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Author Topic: SS: Trick Research & Discovery  (Read 444376 times)
Kazooie
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« Reply #30 on: November 18, 2011, 04:13:59 PM »

I don't know answer to that one, sorry. I had my key completed before I tried this and yes this would skip that *getting equipment back* sequence.
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CloudMax
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« Reply #31 on: November 18, 2011, 08:32:14 PM »

I did some testing around ToT and came to these conclusions:
The cracks and stuff in the wall that has fallen apart is NOT fake.
I used moonjump and you can stand in the cracks and all that stuff.
If you enter the mine from the back entrance, and then exit, the bridge CS will start, and the game acts as if you've completed the temple.
You'll get the Harp and all that, allowing you to skip the temple.

Sooo... If someone manages to get over the wall, we will be able to skip the entire dungeon.
We still need the gust jar (or w/e it is called in SS) later on though, don't we? That would mean that we still have to enter the dungeon the normal way... But, this would allow us to skip almost the entire temple.

I'll do some testing and see if I can get over it.

A twich.tv highlight of my theory: http://www.twitch.tv/cloudmax94/b/300336358
It displays the result of successfully pulling it off, and my theory of how it could be done.
« Last Edit: November 18, 2011, 09:04:56 PM by CloudMax » Logged

Kazooie
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Kazooiebombchu
« Reply #32 on: November 18, 2011, 10:33:59 PM »

Cloudmax if you did read my first posts in this topic I also pointed same thing back then. It's funny how game continues from there onward normally and you can receive harp. But that boulder pile thing what you tried is new to me. I also need to test this. It seems to be so close Smiley
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My stream and youtube channel. Be sure to check them out and leave comments. Have fun!!!
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http://www.youtube.com/profile_videos?user=Kazooie
Currently working on: DKC3 105% segmented speedrun and racing games
Burning Death
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« Reply #33 on: November 19, 2011, 05:20:22 AM »

Not a bug or glitch at all but I was surprised to find out that the potion medal prolongs the stamina, air and guardian potions by 6 minutes, even as an upgraded potion+ (9 minutes infinite running, spinning, invulnerability)!
The bad thing, you have to progress in the game quite a bit to get the potion medal or certain potions...

Anyway, if someone could find a way to duplicate those potions, they would maybe come quite handy in a speedrun. The active potion even stays after save & quit, but the (invisible) time counter unfortunately won't reset.
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CloudMax
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« Reply #34 on: November 19, 2011, 09:03:39 AM »

Not a bug or glitch at all but I was surprised to find out that the potion medal prolongs the stamina, air and guardian potions by 6 minutes, even as an upgraded potion+ (9 minutes infinite running, spinning, invulnerability)!
The bad thing, you have to progress in the game quite a bit to get the potion medal or certain potions...

Anyway, if someone could find a way to duplicate those potions, they would maybe come quite handy in a speedrun. The active potion even stays after save & quit, but the (invisible) time counter unfortunately won't reset.

We was thinking about using stamina potion to break the lanayru desert. But nintendo obviously thought of that, and makes it so that you unlock the potion after the desert.
So we can not really use potions to break anything.

I can't remember if this was the case, but doesn't a specific cube give you a potion medal? If it does, we could easily get that specific cube during a run to gain double effect from stamina potions. It may make up for the time it took to get the medal in the long run. I'm not sure though.
And in Hero Mode you're able to start with 99 of every bug available in the game, allowing us that upgrade potions in a run without having to farm anything at all. Also a great bonus.

____________________

I've focused on trying to find some kind of break inside of Lanayru mining Facility today. Since most people focus on finding breaks outside of dungeons, I figured, why not inside?
So, the only break theory I've come up with so far is that in the big main room you have the stairs to your right, which is where you go down after getting the Gust Bellows. So, if we somehow can get up there BEFORE getting the Gust Bellows, we would get right to them the first thing we do in the dungeon, and we would save 1 key. Just getting directly to the gust bellows saves a decent amount of time, and having a spare key may save even more. (I'm not sure where other keys are being used in the dungeon, so I do not know how much time it could save).
The theory for getting up is by combining something like wallrunning (from the ledge) + damageboost. The height is about right. And maybe it would be possible to make use of the two barrels. Sure, you're not supposed to be able to stand on them, but if we somehow manage to start a wallrun from ontop of a barrel, we would gain enough height to get up to the door. (note that you can place the barrels in two different ways. It is laying down on the side if you throw it)
None of this may be possible though.

If only we could run up on barrels. =/

If we can run up on barrels and perform a wallrun from ontop of them, we would also be able to get past the "checkpoint gate" to the left in the main room, since you can grab the ledges on the doorframe. We could also get past the door in front of you in the same room, skipping almost the entire dungeon.
(the fences next to the doors have the same height as the doorframe, there are invisible walls)

I do not believe it will be possible to run on the barrels though.

___________________________

They've not removed loading zones in boss battle. If you can clip past the doors located in the different battle rooms, you're able to exit the boss battle. And if you then enter the boss room again the boss music starts, as if you haven't defeated the boss. The boss wont spawn though. The boss door to this boss room will also be disabled. (Like the boss door inside the skyview temple. it will be unlocked and all, but you can't interact with it).
So boss battles just make the game lock the boss battle doors, the exists, & make the game think that you've not defeated the boss. And ofc it does other things like disabling items. Note that they actually get disabled, not removed. Because when you exit the room, the moblin heads appear over the items, your pouch will start to function properly again though

Ohh, that's another thing that came into my mind. If we in some impossible ridiculous way unlock boss battle before the losing item sequence of the game, and go into boss battle, it should re-enable all disabled items. :p
« Last Edit: November 19, 2011, 01:01:37 PM by CloudMax » Logged

ZFG
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« Reply #35 on: November 20, 2011, 03:00:40 AM »

I think I found a sequence break in Sand Ship, but I'm not sure if its useful.  1:11:05 in this video http://www.twitch.tv/zfg1/b/300432187.  You jump off the boat with a bomb and get damage boosted left to the platform (there's an invisible wall if you just jump straight at it).  I can't remember sand ship very well but I do remember that the windows to the 2nd power generator room are closed so it might not be useful.

Edit: nvm, this is useless.  First of all, its not even possible in the present because when you fall that far it thinks you fell in a void and respawns you.  And if you do it in the past the windows are still there, and by the time you open the windows the trick is useless.
« Last Edit: November 20, 2011, 04:04:22 AM by ZFG » Logged

Quote
I for one think that there are no glitches in OoT. It's just gameshark codes.

RBA stands for Rare Bird Adventure. We call it that because we need to get the blue cucco in order to use it.
CloudMax
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« Reply #36 on: November 20, 2011, 11:28:24 AM »

Yesterday, Kazooie and I found out that if you go to a place in the game where two different areas share the same map (they are both on the same map, but there is loading zones between them), the owl are are loaded in the unloaded area.
For example, the Lanayru Desert main Area & Temple of Time both share the same map.
If you are in the main area and somehow get OoB, it is possible to get to the owl statues in the unloaded Temple of Time area (because the collision is still partially there).
By doing this some strange effects occur.

If you choose to go to the sky from either of the statues in the ToT zone while it is unloaded, it will wrongwarp you into the building to the far east in Lanayru Desert. Any other statues will crash the game if you try to get into the sky from a unloaded area, which is odd.
If you save & exit the game from a statue in a unloaded area & start up the game again, you will spawn in the area while it is unloaded, exactly like it was when you saved.
This will however unlock the real owl statues that takes you to the legit area, so if you get into the sky from a legit statue, you will be able to go to the surface on this newly unlocked owl statue (that was unlocked in the unloaded version of the area).

It is quite hard to explain it properly, so here is a highlight of it from twitch.tv:
http://www.twitch.tv/cloudmax94/b/300481272

There is a few maps in the game that have multiple areas.
Lanayru Desert (The game crashes when you try to got to the sky from OoB statues in the Desert area. You get wrongwarped into the eastern building of the Desert area if you try to go to the sky from OoB statues in the Temple of Time area)
Sealed Grounds (The statues disappear when you enter the unloaded area, so you can not interact with OoB owl statues here)
Lake Floria (The game crashes when trying to go to the sky from OoB statues)

I can't remember if I forgot any...
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Kazooie
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Kazooiebombchu
« Reply #37 on: November 20, 2011, 08:47:20 PM »

New trick from me and my friend akheon.
Vine clip with Clawshots:
http://www.youtube.com/watch?v=FamS5RilVXs

I hope this have some uses in future Smiley
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My stream and youtube channel. Be sure to check them out and leave comments. Have fun!!!
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Currently working on: DKC3 105% segmented speedrun and racing games
TomNook120
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« Reply #38 on: November 21, 2011, 02:28:10 AM »

Small possible any% trick
when first coming to the surface there's an area blocked by a fence. The corner of the fence and wall is pretty wide open, a js is so close, it may just be me with a wrong angle but I think you would need a bomb to blow after you js and you slip down the wall
I'm not interested in doing an any% really but if someone who would like to test it go ahead Smiley and this game is awesome
Edit: I'm thinking there may be an inviswall there, I haven't played with it in a bit though
« Last Edit: November 21, 2011, 02:35:59 AM by TomNook120 » Logged
aleckermit
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« Reply #39 on: November 21, 2011, 03:22:20 AM »

http://www.youtube.com/watch?v=aTLRQ7yK8Uk

Timesaver for the last slope in Earth Temple. Skips taking that crawlspace detour on the right that eventually leads to a balcony where you needed to throw a bomb at a destructible wall (served as a half-way point to restore stamina and dodge rocks).
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Kazooie
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Oot 3DS!!!!

Kazooiebombchu
« Reply #40 on: November 21, 2011, 01:22:49 PM »

I've found this a while ago:
http://www.youtube.com/watch?v=glZzW-X9T7I
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My stream and youtube channel. Be sure to check them out and leave comments. Have fun!!!
http://www.twitch.tv/kazooiebombchu
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Currently working on: DKC3 105% segmented speedrun and racing games
EverAlert
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« Reply #41 on: November 21, 2011, 02:02:41 PM »

Nice, any idea if that will work on the vines outside the Fire Sanctuary?
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CloudMax
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« Reply #42 on: November 21, 2011, 02:51:54 PM »

Nice, any idea if that will work on the vines outside the Fire Sanctuary?

It works on all vines we've found. (except for ones that is to high above the ground)
I'm confused about which vines you're referring to though, since there isn't any vines you can stand next to at that area. Or do I just remember it wrong?

___________________________

I messed around with the clawshot vineclip and after a lot of testing I found out that it was all about the height & angle.
No movement required at all for the hands nor the legs.

Here is a video I made of me performing the vineclip over and over, repeatedly.

http://www.youtube.com/watch?v=DskpWmQ-ajk

It can be used as a baseline for those who wants to learn the angle & height you use to perform the clip.

It is the height that is the most important part, the angle itself is NOT precise at all. I could shoot anywhere on the vine as long as it was on the same height!

« Last Edit: November 22, 2011, 09:23:44 AM by CloudMax » Logged

EverAlert
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« Reply #43 on: November 21, 2011, 04:48:14 PM »

Nevermind there are no vines where I thought, turns out it was me who was remembering wrong haha. :/

Thanks for the video though, made it very easy to learn.
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Kazooie
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Oot 3DS!!!!

Kazooiebombchu
« Reply #44 on: November 21, 2011, 07:53:59 PM »

Funny unplayable area in pirate stronghold:
http://www.youtube.com/watch?v=glZzW-X9T7I
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My stream and youtube channel. Be sure to check them out and leave comments. Have fun!!!
http://www.twitch.tv/kazooiebombchu
http://www.youtube.com/profile_videos?user=Kazooie
Currently working on: DKC3 105% segmented speedrun and racing games
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