Former player
Joined: 3/24/2004
Posts: 248
Location: West 81st Street
But what an awesome trick it'd be. (spirit temple)
Joined: 11/24/2005
Posts: 87
Yes...and luckily randomness isn't much of an issue in a TAS.
Joined: 1/10/2006
Posts: 144
Location: Oregon
True, my response TSA was regarding it's applications for unassisted runs. I will be trying for spirit early wholeheartedly.
Wisdom; Power; Courage.
Former player
Joined: 3/24/2004
Posts: 248
Location: West 81st Street
Amazingly cool ^_^
Joined: 1/10/2006
Posts: 144
Location: Oregon
I recieved my N64 -> USB cable... learning mupen. blahblah. Need to get all it's specifics down.
Wisdom; Power; Courage.
Former player
Joined: 11/13/2005
Posts: 1587
Acryte wrote:
I recieved my N64 -> USB cable... learning mupen. blahblah. Need to get all it's specifics down.
Does this mean you're going to start soon?? I really want to see this one done.
Joined: 1/10/2006
Posts: 144
Location: Oregon
yes, but I need to find out how to: save while paused... what the heck It only lets you save while it isn't paused, and the speed doesn't go down to zero, so I guess I'll knock it to 5% and then hotkey it. But I still don't know how you link multiple recs and whatever else.
Wisdom; Power; Courage.
Player (206)
Joined: 5/29/2004
Posts: 5712
That's funny, saving works just fine during pause for me. I wonder what's wrong...
put yourself in my rocketpack if that poochie is one outrageous dude
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
Acryte wrote:
yes, but I need to find out how to: save while paused... what the heck It only lets you save while it isn't paused, and the speed doesn't go down to zero, so I guess I'll knock it to 5% and then hotkey it. But I still don't know how you link multiple recs and whatever else.
Need more info: What keys are you using to pause and to save and load? What does the status bar (bottom-left of window) say when you try doing these things? Which input plugin are you using and how are its controls set up? What do you mean by "whatever else"? Recording resetting the N64 isn't supported yet, if that's all you meant. For me, saving and loading both work while paused, using the default hotkeys (Pause to pause, Shift-F# to save, F# to load), and it says "saving/loading slot #" in the status bar when I save/load, although I have to unpause or frame advance to see the results of loading.
Joined: 1/10/2006
Posts: 144
Location: Oregon
pause - F2 but I usually click pause in the menu. Then just menu down to save as and it doesn't do anything. I'll try using hotkeys exclusively. Is the resetting feature a goal that will be implemented pretty soon (not to sound demanding) because I want to make this as good as I possibly can, and I know w/out resets it will probably be about 10-12 minutes slower probably. So if need be I can just work on looking for exploration glitches and new tricks for the run until then. Thanks for the help though guys.
Wisdom; Power; Courage.
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
Acryte wrote:
pause - F2 but I usually click pause in the menu. Then just menu down to save as and it doesn't do anything. I'll try using hotkeys exclusively.
Oh... first of all, try not to do anything from the menu, since it's a big waste of time compared to using hotkeys. And don't use "Save as..." or "Load as..." either, hotkeys or not, because it takes too much time to enter filenames for your savestates just to load or save them. (Apparently your problem was that "Save as..." doesn't work while paused, and it went unnoticed until now because nobody else has tried using it before.) Also, make sure you read every section here if you haven't already, or you'll be missing out on how to do some useful things.
Acryte wrote:
Is the resetting feature a goal that will be implemented pretty soon (not to sound demanding) because I want to make this as good as I possibly can, and I know w/out resets it will probably be about 10-12 minutes slower probably.
You don't need this feature at the very start of the run, right? I mean, you should expect to spend at least an hour on every minute of gameplay, so it should be possible to get started and make some progress before that feature is done, unless resetting would help earlier in the game than I realize. BTW, it is possible to record segments starting from savestate as it is now. You'd record until you need to reset, then pause the game, stop recording the movie, reset the emulator while still paused, wait for it to load, and start recording a new movie with the "from snapshot" option checked, making sure to use a different filename for the movie each time. They (the resulting movie and savestate files) could later be combined into a single movie after resets can be recorded. Anyway, as a very optimistic guess, it might be done later this or next week, if I don't try to make too many other changes along with it. EDIT: OK, well that was a bit too optimistic, definitely not this week and probably not next...
Joined: 11/24/2005
Posts: 87
I seriously can't wait for the first WIP for this. Hopefully it wont be like the last guy's wip's where i had a different rom...but no matter, because if its good (which im sure it will be) ill find the rom i need if it does turn out to be different.
Joined: 1/10/2006
Posts: 144
Location: Oregon
Awesome, thanks for the link it was very informative. I'll start doing some crap. I'll be using save/reset rather early. well, it depends... if savewarping from getting the sword to link's house is faster than backrunning. If it isn't then I'll just do it normally and get to deku. I won't need to do a savewarp until... passing mido after deku tree. Which TAS-style should be about 6 minutes into the game or so (realtime). I'll start getting this crap going after I finish writing my speech for 2nd yr jap.
Wisdom; Power; Courage.
Player (206)
Joined: 5/29/2004
Posts: 5712
So you can't skip any of the movie from when you first start your file with a reset?
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 1/10/2006
Posts: 144
Location: Oregon
No. It plays every time until you save.
Wisdom; Power; Courage.
Joined: 10/24/2005
Posts: 1080
Location: San Jose
We got into the shadow temple without hover boots (and the Nocturne)!!!!!!!!!!!!!!!!! Thanks to Kazooie who did this!! http://www.zippyvideos.com/5934588404090636/shadow_early/ Sub 4 console run here we come!!!! Apparently, you can beat shadow as a kid, but I'm not sure if you can pull off the bomb boost as a kid?
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
Joined: 12/12/2004
Posts: 158
*gasps in awe and bows down to the floor* I'm guessing you'll be posting that in the SDA topic soon, otherwise I'd do it myself, since that's the biggest news since, well, maybe since the Ganon castle trick, but it seems like it's even bigger than that since it's been the holy grail of everything since the game came out, more or less. Anyway, it seems like that wouldn't be useful (I'd think) for a single segment run on SDA, but for a multiple segment or TAS, that changes everything. Now we just need to find out a way to get to that one spot in the spirit temple and we won't need the longshot. And who knows what else will be skippable?
Player (206)
Joined: 5/29/2004
Posts: 5712
Don't you mean without the Nocturne of Shadow? Because I thought you got the Hover Boots IN the Shadow Temple.
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 10/24/2005
Posts: 1080
Location: San Jose
Bag of Magic Food wrote:
Don't you mean without the Nocturne of Shadow? Because I thought you got the Hover Boots IN the Shadow Temple.
LOL, sorry, thats what I meant. I mentioned hover boots, because you could enter the shadow temple WITHOUT the nocturne, but with the boots (through action replay/gameshark). But now we can do it with just bombs! Someone named Kazooie (read God) found this trick out, not me, and posted it on the SDA forums. I just wanted to post the update here. We have a lot new route possibilities now.
CoolBumpty wrote:
*gasps in awe and bows down to the floor* I'm guessing you'll be posting that in the SDA topic soon, otherwise I'd do it myself, since that's the biggest news since, well, maybe since the Ganon castle trick, but it seems like it's even bigger than that since it's been the holy grail of everything since the game came out, more or less. Anyway, it seems like that wouldn't be useful (I'd think) for a single segment run on SDA, but for a multiple segment or TAS, that changes everything. Now we just need to find out a way to get to that one spot in the spirit temple and we won't need the longshot. And who knows what else will be skippable?
Shadow is possible as a child now too! (but I'm not sure about entering it as a child before Jabu Jabu) Read page 18-20 on this topic: http://speeddemosarchive.com/yabb/YaBB.pl?board=consoles_newer;action=display;num=1139424279;start=285#285 There are videos too. There's this crazy spinning glitch that allows you to go through pits or something. We don't need the longshot or hookshot now!!! Bongobongo dies with about 100 hits with the kokiri sword!!!
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
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
Joined: 3/31/2005
Posts: 148
Location: Colorado
Oh my God.
Do not try to bend the spoon, that's impossible. Instead only try to realize the truth. What Truth? There is nospoon. Then you will see it is not the spoon that changes, it is only yourself
TSA
Joined: 4/21/2004
Posts: 186
The Spin Attack gap skip is done abusing Crooked Cart.
Joined: 10/24/2005
Posts: 1080
Location: San Jose
TSA wrote:
The Spin Attack gap skip is done abusing Crooked Cart.
But I'm pretty sure the bomb glitch doesn't. So today something really was acomplished.
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
TSA
Joined: 4/21/2004
Posts: 186
I'd like to see somebody else do it so I can sigh a relief and get to serious work again on this game soon.
Editor, Player (69)
Joined: 6/22/2005
Posts: 1050
Wow, this is amazing. If the Spin Attack glitch needs Crooked Cart, though, would it be possible to actually beat the Shadow Temple as Young Link? Or would you just go in there for the boots? One thing I don't quite understand from those videos--and I think it appeared in TSA's 4:57 run, too--was why Bongo Bongo (and possibly other bosses in the 4:57) stayed down for unnaturally long times. Did it have something to do with the certain attacks that were used against them, or was I just imagining that it was longer than usual? EDIT: I just thought of some more questions ;). Most importantly, has it been decided which version of the rom will be used for the TAS? The V1.0 one has been mentioned a few times, but is it "official"? Secondly, did anything ever come out of that debug rom that TSA mentioned?
Current Projects: TAS: Wizards & Warriors III.