I assume IBBF was the trick in question, so I tried it (on a completed file, but it shouldn't have affected anything) on this revision and it works. Loading times seem pretty close to what I remember on console, so I hope someone starts working on this
https://www.youtube.com/watch?v=2xqwZrB__D0
I messed around with it on mupen for a bit and I was able to hit 10 exactly every time with frame advance. The problem with this is that it uses what input frame (1/60s) you input on instead of just visual frames (1/20s), so you only have 1/60 of a second to hit it. Oddly I wasn't ever able to get 9.99 or 10.01 like GoronGuy, it went from 9.98->10.00->10.02 every time for me.
Also tried on both 1.0 and 1.1 and it seems no different between each other.
If this run is the same time discounting improved lag emulation, I don't think it should be accepted over the previous because as was said
1. Watch TASes made on unpreferred emulators
2. Check if they easy to copy/sync
3. Sync it everytime there's a new version
4. Congratulations, you successfully made a TAS in a few minutes
It seems rather redundant to put a TAS on the site for the sole reason of it using a newer preferred emulator without saving any game play time over its predecessor.
No matter what is discussed here there's going to be people that are not happy with the definition. Seems easiest to me that the current definition (maybe with maps/compasses because several people in the zelda community have shown interest in this) should be used as it has worked fine and would serve as a comparison to console runs. Sure the current definition console runners use doesn't include a few things but the line has to be drawn somewhere. For example such mundane tasks as opening all chests and going in every room in dungeons to fill out the map could be included, but likely very few people would actually want to see that.
This run, in a nutshell, is loading data from the other file in a roundabout way. If it wasn't for the lighthouse being gone on the completed 47 balloon file, then it would not be there on the new file using the warp glitch.
If it were to start from clean SRAM, went up to 6 balloons to unlock hot top volcano in tracks, then did the warp shown, then the lighthouse would still be there. It seems more like it is taking the event flags as even the over world balloons are not there if collected on the previous file.
Since voting is about entertainment, now I'm voting no as it is no more interesting to me than just loading up the already completed save file and beating the final boss.
Was really hoping for the full game, I am severely disappointed. The first part was entertaining but the out of bounds navigation is boring to watch and I hope you reconsider doing the whole game at some point.
Because AVGN is the only classic game reviewer and completely deserves his own category over anyone else. This will surely bring a positive image to this site without respectable forum posters blindly supporting any decision made for this site secret troll alt accounts being made to dissent.
I also think looking at a user's post count and account creation date without considering their post and replying in a condescending way will surely increase this site's reputation!
Is wrong warping possible on the N64 console itself? I only ask because I see the speedrunning community seems to mostly uses the VC version when making runs.
Yes it's possible. When the warp was first found I personally did it on 1.0 U and 1.2 J to try it out, and a few other people have done it also. The reason you really don't see anyone running it on n64 is because it just cannot compare to VC because of the atrocious castle escape lag on the n64.
Boss fights aren't really where double damage shines. Molgera and Helmaroc King (first phase) both don't take double damage and Kalle Demos can already be one cycled. It would probably save the most time in Hyrule 1 along with a few other places.
But fighting is not even where it saves the most time since it acts as a magic refiller. For trials skip (mentioning this in particular since it saves a ton of time) you'll want either double magic or some way to refill the magic meter so soup seems like the obvious choice.
For a second bottle I'd say the Medli bottle on the first dragon roost visit since it's on the way and needs no rupee planning for buying it from beedle. The windfall bottle could be an option? I'm not sure how long it takes to follow the girl all the way around vs. the one on dragon roost.
One perk to having a second bottle in a forest water route is when you switch out the soup for another item, you can use the expired water and it will become half a bottle of soup. So you just need to drink that one when you need it again and you'll have an empty bottle for forest water again.
I was thinking get it and use it once. I believe it never wears off even from loading zones.
It wears off when you save and quit, and you'll be taking damage to zombie hover at some points.
NTSC-J
Infinite magic
003B811C 00000020
Press d-pad down for instant forest water expiration (bottle 1)
0A3E0D2A 00000004
003B8152 00000059
Press d-pad right for 1/4 heart
0A3E0D2A 00000002
003B810B 00000001
Press d-pad left for 0 hearts
8A3E0D2A 00000001
003B810B 00000000
Press R to levitate/moonjump/whatever
0A3E0D2A 00000020
863D7900 00000204 (change the numbers in this last row to preferred speed)
If you need more I'll see what I can do.
Superswimming can get through the side of the ship pretty easily, so if there's extra time on forest water then this could be an option.
The rest of the list looks good I think, I don't know much about doing things out of order, though.