochie is one outrageous dude
Former player
Joined: 7/14/2004
Posts: 104
Swordless Link can be done on all version (thankfully), though you need to use another glitch to pull it off. I don't think it can help much in a speed run, it's more of a for-fun thing. A good site for general zelda glitches is Zelda Chaos (http://www.jaytheham.com/zc/oot.php), but jaytheham list mostly "big" glitches, rather than little timesavers. And big glitches generally require CC or lots of preparation and are not useful for speed anyway. For speedrunning tricks, the big topics on SDA with the Great Walls of Acryte's Text have fun stuff.
Joined: 6/6/2005
Posts: 124
DK64_MASTER wrote:
Hehe, in the 40+ page OOT discussion topic in SDA. Arcyte, especially has been doing a lot of research, and has a lot of nifty text files that will help single segement, segmented speed running, and tool assisted running. He's optimized the Deku tree at this moment, and has decided go to on to Dongodongo's Belly, after he's figured out how the game sets flags for certain items, something way over my head called flame storage...
........Jabu Jabu's Belly, you mean? Or Dodongo's Cavern? I lost track of that SDA thread a long time ago, it got way over my head once he started going into backflipping off signs and such to skip text.
Joined: 10/24/2005
Posts: 1080
Location: San Jose
LOL, didn't realize that mistake. I meant Dodongo's Cavern. I even called it Dongodongo, wtf. I need more sleep.
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
Joined: 4/29/2005
Posts: 1212
A 100% run of this game is probably possible in sub 4-6 hours of play I think. I know on Speed Demos Archive there is a 100% Majora's Mask run that is 6:55. I think Ocarina of Time can be done faster than that at 100%, seeing as how you can save the game and quit anywhere, and go back to either Link's Home(Past) or Temple of Time(Future) when you restart. I think that is the only reason that 100% Majora's Mask run took so long, because you can't save at will, and restart at an earlier location. Well, anyway. That's all I need to say on that. I'm getting a new Video Game controller for my computer. Might try my hand at a Any Star Run of Super Mario 64 soon.
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What does a 100% run include, though? Do you have to win the cow? Do you have to bomb open every secret hole? Do you have to open every treasure chest in the game, no matter how worthless? Do you have to get perfect records on every mini-game?
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 4/29/2005
Posts: 1212
100% is everything in this game. Collecting all of the Heart Containers and Weapons, Skulltulas, getting Epona, everything. Actually, getting Epona as soon as you can, will shorten the time significantly, since Epona carries you much faster around Hyrule, causing maybe a sub 4-5 hour run, rather than 4-6. But anyway. That would probably take a bit of time anyway, so..A normal run will suffice.
Joined: 10/24/2005
Posts: 1080
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So is someone attempting this run, or are we just still in the development stages? Maybe it would help if someone gets to each temple with the required items, and produces save states of them. That way, people can tackle different temples at once, and maybe we can somehow piece them together. The rupee/item count will probably be messed up, but someone could just go outside and gather the number of items that appeared in the end of the previous temple. But that would require knowledge of how much of each item is used... Is it even possible to divide the game up into segments, without having major inconsistencies?
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
Emulator Coder, Skilled player (1310)
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I doubt that would work for this game. It works for (2D) Mario games, but not consistently even then. And if it did work, the people making it wouldn't like the stylistic/other inconsistencies between different segments made by different people... it's a lot easier to coordinate when there's only 1 person doing the recording per movie. Test runs of different segments can be useful though, and they don't necessarily need to be done by the same person in order to provide helpful information.
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Kitsune wrote:
100% is everything in this game. Collecting all of the Heart Containers and Weapons, Skulltulas, getting Epona, everything. Actually, getting Epona as soon as you can, will shorten the time significantly, since Epona carries you much faster around Hyrule, causing maybe a sub 4-5 hour run, rather than 4-6. But anyway. That would probably take a bit of time anyway, so..A normal run will suffice.
sub 4-5 hour run? hehehehe you got to be kidding me :D The question is: Who is up for this huge task? If this run will ever be done in the near future, it has to be done by someone who has the biggest patience in the world, someone who likes doing long games, someone maybe like spezzafer, flagitious, Acryte, nitsuja or TSA. But TSA doesnt have the patience to do a TAS for this game.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Tub
Joined: 6/25/2005
Posts: 1377
Most of all, this TAS still needs a lot of research. It's unbelievable how much time has been cut off the deku tree alone. IMHO when a TAS is done, it should aim for perfection, and not just for better execution of existing routes. Well, if Acryte continues at that speed, he should be done sometime around 2027, unless he loses interest before that. Some help is needed, but it doesn't seem like anyone here is devoted enough to go ahead and fool around with it.
m00
nfq
Player (94)
Joined: 5/10/2005
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For long games like this, wouldn't it be good if several people could work on it? One could do Deku tree and play to Dodongo's cave, then someone else would continue from there and play to Jabu-jabu etc.
Joined: 10/24/2005
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Location: San Jose
nfq wrote:
For long games like this, wouldn't it be good if several people could work on it? One could do Deku tree and play to Dodongo's cave, then someone else would continue from there and play to Jabu-jabu etc.
Read my above post, and the first repsonse to it.
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
Joined: 6/6/2005
Posts: 124
TSA has already expressed interest in doing this run several times both here and at SDA, and I think it's just a matter of us working together and helping him do it; he sounds really excited about it. As for the segmenting idea, it's not going work the way you suggested, DK64M. We've done it before for Mario games, but even then it's pretty fishy and you have to fiddle around with it... entering the level several frames later, for example. The problem is that the randomizers for games function on too many variables we don't understand.
Former player
Joined: 10/19/2004
Posts: 142
I've done a test run up to the very start of controlling Link, so if anyone wants to start a movie they can use this one so they won't have to move through all of the dialogue (it's perfectly optimized). Here is a savestate (1.61 MB) near the end of the test movie to start recording at if one wishes to start their own. the rom used is Legend of Zelda, The - Ocarina of Time (U) (V1.0) [!].z64 plugins used: glN64 v0.4.1 Jabo's DirectSound 1.6 N-Rage`s Direct-Input8 V2 1.80a Hacktarux/Azimer hle rsp plugin The only huge problem with this game on mupen64 is the pause menu, which takes nearly 5 seconds to open/close. Even with the latest glide plugin it still takes a while to open (although it closes much faster).
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OH MY GOD Spezzafer is this just a test wip or a serious one? You'll carry this whole site if you'd decide to give this a 100% attempt...
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Former player
Joined: 8/3/2004
Posts: 100
Location: Michigan, United States
gIN64 freezes mupen completely for me... Using any other video plugin seems to desync the movie instantly. Is there something I'm doing wrong? All the Mario 64 movies up until now have worked perfectly for me with Jabo's Direct3D 1.6
Joined: 7/28/2004
Posts: 57
desyncs for me immediately at the title screen.