evilas
They/Them
Joined: 7/31/2009
Posts: 68
Bloob. Video. Link. Now.
Over a decade on this site, holy shit
Patashu
He/Him
Joined: 10/2/2005
Posts: 4045
Link to video My body is ready
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Player (156)
Joined: 4/7/2008
Posts: 217
I was too late ;_; Anyway, it should save 15-30 seconds and a ton of rock manip frustration in the upcoming TAS.
Joined: 10/20/2006
Posts: 1248
:) I like these recent developments.
Joined: 3/15/2012
Posts: 70
Location: Canada
Grunz you're half-wrong, uh, in theory it would go to Lake Hylia if it didn't immediately crash. If Fire Temple played the same cutscenes that Deku and DC do, it would actually warp to the credits.
evilas
They/Them
Joined: 7/31/2009
Posts: 68
MTA, why must you be so awesome? Link to video
Over a decade on this site, holy shit
Active player (335)
Joined: 1/19/2010
Posts: 383
Location: Texas
evilas wrote:
MTA, why must you be so awesome? http://www.youtube.com/watch?v=TigI3N3KLsI
This is beautiful.
Joined: 3/17/2009
Posts: 496
it's nice to see so much progress here recently :D makes me happy
Joined: 8/3/2008
Posts: 254
Can anyone help me with the shooting gallery?
Guernsey Adams Pierre
Joined: 12/18/2012
Posts: 22
Location: Australia
Hey guys, does anyone know how to manipulate rupee drops from bushes or drops in general? Do I need to mess around with MHS in order to get the drops I want?
Joined: 2/19/2010
Posts: 37
shredwot wrote:
Hey guys, does anyone know how to manipulate rupee drops from bushes or drops in general? Do I need to mess around with MHS in order to get the drops I want?
AFAIK, diffrent frames and attack animations change the drops from bushes. I'm not sure about drops in general. I guess MHS would be a good tool if you know all variables involved and know how to manipulate them. I might be wrong, but I think MHS is better for confirming max speed/acceleration and optimizing movement directions in OoT.
Mitjitsu
He/Him
Banned User
Joined: 4/24/2006
Posts: 2997
I have no idea how you would figure out rupee drops using MHS. Obviously the frame the bush is cut is only one of the determining factors. Don't forget there is also randomness in where the rupees spawn, and what direction they fly off in. From experience the frame; the attack animation; the camera angle; the angle of the slash, and the RNG are all determining factors.
MarbleousDave
He/Him
Player (13)
Joined: 9/12/2009
Posts: 1560
There is a hack called Voyager of Time, which has remixed areas (as in changing enemy types and object arrangements) not limited to just dungeons. The terrain has not been edited so it will work on any emulator. TASing OOT hacks (and Master Quest) should do MST runs if possible.
Former player
Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
PikachuMan wrote:
There is a hack called Voyager of Time, which has remixed areas (as in changing enemy types and object arrangements) not limited to just dungeons. The terrain has not been edited so it will work on any emulator. TASing OOT hacks (and Master Quest) should do MST runs if possible.
It's also important to note that it has been modified to require all of the medallions. Also, a quick question for the OoT-Experts here: How would a "no memory corruption" run currently look like? Would it be the same as "no RBA no WW"? Either way, I would say this category is publishable as an any&, while the current any% could be recategorized as "glitched".
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4045
Technically WW does no corrupting of memory, it's a very standard 'make two things happen at once and their side effects are jumbled' glitch.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Former player
Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
Patashu wrote:
Technically WW does no corrupting of memory, it's a very standard 'make two things happen at once and their side effects are jumbled' glitch.
Well, that makes it more difficult to create a less glitched any% that isn't arbitrary. Also, let's not forget there's still MST (although I do believe the next version of this TAS will probably be an "all dungeons")
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4045
I like 'All Dungeons' because it's very easy to define as a category: -'use up' every blue warp -Now go beat the game That's it. It also has a very interesting route and less downtime compared to MST (no light arrow cutscene, no zelda's lullaby cutscene are the big ones), including a wrong warp using the odd mushroom timer and the '1080' wrong warp from fire temple to tower collapse (on top of that, I think a TAS would do fire temple goron tunicless) Of course, it will have to wait for Bizhawk to integrate a good N64 core, and even then 100% is more likely to get worked on first.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Former player
Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
Patashu wrote:
Of course, it will have to wait for Bizhawk to integrate a good N64 core, and even then 100% is more likely to get worked on first.
I agree that 100% should have priority once we have a better emulator. But as I know, the core isn't going to be any better, it's still the horribly unprecise Mupen. It's just the functionality and compatibility that can be improved.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
MarbleousDave
He/Him
Player (13)
Joined: 9/12/2009
Posts: 1560
OoT MQ Debug can skip cutscenes using start, but at parts where to control Link, use right on the d-pad.
Joined: 12/6/2008
Posts: 1193
andypanther wrote:
Patashu wrote:
Technically WW does no corrupting of memory, it's a very standard 'make two things happen at once and their side effects are jumbled' glitch.
Well, that makes it more difficult to create a less glitched any% that isn't arbitrary.
Well then how about we don't?! OoT has a quadrillion categories already, we don't need to add a completely stupid one.
Patashu wrote:
I like 'All Dungeons' [..] Of course, it will have to wait for Bizhawk to integrate a good N64 core, and even then 100% is more likely to get worked on first.
Why would that require Bizhawk? There is a very good MST TAS on this site already, that was done in mupen. Mupen might be a pain in the ass a lot of the time, but it is pretty acceptable with OoT. All dungeons would be doable if anybody actually wanted to do it.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4045
The definition of 'any% no WW' and 'any% no WW no RBA' actually got an upset recently with the new castle collapse skip that has you void out and hit a loading zone on the same frame. Technically it's NOT the same glitch as the reason why the category was made - but it's very similar in trigger and visual effect, so I think it got banned from both categories.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Joined: 8/3/2008
Posts: 254
One thing I got ask is how do you guys beat all those annoying minigames? Is there like a TAS that will allow you to beat the minigames?
Guernsey Adams Pierre
Patashu
He/Him
Joined: 10/2/2005
Posts: 4045
Guernsey wrote:
One thing I got ask is how do you guys beat all those annoying minigames? Is there like a TAS that will allow you to beat the minigames?
What, do you mean in real time or in a TAS? There's a setup for every minigame in the game (you need to do them all for 100%, for example - zfg and sva both have very strong 100% times if you want to watch their runs), and I think the only luck minigame you can't avoid is dampe heart piece (10% chance of getting it first try)(
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Joined: 8/3/2008
Posts: 254
Patashu wrote:
Guernsey wrote:
One thing I got ask is how do you guys beat all those annoying minigames? Is there like a TAS that will allow you to beat the minigames?
What, do you mean in real time or in a TAS? There's a setup for every minigame in the game (you need to do them all for 100%, for example - zfg and sva both have very strong 100% times if you want to watch their runs), and I think the only luck minigame you can't avoid is dampe heart piece (10% chance of getting it first try)(
I should watch those runs but those minigames especially the Bombchu challenge and shooting Gallery are annoying, do simply need the know the pattern or just slow the game down enough to memorize the pattern?
Guernsey Adams Pierre
Patashu
He/Him
Joined: 10/2/2005
Posts: 4045
I think for Bombchu Bowling you want this (from sva) Link to video
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu