Post subject: Zelda OOT keeps desyncing
Joined: 7/29/2011
Posts: 61
I'm trying to play that swordless movie just published and I followed all the steps but it always desyncs after player presses start when getting the treasure. It says enabling "copy buffer to RAM" or whatever it is will fix that famous glitch when pressing start but it still doesnt for me. Also, I cant play movie in fullscreen because FPS goes very low, so I play in highest resolution at windowed screen. What am I doing wrong?
Former player
Joined: 5/4/2005
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Location: Onett, Eagleland
First thing I'm gonna ask....you sure you're using the correct rom? Do the checksums match?
I think.....therefore I am not Barry Burton
Joined: 7/29/2011
Posts: 61
How am I supposed to know the checksum of the author's rom? Edit: Mupen64 says the CRC matches in my rom, if thats what you ask?
RachelB
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Player (129)
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Posts: 1579
Have you tried multiple times? Mupen will sometimes desync randomly for no reason.
Joined: 7/29/2011
Posts: 61
What... how do you make a TAS with such an unreliable emulator? How do you verify any part of the movie you made didnt desync? That is retarded. Either way, this never happened to me for any of the movies I made with Mupen. And yes I have tried multiple times. How many times has the guy who captured movie to MKV had to try? :-)
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Santiago wrote:
What... how do you make a TAS with such an unreliable emulator? How do you verify any part of the movie you made didnt desync? That is retarded. Either way, this never happened to me for any of the movies I made with Mupen. And yes I have tried multiple times. How many times has the guy who captured movie to MKV had to try? :-)
It could've been worse. At least you don't need to download a bunch of savestates just for it to sync. :P
Joined: 7/29/2011
Posts: 61
It's not synced anyway. Save states wont help because that pause lag happens regardless of enabling "copy framebuffer" or whatever the option is called. What is going on?
Guga
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Joined: 1/17/2012
Posts: 838
Location: Chile
Eh... Actually, using the option "Copy framebuffer to RDRAM" in Jabo's Direct3D8 1.6 fix the pause lag. I just checked it.
Joined: 7/29/2011
Posts: 61
I just compared differences between that option. Disabling it makes it delay with a white screen for 5 seconds, enabling it makes it delay for 1 second like Project64, neither of these things happen on a real N64, so I was confused. Can anyone help me figure out desync problem or will I have to download that stupid low quality torrent?
Skilled player (1741)
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Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Santiago wrote:
Can anyone help me figure out desync problem or will I have to download that stupid low quality torrent?
Does the movie desync afterwards?
Guga
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Joined: 1/17/2012
Posts: 838
Location: Chile
[11:53] <Mothrayas> That "stupid low quality torrent" is so stupid it's wrong, and so wrong it's stupid. At the same time.
adelikat
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Emulator Coder, Site Developer, Site Owner, Expert player (3573)
Joined: 11/3/2004
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Are you using the correct emulator? That movie was made with a reset recording version of mupen, not the normal rerecording version
It's hard to look this good. My TAS projects
Joined: 7/29/2011
Posts: 61
I am using the emulator the author of the movie provided in the link. jlun2 the movie desyncs after the fellow presses start to bring up item screen for first time.
Joined: 3/17/2010
Posts: 33
Tower Collapse sequence. This one uses normal OoT 64. Basically, sock discovered that falling OoBs during the tower collapse sequence occurs when the difference between the starting height of your fall and your current y become greater than a certain distance (320 units). It turns out that when you are hit mid-air, your fall height is reset to the distance that you were hit at, making it possible to drop down to the next level. http://www.youtube.com/watch?v=W4Z2FRUyjWA
Joined: 5/14/2007
Posts: 525
Location: Pisces-Cetus filament
Awesome! I can't believe people are still discovering new clever tricks for this game after all these years of continuous breakage.
AzumaK wrote: I swear my 1 year old daughter's favorite TASVideo is your R4MI run :3 xxNKxx wrote: ok thanks handsome feos :D Help improving TASVideos!
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mzxrules wrote:
Tower Collapse sequence. This one uses normal OoT 64. Basically, sock discovered that falling OoBs during the tower collapse sequence occurs when the difference between the starting height of your fall and your current y become greater than a certain distance (320 units). It turns out that when you are hit mid-air, your fall height is reset to the distance that you were hit at, making it possible to drop down to the next level. http://www.youtube.com/watch?v=W4Z2FRUyjWA
Does this save time in any% TAS? As far as I know the any%-route won't hit the switch in dekutree with slingshot
Experienced player (603)
Joined: 2/8/2009
Posts: 656
It definitely saves time. I did some rough timing and it should be around 45 seconds for a TAS.
Player (100)
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So I guess the ending of the OOT TAS in the workbench needs its ending updated? How happy those encoders are going to be :P
Mitjitsu
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Its definitely a big enough time saver that it justifies redoing from the escape.
Editor, Experienced player (570)
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I don't think it would take too long to improve the escape part. The current submission could probably be updated with this trick before the encoders get to it, like Vykan12 said.
darkszero
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Joined: 7/12/2009
Posts: 181
Location: São Paulo, Brazil
Don't you need to hit the slingshot ladder? MrGrunz, does that timing include hitting the ladder and everything it requires (the slingshot?, going to the room and watching the cutscenes). If it is still faster, and I hope it is, changing the current tas isn't that simple...
Joined: 12/6/2008
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Mitjitsu wrote:
Its definitely a big enough time saver that it justifies redoing from the escape.
But you would have to redo from inside the Deku Tree.
darkszero wrote:
Don't you need to hit the slingshot ladder? MrGrunz, does that timing include hitting the ladder and everything it requires (the slingshot?, going to the room and watching the cutscenes). If it is still faster, and I hope it is, changing the current tas isn't that simple...
Well it's still a relatively small part of the tas. Just go into slingshot room, shoot the ladder down, do the rest of the deku tree and the escape. Everythign else stays the same.
Banned User
Joined: 5/11/2004
Posts: 1049
Awesome, I thought those rocks could be used in some to help getting down. There were videos a long time ago of using bombs to get down in a similar fashion. So if it has to be redone starting from deku tree, why not also do the swordless method. Time it out if you need to, but it certainly should save a notable amount of time compared to getting sword.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
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So if it has to be redone starting from deku tree, why not also do the same method. Time it out if you need to, but it certainly should save a notable amount of time compared to skipping the sword.
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Pheenoh wrote:
So if it has to be redone starting from deku tree, why not also do the same method. Time it out if you need to, but it certainly should save a notable amount of time compared to skipping the sword.
I wrote out the approximate math a few posts, it's really not that complicated to get nearest 1s approximations from current videos. Verdict was swordless seemed faster by notable amount. No one found any flaws or significant time un-accounted for. Mr. Grunz seemed to agree it was likely faster as well.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."