Joined: 3/29/2006
Posts: 273
Location: Sweden
It must really suck for GunaoBowl when a trick like the web skip is discovered and he has already done the deku tree and child spirit. :(
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
http://www.youtube.com/watch?v=6wMEPO2lduY&NR does this have any usefullness?
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Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
YautjaElder wrote:
It must really suck for GunaoBowl when a trick like the web skip is discovered and he has already done the deku tree and child spirit. :(
What web skip?
comicalflop wrote:
http://www.youtube.com/watch?v=6wMEPO2lduY&NR does this have any usefullness?
No.
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
Mitjitsu
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Banned User
Joined: 4/24/2006
Posts: 2997
comicalflop wrote:
http://www.youtube.com/watch?v=6wMEPO2lduY&NR does this have any usefullness?
Sadly no. The web skip has yet to be proven yet, I have my doubts if this is true. I ran the game earlier from the begining and it desynced after Link meets the owl for the first time. I hope this is not because of a specific rom being used note: I'm not refering to rom version numbers.
Joined: 7/26/2006
Posts: 1215
I can run the game from the beginning but I have 0 problems until dodongo. and like I used the same plugins as angerfist, and same deal. when I use jabo, I can get past the downward ramp, but no matter what he doesn't get on top of the armos platform.
Former player
Joined: 7/4/2005
Posts: 714
Location: Albuqueruqe, New Mexico
I guess I can run it back and see if I have a problem
Change my sig. again, and I will murder your pet fish.
Joined: 10/24/2005
Posts: 1080
Location: San Jose
bkDJ wrote:
I can run the game from the beginning but I have 0 problems until dodongo. and like I used the same plugins as angerfist, and same deal. when I use jabo, I can get past the downward ramp, but no matter what he doesn't get on top of the armos platform.
I just got the exact same results. I tried using the normal plugin (D64), on my friends computer. It played fine until the downward ramp... And of course, playing from the save-state with Jabo's gets me up to the armos, like I mentioned before. Desync problems :(. I thought we'd seen the last of them.
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Random question: when Link swims on land, is he still bound to the ground/gravity? Can he cross gaps or climb up walls or anything?
hi nitrodon streamline: cyn-chine
Joined: 4/16/2006
Posts: 46
from what the video had, and the instant no's from people, I'm assuming not.
Joined: 12/12/2004
Posts: 158
I tried using the plugins that AngerFist said he used, and I also used the ones that were mentioned in the movie file (there's a difference in the input plugin), but in both cases the game desyncs at the owl conversation when starting from the beginning. And I've only tried the later parts with the plugins that are mentioned in the movie file, but it desyncs at the start of the cavern when using the old savestate that started from the middle of the Spirit temple, but it works properly when starting from Link's house with the new savestate. I have a bad feeling about this. . . . =(
Joined: 6/9/2006
Posts: 614
Location: Mettmann
oh man why is that rom so f*cked up with desynchs? or is it a plugin or the mupen?
Mitjitsu
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Joined: 4/24/2006
Posts: 2997
Here's a .wmv file of DC. I speeded it up to keep the file size low although it should be possible to slow it down to normal speed, the only way I can view this is by using Guano's previously provided savestate. If anyone is desperate enough to see it here it is. http://www.yousendit.com/transfer.php?action=download&ufid=7FC9763625442537 I didn't give a top notch one because the dungeon itself needs to be patched up a bit.
Joined: 9/15/2006
Posts: 36
Location: Winnipeg, Manitoba, Canada
AKA wrote:
Here's a .wmv file of DC. I speeded it up to keep the file size low although it should be possible to slow it down to normal speed, the only way I can view this is by using Guano's previously provided savestate. If anyone is desperate enough to see it here it is. http://www.yousendit.com/transfer.php?action=download&ufid=7FC9763625442537 I didn't give a top notch one because the dungeon itself needs to be patched up a bit.
Thank you!
Joined: 7/26/2006
Posts: 1215
explain to me how speeding it up keeps the filesize low? :P
Experienced player (614)
Joined: 4/24/2005
Posts: 612
I just thought for a second if this game process at 20 frames per second couldn't you decimate frames by 2 and still get the same resulting video or has everyone already done this? I mean look at it in frame advance, every 3 frames equals 1 frame of input and I don't see a difference between thoses 3 frames visually either.
Joined: 9/15/2006
Posts: 36
Location: Winnipeg, Manitoba, Canada
Here's a nice little time saver: http://www.youtube.com/watch?v=Rrp9rUELjCU
Joined: 7/26/2006
Posts: 1215
VANDAL wrote:
I just thought for a second if this game process at 20 frames per second couldn't you decimate frames by 2 and still get the same resulting video or has everyone already done this? I mean look at it in frame advance, every 3 frames equals 1 frame of input and I don't see a difference between thoses 3 frames visually either.
the duplicate frames take up little to no space. a few bytes maybe, and when encoded using mencoder, 0 bytes. normally it shouldn't be hard decimated or else the 60fps fade effects and 30fps pause screen would look bad
Former player
Joined: 7/4/2005
Posts: 714
Location: Albuqueruqe, New Mexico
Am I suppose to go to Hyrule Caslte or GFF after Dodongo?
Change my sig. again, and I will murder your pet fish.
Joined: 2/9/2006
Posts: 124
It didn't desync for me..should I encode it? It wouldn't be .mkv like bkDJ's other files, but still.
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
AKA wrote:
Here's a .wmv file of DC.
Am I the only one that sees the screen display Link's room when Guano pauses? It's at 1:37, just after getting the bombs.
hi nitrodon streamline: cyn-chine
Mitjitsu
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Banned User
Joined: 4/24/2006
Posts: 2997
GuanoBowl wrote:
Am I suppose to go to Hyrule Caslte or GFF after Dodongo?
You still need to redo Dondongo's and try out some of the stuff I suggested eariler. You can't goto GFF because you need the lullaby and there is only about 1:20 worth of daylight., but there is a glimmer of hope that a superslides could make all the difference but it'll be a mighty tight. I still wonder if cucco collecting in Kakariko is worth doing for the bottle since a bottle has to be collected at some point.
Joined: 12/12/2004
Posts: 158
Zurreco wrote:
Am I the only one that sees the screen display Link's room when Guano pauses? It's at 1:37, just after getting the bombs.
With the plugin the background of the inventory is the last CG environment that was used. So for most of the WIP before this the shop was shown whenever there was a pause. It's another glitch that makes the game not work like it does on the console (along with the pause screen taking so long to load, though I'm not sure if they're related. I'm guessing they are, but I'm not sure.)
mwl
Joined: 3/22/2006
Posts: 636
Yeah, I hate this plugin. Should have used the old one...then I'd be able to follow along with the progress, too.
Mitjitsu
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Banned User
Joined: 4/24/2006
Posts: 2997
I had a further look into getting into HC from DC and there is 1:22 left, which I mentioned earlier. Last time 46 seconds was spent outside HC minus the owl conversation which doesn't impact on time, which leaves 36 seconds to navigate through Dm and HF. Kakariko is negligible because time doesn't pass there. Use a superslide to get out of DM from outside DC when the cutscene ends, and for entertainment sake try to do a forward superslide with Link facing the camera. It might make a good screen shot for when the run is published, superslide should be easy in HF, but the question is can DM+HF be done in less than 36 secs.
Joined: 9/5/2006
Posts: 61
Wait, I'm confused. Is the gate to Death Mountain is open after you defeat King Dodongo, or are you just going to bomb-hover over it? I don't think you could do the owl + Hyrule Field in 36 seconds...