Time doesn't pass in the wasteland, it passes in Collusus, but that was done fine unless it can be done in fewer sidesteps. I have't pulled off the roll into Jabu trick, TSA and Yautja have done it but say its too hard to even attempt a video of it. I pretty sure I know what corners they are, If you face away from Jabu starting from the centre of his mouth and hold "B" so that Link is preparing for a sword spin, you can see the first two corners. You have to roll into them at full speed in a pixel perfect way much like Sakons hideout in MM, but ten times harder. That trick would save 2-3 seconds over the jumpslash.
The other easy improvement would be to speed up the owl text after Link leaves Kokiri.
Does mupen have frame skip so the game can be played at turbo speed?
its annoying playing the game at 1000% because its hardly fast forwarfing it.
I read the first 3 pages, but I can't find any info about this. And I can't read each post in 30 pages.
Which temples will be skipped and why? Sorry if my questions are for noobs.
Fire, Forest and Water Temples will be skipped completely. You only need the Shadow and Spirit Medallions to trigger the Light Arrows cutscene (and the rainbow bridge).
GuanoBowl, what's the closest you got to Hyrule Castle (how many seconds late) after all those attempts yesterday?
If under 3, just start in Zora's Domain...get the Deku Nut, and roll into Jabu. Don't start all the way back in Spirit.
Still, I think someone needs to figure out how to hex-edit .m64 files. It's doable with .fcm files -- do a search and you'll find many topics discussing that.
AKA wrote:
The other easy improvement would be to speed up the owl text after Link leaves Kokiri.
If I remember correctly, time is frozen during dialogues.
GuanoBowl wrote:
Why the A, B, A, B? And in which dialogue? And again ill let you handle the jumpslash with a sword because I could not figure that out. "
The dialogue with the Spirit Sage.
You'd still jumpslash with a stick on the Armos and preserve the power of that attack until the Iron Knuckle. Don't use your sword anytime in between.
If under 3, just start in Zora's Domain...get the Deku Nut, and roll into Jabu. Don't start all the way back in Spirit.
The Jabu trick will be frustrating but worth it for the crucial time it saves. Some of the inputs inside Jabu might need changing because of the slightly different setup of rooms.
mwl wrote:
Still, I think someone needs to figure out how to hex-edit .m64 files. It's doable with .fcm files -- do a search and you'll find many topics discussing that.
Yes thats true, I carefully read over the FAQ and it just states what it is instead of going into detailed steps as how to do it on each seperate emulator.
mwl wrote:
If I remember correctly, time is frozen during dialogues.
Hmm, I'll take your word for it, but I'll check none the less.
Edit: Yup for the owl dialougues at least, time is stationery. The moving
skyline gives the impression that time is passing.
Edit_2: I checked Malon dialougue and time is stationery there as well
mwl wrote:
You'd still jumpslash with a stick on the Armos and preserve the power of that attack until the Iron Knuckle. Don't use your sword anytime in between.
You could jumpslash with the other deku stick if its need for an extended reach. The only thing I'm not sure of is would the damage be cancelled if a deku stick or sword was a equipped. When I say equpping sword I mean pulling out the sword to cancel out the burning deku stick.
Joined: 7/4/2005
Posts: 714
Location: Albuqueruqe, New Mexico
okay, so I shall start from entering Zora's Domain? I would love to do this rather than everything all over again. And I think that rolling into Jabu will be 5-6 seconds faster than jump slashing.
I would not like to do Jabu over again, it was a pain in the ass with the bomb boost as well as the boomerang room, unless someone has a faster strat. then what I had in there.
Is there a faster way I can get to the fishing pond and into Zora's Domain? That could shave some seconds off....... Maybe
Change my sig. again, and I will murder your pet fish.
It depends on how close you were getting into the Castle Courtyard. Assuming that rolling into Jabu saves three seconds, if you need more than three seconds in Hyrule Castle, you'd have to start earlier back. :(
Yeah, redoing Jabu is a pain. :(
Starting from Jabu would be nice if just the roll would save enough seconds, hope that works out!
I'm still a bit concerned about the spirit temple owl desync. I'm trying to make a bunch of reference save states for this movie to put up in the thread here, and I'm not able to get the owl to fly away properly so link rolls toward the chest after the dialog is over instead of rolling backwards into the wall. I have tried creating a save state at the miniboss fight in the room just before this area and continually reloading, but the outcome for me is always the same.
I'm not sure what is causing this problem and I'd like to find out - so if anyone who checks this thread has worked on Mupen or could offer an explanation for this behavior it would be appreciated.
okay, so I shall start from entering Zora's Domain? I would love to do this rather than everything all over again. And I think that rolling into Jabu will be 5-6 seconds faster than jump slashing.
I would not like to do Jabu over again, it was a pain in the ass with the bomb boost as well as the boomerang room, unless someone has a faster strat. then what I had in there.
Is there a faster way I can get to the fishing pond and into Zora's Domain? That could shave some seconds off....... Maybe
I couldn't tell from watching but were you pressing "B" while swimming, it speeds up movement in water 1.5, also you kept targeting the bottle which loses frames. Yes get the deku nut this time, it won't be hard to get as pots are never random in what they give. Its the one on the slope to the right. Yes Jabu will be annoying, but the boss will be much simplier and faster.
EDIT: I don't know if I'm right but I think these are the corners which you have to roll into. I've circled them in red. Yautja needs to confirm if thats the right place to roll into since I've never actually pulled it off. This could prove as equallly as frustrating as the bean skip.
http://tagworld.com/pictureX/PictureDetail.aspx?id=5b3e0003-a3da-41a2-84e9-8e9c905d6250&un=pictureX
oh and while you're checking checking out this link you can check the bean demo picture, as it shows the minimum height you must sword jump if you want to skip the bean and the minimum height to be damage boosted.
"Spirit Temple - A, B, A, B (rapidly) on the dialogue. Preserve the deku stick jumpslash on the Armos until the Iron Knuckle by not doing any jumpslashes with your Kokiri Sword in between. This means doing something else in the room with the Anubis. "
On playing requiem, as well as in other cutscenes, TIME DOES NOT PASS. not until the end where things happen, like ww/ kaepora gaebora, time is paused until he starts flying off. So technically playing the song faster won't help him in the aspect you are thinking of, even though it is a place where time passes usually. However, it is a tas so time saved is time saved.
Yeas, in spirit there are a few timesaving ideas, though this won't help in getting to castle earlier. The biggest parts where you lose time are on the backrun to gerudo valley's bridge from kokiri forest. Also, can you backrun through that part where you sidehopped past the guards?then change the angle w/ roll into another backwalk?
Of course I know the Spirit tricks don't save him time; I was simply suggesting that if he were to redo the dungeon, he might as well fix those petty mistakes.
Guano, once again, please make sure that rolling into Jabu really does provide the time you need in Hyrule Castle before you work on it. You don't want to spend all that effort redoing Jabu only to find out that you still don't have enough time, and have to restart farther back.
Acryte, you have any ideas how to hex-edit .m64 files?
If the jabu trick doesn't save the time, then I'm afraid that you'll have to capture a fish and dump it on the alter, but you can take advantage of this by using the bottle glitch so you can have two fishes, thus saving the time throwing Ruto up and going back down again.
There is absolutely no way to correlate the amount of input data with the length of the movie, because the N64 may check input many times in 1 frame or it may not check any input at all for a large number of frames, or anything in-between.
I think this makes it quite hard to hex edit the movies. While you could preserve the button presses by hex editing, you wouldn't necessarily know for sure that the emulator is checking the input at the same time as in the original file, so it could easily desync.
i know hex but i've never done any hex editing. Just stuff in comp science classes.
so, exactly how much time needs to be shaved off here? Secondly lets total this all up. thirdly, this is a test run right? I say no need to go back that far is there? just know its possible for the final run and wait for daybreak on the current (if we know it can be done for sure at least)... though I'm sure many would disagree w/ me.
Yeah, pretty sure it's just a test run. As long as the theory is sound that we can make it in the final run; I see no reason to not just wait it out in the test run.
<i>A little rudeness and disrespect can elevate a meaningless interaction to a battle of wills and add drama to an otherwise dull day.</i>
If the jabu trick doesn't save the time, then I'm afraid that you'll have to capture a fish and dump it on the alter, but you can take advantage of this by using the bottle glitch so you can have two fishes, thus saving the time throwing Ruto up and going back down again.
To add to this, the fish can be thrown anywhere on the altar. Even in the corner. If it comes down to this, experiment around to find where the best position is.
Joined: 7/4/2005
Posts: 714
Location: Albuqueruqe, New Mexico
mwl wrote:
AKA wrote:
If the jabu trick doesn't save the time, then I'm afraid that you'll have to capture a fish and dump it on the alter, but you can take advantage of this by using the bottle glitch so you can have two fishes, thus saving the time throwing Ruto up and going back down again.
To add to this, the fish can be thrown anywhere on the altar. Even in the corner. If it comes down to this, experiment around to find where the best position is.
Ummmmmmm what?
Also, since yes, this is a test run, Im going to just wait until daybreak and go from there, then once im done with the child segment, Ill work on it again.
On my new run, I am going to keep everything up until 1/2 way in the Deku Tree. I know I lost some seconds in the Forest with the side stepping but once in the Deku Tree, I cannot gain time (as far as I know), until I jump off the platform (since it is on a timer). Now since there are a lot of the Plants that give me Deku Sticks inside the Deku Tree, would it be wise to kill one somewhere where it would only affect you by like 1/2 a second? You can then use 2 on Barinade or Dodongo. Good Idea or no?
Change my sig. again, and I will murder your pet fish.
bad idea. against barinade use 1 jumpslash (do it early like as soon as the fight starts like when your boomerang is thrown then you can jumpslash and have it miss barinade before it returns) then you can go and to the rest of the fight. Boomerangs and nuts dont reset the lowstabs power (only sword/hammer/stick type weapons do), so you can go and do 1 jumpslash then after that low stab your heart out and don't even lose a stick in the process. That's what I was saying earlier... that in the places where you have time to do it you save time... like against the iron knuckle... you could get a medium distance away from him (2 rolls distance or so) then quickly turn around (away from him) and backflip upsidedown shot him to make him start getting up (while also moving towards him) Now, while he is getting up do a jumpslash w/ stick away from him. By the time he is done getting up you should have a deku stick jumpslash powered low stab w/out wasting time or sticks... and, if it seems like you now have more deku sticks than necessary, you can cut down the # of sticks you grab by 1. Same w/ dodongo... how much time do you have until he is ready to swallow a bomb? enough time to shild drop the bomb and jumpslash w/ deku and pick up the bomb (this can also be done just before you pick up the bomb if there isn't enough time). The key is, we may not even need that many sticks... it is fastest to use 1 stick on ghoma, so we know 2 sticks are in order, but w/ the other fights, there is sufficient time in the beginning of the fights in order to do a jumpslash w/ a deku stick and have it miss.
Secondly in jabu, in the opening room, after firing the shot at the switch mash A and do a roll forwards before the cutscene starts. Also, after that brilliant looking bombchu boost, when you throw ruto onto the switch, when she is in the air, roll forwards. Not sure how many you can squeeze in, maybe 2, if not you can run forwards and before the cutscene roll forwards so you cover distaqnce even during the period where your character's movement input is inactive.
sorry if I didn't do my homework, but is the crouch-stab damage also reset when entering a new room?
if it isn't, you could do the jump-slash way earlier when it's useful instead of hitting air, so I guess it is reset, hm?
I thought this Deku Stick stuff had long since been settled.
Collect three (3) sticks from Deku Babas prior to entering the Tree.
* Use one on Gohma, followed by two crouching stabs.
* Use one on the Armos in Spirit Temple and preserve the attack power until the Iron Knuckle. In the room with the Anubis, use your Deku Stick to cross the gap (instead of your Kokiri Sword) as AKA said, and don't slash your sword at any time in between. So in response to the previous post, yes--attack power is preserved across rooms.
* Do a "missed jumpslash" with your last remaining Deku Stick on Barinade, then preserve the attack power via crouching stabs throughout the remainder of the battle.
* Use the final Deku Stick on King Dodongo and perform a crouching stab in the second attack cycle.
Good?