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=> Ocarina of Time => Topic started by: RingRush on June 26, 2010, 06:29:34 PM



Title: 100% Segmented Team Run
Post by: RingRush on June 26, 2010, 06:29:34 PM
Most recent update:
New route completed! Segments going quickly, so get some work in!

Discussion topic for the current segment (http://forums.zeldaspeedruns.com/index.php?topic=457.0)
Route: HERE (http://zeldaspeedruns.com/oot/routes/100-segmented) (Last updated 1/16/2012)


Original post:
Whereas a 100% segmented speedrun of OoT is notoriously long, difficult, and time consuming;
Noting that all OoT runners have specific sections of the game they are good at and bad at;
Further noting that SDA does allow you to use multiple files for a segmented run provided that everything is consistant between segments;

I hereby propose we at ZSR do a 100% segmented run, together. This means that anyone with a DVD recorder could work on the next segment, assuming they create a file completely consistant with the last. The final submission to ZSR/SDA would be a compilation of multiple runners' work.

Consistancy is not difficult to manage - just make sure seeds/nuts/magic/etc line up properly. The one major difficulty is time of day: it is very hard if not impossible to have two runs match that up perfectly. Thus, whoever runs the overworld sections will have to run all overworld sections, until the next time-resetting event (such as becoming adult, watching a special cutscene, or learning a song). However, anybody could contribute to non-time flowing areas, such as dungeons, sub-dungeons, Kokiri Forest, Kakriko Village, Gerudo Fortress, and more.

Before starting, we obviously need a route. To make a route for such a complicated division, I suggest we have a team of people working on it (instead of just me, no way will I catch everything and I'm rubbish HPs, etc). If brianmp could help that would be great, but I fear he might be long gone. Based on the route, we also have decide whether we want to run N64 1.0 or GC, as both have pros and cons associated with them.

It is feasible to do segments out of order, but I would high recommend against it. Who knows what small timesavers may be found as we go along, and those could mess with things like bomb counts or c-items.

Would anyone actually be interested in this? I'm going to double-check with SDA right now to make sure this okay.

Completed segments:

Segment 1 (http://www.youtube.com/watch?v=Gszayz4se6E)
Segment 2 (http://www.youtube.com/watch?v=c23ITR14fzc)
Segment 3 (http://www.youtube.com/watch?v=aS3Lohu2glA)
Segment 4 (http://www.youtube.com/watch?v=jADUCqoFEcI)
Segment 5 (http://www.youtube.com/watch?v=f5K1mdfXRpk)
Segment 6 (http://www.youtube.com/watch?v=Q28NTGtyJFg)
Segment 7 (http://www.youtube.com/watch?v=X20FFHa9gvk)
Segment 8 (http://www.youtube.com/watch?v=C2jCL_nWx00)
Segment 9 (http://www.youtube.com/watch?v=rRCnQhrhmss)
Segment 10 (http://www.youtube.com/watch?v=gmNRXOc62hc)
Segment 11 (http://www.youtube.com/watch?v=tuCnoR1DFvU)
Segment 12 (http://www.youtube.com/watch?v=YxuCHX-PO7s)
Segment 13 (http://www.youtube.com/watch?v=qMeHQEq-en0)
segment 14 (http://www.youtube.com/watch?v=PV__WJzvF5k)
Segment 15 (http://www.youtube.com/watch?v=xOyaerfO0CQ)
Segment 16 (http://www.youtube.com/watch?v=fuCaE_t25cs)
Segment 17 (http://www.youtube.com/watch?v=ODs2wpCAo4o)
Segment 18 (http://www.youtube.com/watch?v=88_7MO5XDGc)
Segment 19 (http://www.youtube.com/watch?v=2_Q_KIBwdZw)
Segment 20 (http://youtu.be/jwvHqjR5X8E)
Segment 21 (http://youtu.be/Ap5EybsKTqU)
Segment 22 (http://youtu.be/GwzbsMUzmjM)
Segment 23 (http://youtu.be/ooFOrB-oYiw)
Segemnt 24 (http://youtu.be/Y_delWzs-Xs)
Segment 25 (http://youtu.be/BSu0WMVLIl8)
Segment 26 (http://www.youtube.com/watch?v=OF9gOXgUHdc)

Segment 27 save (http://zeldaspeedruns.com/files/100saves/seg27.bin)


Title: Re: 100% Segmented Team Run
Post by: UchihaSasuke on June 26, 2010, 06:42:36 PM
if it was on VC, it would be way easier since the runner could just upload the save for the next one to download it and not worry about anything matching up.

i guess you could add this as a VC advantage.


Title: Re: 100% Segmented Team Run
Post by: Runnerguy2489 on June 26, 2010, 06:45:25 PM
Epic idea; I'm definitely interested.


Title: Re: 100% Segmented Team Run
Post by: RingRush on June 26, 2010, 06:47:10 PM
Version advantages:

N64:
1.0 is theorized to be the only one that can get Zora Tunic without unfreezing KZ (excluding shop)
All other segments could be run by 1.0, 1.1, or 1.2 since no differences are present
Probably owned by the most people

GC:
Some prefer the controls *coughZFG* (though this is also true for N64)
Void hovering (not sure if this would be used anywhere yet)

VC:
Could easily send files, so anyone could run any segment assuming they had an SD card
HOWEVER lacks above glitches that N64/GC get access too, and not owned by as many people


Title: Re: 100% Segmented Team Run
Post by: SD2 on June 26, 2010, 06:52:48 PM
I'm interested, but I don't know how much I'd be able to help.

Also, is this even SDA legal?


Title: Re: 100% Segmented Team Run
Post by: RingRush on June 26, 2010, 06:54:12 PM
I'm fairly sure it is ZSR legal, and it is likely SDA legal. Something similar has been done before, but with enough differences in process to warrant double checking.


Title: Re: 100% Segmented Team Run
Post by: ZFG on June 26, 2010, 06:57:07 PM
Really cool idea, I have all versions so I'd be able to help no matter what version is chosen (though obviously I'd prefer GC :P)


Title: Re: 100% Segmented Team Run
Post by: Elminster on June 26, 2010, 07:10:53 PM
This sounds interesting, even somebody like me would be able to help if I specialized in something. Problem for me is that I only have 1.1 and VC.


Title: Re: 100% Segmented Team Run
Post by: bluephantom340 on June 26, 2010, 07:14:17 PM
I'm interested. I have all versions, except for N64 1.0, 1.2, and jpn.


Title: Re: 100% Segmented Team Run
Post by: RingRush on June 27, 2010, 09:11:40 PM
PRELIMINARY ROUTE

By ZFG, Pokey, Runnerguy, RingRush

Segment 1:
Intro
Save

Segment 2:
Sword
Save

Segment 3:
WESS escape
Fairy Ocarina
Owl
WESS to kakriko
4 cuccos
Cucco dive to well
Save

Segment 4:
Stick from pot
Key
Open Actor Glitch door (no glitch)
Deku Shield
Like Like room for Hylian Shield + GS [1GS]
Actor glitch
Dead hand
LoT + 99R chest [99 R]
Clip for Chus
Save

Segment 5:
Finish cuccos for bottle
Bugs
To market
Crate GS in market [2GS]
Egg
GS in tree near castle [3GS]
Wake Talon
Avoid cheating guards
ZL w/ CS skip [9 C]
Save

Segment 6:
Lost Woods warp
Goron city warp [8 C]
Up to top
HP above DC [3.25 H]
Blow up DC and put bugs in hole [7 C] [4GS]
Enter and save

Segment 7:
Blow open wall [6 C]
GJ to switch [5 C]
Chu down staircase [4 C]
Chu megaflip to bomb bag [3 C]
Press switch to raise platform to upper level
Light eyes with bombs
GS in far room [5GS]
OI trick to open door without pushing block
KD [4.25 H]
Down to Kakriko
Show letter to guard
Up to DC again, getting GS on the way [6GS]
Re-enter DC and save

Segment 8:
Up to magic
2 GS from crater [8GS]
HP from climbable wall [4.5 H]
Double magic
To Goron City
Bombs in urn [4.75 H]
Bomb bag upgrade
GS in rock maze [9GS]
LW warp
30 Nut updgrade [59R]
Saria's Song
Save

Segment 9:
Know-it-all brothers GS [10GS]
Escape again
SS toward hylia
HP in grotto in fence square [5 H] [49R]
GS from dirt [11GS]
Scarecrow's Song
Fish for GS / HP [29R] [5.25 H]
Ruto's Bottle
Enter Domain
Torches for HP [5.5 H]
Megasidehop past KZ
Superswim to fountain
FW and tree GS [12GS]
Enter jabu w/ jslash
Save

Segment 10:
FW in second room
Ruto
GS by rising water [13GS]
Boomerang
Back to basement
2 GS [15GS]
FW back up
Recast FW
Megaflip to switch, proceed to OI
GS in room before boss
Barinade [16GS] [6.5 H]
Save

Segment 11:
GS in soil on the way to deku [17GS]
Bottle dupe over Ruto's Letter when recatching bugs
Into Deku
Save

Segment 12:
Vine text skip
Slingshot
To the top
GS from compass room [18GS]
Jump down and break web
Kill GS on way down, then boomerang it [19GS]
Boomerang GS on grating [20GS]
GJ to upper ledge
Back through tree to GS behind wall [21GS]
Save

Segment 13:
Megasidehop
Burn web
Kill Gohma [7.5 H]
Save

Segment 14:
SS to market
Ocarina of Time/Song of Time
40R from chains [69R]
Slingshot game for 40 seed bag [49R]
Keaton Mask
To Kakriko
Show guard Keaton Mask [64R]
Cucco dive to well
Save

Segment 15:
Key on left
Key in grave room
GS in Deku Baba room [22GS]
GS in keese room [23GS]
Save

Segment 16:
Exit well
SS to market
40R from chains [99R]
Chu bowl for 40 bag [69R] (can get HP instead depending on bomb count)
Get Skull Mask [59R]
Save

Segment 17:
To lost woods
50 bag and HP from skull kid [7.75 H] [65R]
Forest stage stick upgrade
Back to start of Lost Woods
Skull kid HP, show mask [8 H] [75R]
GS from other dirt patch [24GS]
Scrubby final stick upgrade [35R]
Save

Segment 18:
SS to market
Enter market at day
Get Spooky Mask [15R]
To Kakriko (get GS in tree on the way) (it should be night) [25GS]
GS in tree [26GS]
GS by bazaar [27GS]
GS on ladder [28GS]
HP on roof [8.25 H]
GS at construction site [29GS]
GS by Skulltula house [30GS]
Giant's Wallet and Stone of Agony
To graveyard
Dampe HP [8.5 H]
Soil GS [31GS]
Sun's Song
Sun's Song HP [8.75 H]
Trade Spooky Mask [45R]
Hover to seam
GS on wall [32GS]
Shadow early
Save

Segment 19:
Megaflip gap
Truth spinner
To Dead Hand
Kill him and get Hover Boots
Activate FW to warp to Jabu
Save

Segment 20:
Exit Jabu
Play Sun's Song
Nab GS on log [33GS]
Save

Segment 21:
SS to Lon Lon Ranch
Get 4 GS and HP [37GS] [9 H]
Sun's Song to daytime
Lon Lon bottle
Epona's Song
SS to castle
Bunny Hood [15R]
Exit market
Sun's Song
Grotto near river [9.25 H]
Talk to runnerguy [500R]
Sun's Song again
Get Mask of Truth [450R]
Save

Segment 22:
To Lost Woods
To Forest Stage
GS from soil [38GS]
Deku Nut upgrade
Save

Segment 23:
SS to castle
Sun's Song for night
Richard HP [9.5 H]
Buy 20 chus from shop [270R]
Treasure Chest minigame [9.75 H] [260R]
To ToT
Play SoT to open DoT in ToT
Master sword
Save

Segment 24:
Superslide to Kakariko
Get pocket egg
To graveyard
Dampoers grave
Hookshot and HP [10 H]
Windmill
Song of Storms and HP [10.25 H]
To Talon's house
Sun's Song twice to hatch egg
Wake Talon
Get Cojiro
Save

Segment 25:
SS to Lost Woods
Hover/Pressure jump over bridge
Trade Cojiro for Odd Mush
To Mido, skip him
To maze, GJ to get on top
Hookshot GS in maze [39GS]
Learn Minuet
Bugcatching trick to keep elevator up
Go down and get GS [40GS]
Ride elevator back up and get GS by stalfos door [41GS] *this gs could be moved if need be*
BK skip
PG and HC [11.25 H]
Odd Mush Forest Medallion CS Skip
Trade for Mush again
Warp to Goron City
Goron Tunic from shop with SS warp [60R]
Get GS at top of GC [42GS]
Head to Death Mountain and get red rock GS [43GS]
Jump down and head to Kakriko
Trade Mush for Potion
SAVE AND THANK ALLAH

Segment 26:
Play Minuet
Enter Forest Temple
Save

Segment 27:
GS on wall in first room + upper small key [44GS]
Head to main room, Stalfos small key
SoT on block, enter door
GS and megajump to upper ledge [45GS]
To Block Room
Ground jump and hover boost to top
To bow room
Bow
Save

Segment 28:
To main room
Shoot eye switch above upper right door and go through
Hookshot small chest on ledge then get GS on wall [46GS]
Save

Segment 29:
Exit Forest Temple
Backtrack to forest stage
Hover to GS [47GS]
Backtrack some more
Trade Odd Potion for Poacher's Saw
To Kokiri Forest
GS on house [48GS]
Save

Segment 30:
SS to Lon Lon Ranch
Steal Epona
Head to GV, getting poes 4+5 (http://www.zeldadungeon.net/Zelda05/Walkthrough/09/Map_BigPoeLocations.jpg)
Jump bridge with Epona
Trade Saw
Two GS on other side of bridge [50GS]
Kill first guard
Save

Segment 31:
Continue getting Gerudo Card
Fortress Heart Piece [11.5 H]
GS on upper wall [51GS]
Save

Segment 32:
Archery for 40 Quiver and HP [11.75 H] [20R]
GS on target [52GS]
Save

Segment 33:
Deposit poes [120R]
To Kakriko
Up to Death Mountain
Enter DC and save

Segment 34:
Go to right side of the room and blow up the wall
Get GS on high ledge [53GS]
Jump down and bomb other wall and get the GS in that room [54GS]
Back to main room and ride pillar up
Superslide to bridge across room
Backtrack to upper part of staircase room
2 GS's in staircase room [56GS]
Save

Segment 35:
Exit DC and go up DM
GS in the falling rock area [57GS]
Trade for Prescription
HP on cone [12 H]
Bolero
Save

Segment 36:
To field, Epona's Song
Big Poes 1 & 10
Up Zora's River (getting 2 GS) [59GS]
Use hover boots to enter ZD
Acute angle past KZ
Hover OoB and get to the GS on the high ledge [60GS]
Megaflip to HP on iceberg [12.25 H]
Enter Ice Cavern
Save

Segment 37:
To spinning ice scythe room
Superslide through red ice on the right side
Catch blue fire
Get HP [12.5 H]
Get another blue fire
Get GS on the wall near HP [61GS]
Back to scythe room
GS on the wall near left tunnel [62GS]
Superslide through left red ice
Silver rupees in ice block room w/o blue fire [145R]
GS on the wall in ice block room [63GS]
Superslide/megaflip through red ice on the way to white wolfos room
Iron boots and Serenade
Save

Segment 38:
Leave Ice Cavern
Heart Piece underwater [12.75 H]
To domain, unfreeze KZ
Hover over him, get Zora Tunic
Trade for Eyeball Frog (don't smoke it)
GS in Domain [64GS]
OoB to Hylia
Finish learning Scarecrow's Song
Scarecrows song on lab roof for HP [13 H]
HP and GS in lab [13.25 H] [65GS]
Get Eyedrops
Bolero timer trick
Up to Biggoron
Trade, then Sun's Song x6
Biggoron's Sword
Save

Segment 39:
Back through DoT passageway
Prelude of Light
Become child again
Chu bowling for HP [115R] [13.5 H]
To Castle
Din's Fire
SoS hole GS [66GS]
Save

Segment 40:
Play Serenade
Play Sun's Song
GS on Fire Arrow's platform [67GS]
GS behind laboratory [68GS]
Dive to Zora's Domain
Head to Zora's River
HP near waterfall [13.75 H]
GS on ladder [69GS]
HP on platform down the river a bit [14 H]
Frogs HPs [14.5 H]
Beans x1 (not x24) [105R]
GS in tree [70GS]
Head to GV
GS in field grotto near GV [71GS]
Bugs in GV
GS near start inside GV [72GS]
Box HP [14.75 H]
Dirt patch [73GS]
Waterfall HP [15 H]
Glitch oob to warp back to top
Cucco jump/hover over gate/whatever
To fortress
Up towards archery grounds
GTG early with floaty sidehop
Save

Segment 41:
Vine clip to Ice Arrows
Save

Segment 42:
Exit GTG
Gate skip
Quicksand backwalk
GS in outpost [74GS]
Rest of wasteland
Enter Spirit Temple
Exit for Requiem
GS from dirt patch [75GS]
Plant bean
Play Prelude
Become adult
Save

Segment 43:
Play Serenade
Enter Water Temple
Save

Segment 44:
Go down to ruto (spell dive or iron boots swim?)
Lower water level
Sidehop jumpslash to middle level and get key behind bombable wall
Go down and light torches for key in shellblade room
Main room, go to tunnel right of the one you just came from and blow bombable floor
Go through water tunnel and get GS in the room at the end [76GS]

Segment 45:
Hover boost to open upper left door
Set FW in moving platforms room
Go to dark link
Get longshot
Down to vortex room and get GS on the wall [77GS]
Hit eye switch and get key from chest
FW back to moving platforms room
Get GS on the wall with longshot [78GS]
Save

Segment 46:
Jump down to middle floor on tower
Light torch to open door
Get GS at the top of the room [79GS]
Back to main room
Jump straight down to the water passageway
Go to the room with tektites and boulders
Get GS from waterfall near boss key room door [80GS]
Save

Segment 47:
Superslide to boss ledge
Boss Key skip
Moroha + HC [16 H]
GS from tree [81GS]
Fire arrows
Bolero
Enter fire temple
Save

Segment 48:
Meet Darunia in left room
Free goron and get key
Save

Segment 49:
Go in right door
Go to the left and save goron + key
Exit, play SoT and enter above room
Get GS near likelike [82GS]
Back to large lava room
Cross the room to the other side
Save goron + key
Go to next room and push block on fire spout to go up to next room
Ground jump on block and go up room
Key from saving goron to the right
Go left and get GS from behind bombable wall [83GS]
Save goron in nearby room + key
Hover to top of maze
Scarecrows song onto platform leading to above room
GS on climbable wall [84GS]
GS in top room on the wall [85GS]
Jump down hole and land on skinny walkway
Shoot eye switch
Hover boost off map chest and go to fire maze room
Set FW in fire maze
Superslide past firewalls
Beat Flare Dancer and get Hammer
Save

Segment 50:
Hammer blocks in front of right key door
Clear fire enemies room
Get GS near likelike [86GS]
FW to fire maze
Hit pillar down and BK skip
Volvagia
Heart container [17 H]
Save

Segment 51:
Deposit 2 poes to poe collector [205R]
Catch poes 8, 6, and 7
Requiem and save in spirit

Segment 52:
Superslide trick to enter child side
Get GS on the gate in right room [87GS]
Save

Segment 53:
Silver block skip with hover boots
Hit crystal switch and enter right room
Get GS behind SoT block and key in next room [88GS]
Save

Segment 54:
Exit spirit
Ride bean
Get HP on rock [17.25 H]
Superslide onto statue and longshot to silver gauntlets chest
Go in child side and go 1 room back
Get GS on the wall above the door [89GS]
Back to SG chest, superslide to mirror shield
Down to room with 4 armos and light, shine light on sun
Get key
Go to moving wall room and climb up
Get BK
Snake mirrors room, shine light on big mirror
Lower platform
Grab GS from upper left part of child side [90GS]
Go in lower child side door and get GS in there [91GS]
Back to main room
Hookshot chains on upper platform and go to twinrova
Beat twinrova [18.25 H]
In colossus again, go to Nayru's Love fairy fountain
Get GS on rock near fountain [92GS]
Get GS on palm tree on the opposite side of colossus [93GS]
Save

Segment 55:
Deposit 3 poes
Catch poes 2, 3, and 9
Go to kakariko for nocturne
Do archery for biggest quiver
To house of skulltula for HP [18.5 H]
Get GS on top of Impa's house [94GS]
Get Cow HP in Impa's house [18.75 H]
Save

Segment 56:
Deposit last poes for bottle
Nocturne
Dins to light torches and enter shadow
Save

Segment 57:
Long shadow temple route I'm too lazy to type [99GS] [19.75 H]
Jump down from shadow ledge, longshot box from a grave and get HP [20 H]
Save

Segment 58:
Light Arrows
Save

Segment 59:
To Ganon's Castle
Double Def early w/ superslide
Final GS [100 GS]
Cross rainbow bridge
Save

Segment 60:
To Shadow Trial
Fire arrow torch
Gold Gauntlets
Save

Segment 61:
Trial skip
Save

Segment 62:
Ganondorf
Castle escape
SS or Din's Fire into Ganon (depending on bombs/magic left)
Kill him
.done


Title: Re: 100% Segmented Team Run
Post by: aleckermit on June 28, 2010, 03:26:28 AM
Oh I like this idea a lot. Count me in. The time of day thing is a pretty big issue though. I'd probably be up for doing Ganon's Castle Trials/Tower and Escape. Also any of the child dungeons (especially Deku, since I've already done a Deku 100% IL).

RG is the best candidate for seg 3, since it's in the any% route anyway haha.

Obviously swapping Wii saves would be the easiest way to stay consistent with items and visuals... we need to choose a console/version that most of us have. I assume most guys have a Wii with VC OoT. v1.0 VC would be best but it's not official, so not SDA acceptable. If anything this would be a cool run for ZSR to have.


Title: Re: 100% Segmented Team Run
Post by: RingRush on June 28, 2010, 04:17:55 AM
We've already decided on the wii VC version, since it allows for save swapping and has less lag.


Title: Re: 100% Segmented Team Run
Post by: SD2 on June 28, 2010, 08:41:19 PM
 think I'm going to test out the route so far when I get a chance.  I need a 100% file anyway. :P


Title: Re: 100% Segmented Team Run
Post by: RingRush on June 29, 2010, 04:57:21 AM
http://forums.zeldaspeedruns.com/index.php?topic=415.msg6801#msg6801

Preliminary route is DONE. If a few people could test it and offer suggestions, that would be great. We'll hammer out explosive/pause route later.


Title: Re: 100% Segmented Team Run
Post by: SD2 on June 29, 2010, 02:31:50 PM
One route question; in segment 16:

Chu bowl for 40 bag [34R] (can get HP instead depending on bomb count)
Get Skull Mask [74R]

Where do we get the extra 50 rupees?  Trading back Keaton's Mask costs us 10, which should give us 24.


Title: Re: 100% Segmented Team Run
Post by: Blizzerk on June 29, 2010, 04:37:07 PM
I'm honestly up for this to run in it, and maybe even get some segments in if mine are fast enough? :O

The time of day doesn't matter if we're transferring saves over VC. I'd like to see a full player list if possible.


Title: Re: 100% Segmented Team Run
Post by: Elminster on June 29, 2010, 06:16:15 PM
I volunteer to run segment 5. :3


Title: Re: 100% Segmented Team Run
Post by: RingRush on June 29, 2010, 06:31:51 PM
Anybody can run whatever segment they want. In order to have your segment be in the final run, it needs to be fast enough that we accept it and faster than everyone else's segment.


Title: Re: 100% Segmented Team Run
Post by: aleckermit on June 30, 2010, 03:31:49 AM
Anybody can run whatever segment they want. In order to have your segment be in the final run, it needs to be fast enough that we accept it and faster than everyone else's segment.

Ehh... there are a few people (RG, Jiano), that I'm sure could rape anyone else's times if the put enough time into a segment. I think we should match segments with people that have the strongest skill for each particular segment. Maxx did amazing Jabu-Jabu, Jiano is great at Shadow, Pokey is a BoTW pro, I do well in Ganon's Castle, etc. We should just put it out there as a given that the segments taht are submitted should be executed near flawlessly. But obviously very skilled runners should do the more advanced segments, and leave the simpler ones to others that still want to participate.

I'd like to do segments 12, 13 and 59-61 the most :)


Title: Re: 100% Segmented Team Run
Post by: RingRush on June 30, 2010, 03:40:57 AM
The goal isn't to simply allow everyone to participate. It is to get a run done at a very high quality, which means multiple people participating. Honestly, I see most segments being done by ZFG/RG/Pokey/Jiano, with a scattered handful done by some players like alec/cosmo/kazooie/etc. Some segments are obviously going to fall to some people...I'd bet money we are going to use ZFG for Fire Temple. But still, we are not forcing one person to do any one segment. Anyone can attempt any segment they feel like.


Title: Re: 100% Segmented Team Run
Post by: aleckermit on June 30, 2010, 03:45:50 AM
The goal isn't to simply allow everyone to participate. It is to get a run done at a very high quality, which means multiple people participating. Honestly, I see most segments being done by ZFG/RG/Pokey/Jiano, with a scattered handful done by some players like alec/cosmo/kazooie/etc. Some segments are obviously going to fall to some people...I'd bet money we are going to use ZFG for Fire Temple. But still, we are not forcing one person to do any one segment. Anyone can attempt any segment they feel like.

Fair enough. So when do we kick this off? I see the route is still in the "preliminary" stage, but segment 1 is an obvious constant. Can I whip out a seg 1 to get the ball rolling?

I'd like to do a near perfect mash intro and quick save just to look sweet.

PS: There are a few things to remember since multiple people are recording such as:
1. Always have sound set to Stereo
2. Keep brightness consistent (this might be hard to do, unless there is a way to alter it before/in encoding).
3. Make sure file screen matches that of the person who did a segment before you.


Title: Re: 100% Segmented Team Run
Post by: RingRush on June 30, 2010, 03:49:54 AM
We are having a few people test the route and suggest improvements. Then we'll spend a bit of time looking for tricks to save additional time, especially route-specific things. Then we'll work on a bomb/superslide route. Then we'll do another round of testing. Finally, after that, we'll choose the file name and be able to start recording.


Title: Re: 100% Segmented Team Run
Post by: SD2 on June 30, 2010, 05:36:16 PM
We need to play he sun's song after reaching Sacred Forest Meadow for the GS we get there to appear (it'll be daytime when we get there).
Also, check to see if skipping the Forest Medallion cutscene still resets the time of day.  If it does, we'll need to play sun's song again to get the GS behind the red rock.

Both of these are segment 25, by the way.

Also, we should think about combining segments 1/2 and 26/27.

EDIT: Just thought of another one.  Instead of having to play minuet to go back into the forest temple, why don't we just set FW in the first room when we go there with the odd mush timer?  We could also set it when we get into the main room on our way to get the bow.
Could it also be faster to get the floormaster small key instead of the stalfos one?


Title: Re: 100% Segmented Team Run
Post by: RingRush on June 30, 2010, 06:17:33 PM
The time to get the key is insanely tight. We might be able to pull a FW off, but I'm not sure. However, I still think this won't work, as we need another dungeon to FW back. We could use DC, but that would mean not having the bow/quiver for Gerudo Valley, which would mean a second trip for achery and some poes on the way there. Definitely not worth it.

Also, the Stalfos key is required. Without getting it, the Stalfos for the bow fight will not appear.

I agree with combining 1/2...not certain about 26/27.


Title: Re: 100% Segmented Team Run
Post by: SD2 on June 30, 2010, 06:43:10 PM
Ah, that's right, I forgot about needing a dungeon to use FW.  Also, never knew about the stalfos key thing.  Oh well.


Title: Re: 100% Segmented Team Run
Post by: ING-X on July 01, 2010, 03:05:42 PM
ringrush, are you seriously expecting to be able to do wess escape on the vc version? you'd have to have someone who's REALLY used to that stick to do that... unless it'd be acceptable to pause to change the direction of the ess, i don't see that working out.

also... i volunteer to run segment 54 when that time comes around :P


Title: Re: 100% Segmented Team Run
Post by: aleckermit on July 01, 2010, 05:47:45 PM
ringrush, are you seriously expecting to be able to do wess escape on the vc version? you'd have to have someone who's REALLY used to that stick to do that... unless it'd be acceptable to pause to change the direction of the ess, i don't see that working out.

also... i volunteer to run segment 54 when that time comes around :P

Meh it can be done. I've done it multiple times with the GCN controller without pauses for the old emu run I did (although at one point I got really fed up with the inconsistency and decided to use pauses). And that was back when I was very mediocre at OoT. It's harder yes, but RG can do it (I'm assuming he will do that segment). Jiano, Cosmo, and Pokey are great tech-ers as well that I'm sure could pull it off with practice. I might try the segment myself but I doubt I can do WESS escape + chicken gathering + BotW early in a good enough time. We'll see.


Title: Re: 100% Segmented Team Run
Post by: BlueStarReturns on July 01, 2010, 06:31:53 PM
I'm really looking forward to this! I just wish I was more experienced in the game to help with it. Sadly, I still haven't learned how to do a lot of the stuff that I want to learn and the stuff that I do know how to do, I haven't practiced in ages. Plus I don't even have my Wii anymore (shame, shame I know. It was out of my control, got stolen and I couldn't catch the bastard.), so I can't even get the version we're running.

Who knows, I might throw my hand in the verifying process (spoiler, am i right?). Speaking of that, if it's a team thing, does that mean that anyone who participates can't verify?


Title: Re: 100% Segmented Team Run
Post by: SD2 on July 01, 2010, 07:48:58 PM
To expand on aleck's point, I've heard ZFG is also good at ESSing on a GC controller.

BSR: I imagine the majority of us here are going to steer away from verification and leave it to the folks at SDA.


Title: Re: 100% Segmented Team Run
Post by: BlueStarReturns on July 02, 2010, 05:16:47 PM
Quote
BSR: I imagine the majority of us here are going to steer away from verification and leave it to the folks at SDA.

Yeah, I've been a part of SDA longer, which is why I said I feel I should stay out of the run and possibly help with that. It's not a given, though, so it's not like I'm revealing my intentions.


Title: Re: 100% Segmented Team Run
Post by: LinuzDk on July 05, 2010, 09:47:41 AM
Segment 4:
Stick from pot
Key
Open Actor Glitch door (no glitch)
Deku Shield
Like Like room for Hylian Shield + GS [1GS]
Actor glitch
Dead hand
LoT + 99R chest [99 R]
Clip for Chus
Save

I'm not the most known with BOTW, but can you get that skulltula without boomerang?
I tried to find a video on how to on youtube but it's being difficult. Plus Brianmp16's takes it with the boomerang in his speedrun


Title: Re: 100% Segmented Team Run
Post by: Runnerguy2489 on July 05, 2010, 01:50:38 PM
Yes, we will be getting that without the boomerang. You can get it with the likelike giving you the boost when it spits you out.


Title: Re: 100% Segmented Team Run
Post by: Lithe on July 07, 2010, 02:03:19 AM
will be watching this closely.  very cool


Title: Re: 100% Segmented Team Run
Post by: RingRush on July 07, 2010, 03:03:28 AM
Anybody tested the route yet? We really need to move onto the next phase before the project dies.


Title: Re: 100% Segmented Team Run
Post by: SD2 on July 07, 2010, 03:09:56 AM
I'm stuck at the stupid gerudo archery, but I am working on testing.


Title: Re: 100% Segmented Team Run
Post by: bluephantom340 on July 07, 2010, 03:16:21 AM
Anybody tested the route yet? We really need to move onto the next phase before the project dies.
I can continue testing this tomorrow.


Title: Re: 100% Segmented Team Run
Post by: ING-X on July 07, 2010, 01:37:18 PM
wait, does this have to be recorded through a dvd recorder? or will a capture card work too?


Title: Re: 100% Segmented Team Run
Post by: AniMeowzerz on July 07, 2010, 01:55:47 PM
wait, does this have to be recorded through a dvd recorder? or will a capture card work too?
Anything that meets SDA quality standards, I'm fairly sure. So if your capture card works, then you can use it


Title: Re: 100% Segmented Team Run
Post by: Elminster on July 07, 2010, 02:39:30 PM
I'm stuck at the stupid gerudo archery, but I am working on testing.
nub


Title: Re: 100% Segmented Team Run
Post by: RingRush on July 11, 2010, 02:37:46 AM
RG is doing some really in depth testing, and is making a few alterations.

To RG for when he gets back:

Best solution we've found to the dilemma - clear out lower Zora's River.

After exiting forest, route would go:
SS to ZR
GS in tree
Buy 2 beans [subtract 30R]
Back to Market - 60R from chains (kills a bit more time and we need the extra 20 if we want an extra beans)
Continue with market as before, to kakriko...if it isn't night yet, it should at least be very close. Could also potentially get bomb drops in ZR to lessen the waiting time..and is a bomb drop from the tree outside of Kakriko possible?

The extra beans will be planted in our return trip to the Forest Stage after Mask of Truth, thus skipping the hover as adult. We could also move the GS in the forest stage back to the second trip (I don't know why it was there...is it faster to do so?) since we have the ZR GS now for giant's wallet. Alternatively, we can get the construction GS after House of Skulltula instead of before.

Since we are skipping the forest stage hover...I'm wondering if it is worth it to buy the 20 chus. I think it still is, because of the fountain hover and reverse KZ hover (along with some other hover I'm probably forgetting...do we WT bk skip?). But it is worth reevaluating.


Title: Re: 100% Segmented Team Run
Post by: Runnerguy2489 on July 18, 2010, 08:15:30 PM
Most up-to-date route:

Segment 1:
Intro
Pause (1) Save

Segment 2:
Sword
Pause (2) Equip Sword and Save

Segment 3:
WESS escape
Fairy Ocarina
Owl
WESS to kakriko
4 cuccos
Cucco dive to well
Pause (3) Save

Segment 4:
Stick from pot
Key
Open Actor Glitch door (no glitch)
Deku Shield
Like Like room for Hylian Shield + GS [1GS]
Actor glitch
Pause (4) - equip Deku Shield
Dead hand
LoT + 99R chest [99 R]
Clip for Chus
Pause (5) and Save

Segment 5:
Finish cuccos for bottle
Puase (6) and equip Chus and Bottle, get Bugs
To market
Crate GS in market [2GS]
Egg
GS in tree near castle [3GS]
Pause (7) and equip Egg
Wake Talon
Chu Boost to ledge [9 C]
Avoid cheating guards
ZL w/ CS skip [8 C]
Save

Segment 6:
Lost Woods warp
Goron city warp [7 C]
Up to top
HP above DC [3.25 H]
Blow up DC and put bugs in hole [6 C] [4GS]
Enter, Pause (8) save

Segment 7:
Blow open wall [5 C]
GJ to switch [4 C]
Chu down staircase [3 C]
Chu megaflip to bomb bag [2 C]
Pause (9) and equip Bombs over chus and stick over letter
Press switch to raise platform to upper level
Light eyes with bombs [18 B]
GS in far room [5GS][17 B]
Pause (10) and Save

Segment 8:
OI trick to open door without pushing block
KD [4.25 H][14 B]
Down to Kakriko
Pause (11) and have Letter, Bombs, and Ocarina on C buttons
Show letter to guard
Up to DC again, getting GS on the way [6GS]
Re-enter DC, Pause (12) equip bugs over Letter save

Segment 9:
Up to magic
GS from crater crate [7GS]
HP from climbable wall [4.5 H]
Double magic
To Goron City
Pause (13) and equip deku stick over ocarina
Bombs in urn [4.75 H]
Bomb bag upgrade [30 B]
GS in rock maze [8GS][27 B]
Pause (14) and Save

Segment 10:
Know-it-all brothers GS [10GS]
Escape again
SS toward hylia [26 B]
HP in grotto in fence square [5 H] [89R][25 B]
Bomb hover over fence [24 B]
Lake Hylia
GS from dirt [11GS]
Scarecrow's Song
Fish for GS / HP [69R] [5.25 H]
Ruto's Bottle
Enter Domain
Deku Nuts
Torches for HP [5.5 H]
Megasidehop past KZ
Superswim to fountain
Pause (15) and equip Ocarina over sticks
FW and tree GS [12GS]
Enter jabu w/ jslash
Pause (16) and equip FW and Nuts (leave bombs) and Save

Segment 11:
FW in second room
Ruto
GS by rising water [13GS]
Boomerang
Back to basement
Pause (17) and equip boomerang over deku nuts
2 GS [15GS]
FW back up
Recast FW
Pause (18) equip bottle over FW
Megaflip to switch, proceed to OI
GS in room before boss [16GS]
Pause (18) and equip deku nuts and deku stick (leave boomerang)
Barinade [6.5 H]
Pause (19) and equip bugs, bottle, and bombs. Save

Segment 12:
GS in soil on the way to deku [17GS]
Pause (20) to Bottle dupe with bugs over Ruto's Letter, equip boomerang over empty bottle
Into Deku
Pause (21) and equip deku stick over bottle, Save

Segment 13:
Vine text skip
Slingshot
To the top
GS from compass room [18GS]
Jump down and break web
Kill GS on way down, then boomerang it [19GS]
Boomerang GS on grating [20GS]
GJ to upper ledge
Back through tree to GS behind wall [21GS]
Pause (22) and equip nuts over boomerang, Save

Segment 14:
Megasidehop
Burn web
Kill Gohma [7.5 H]
Pause (23) and have equipped letter, boomerang, and bombs. Save

Segment 15:
SS to market
Ocarina of Time/Song of Time
Slingshot game for 40 seed bag [49R]
Keaton Mask
To Kakriko
Show guard Keaton Mask [64R]
Cucco dive to well
Pause (24) and equip slingshot. Save

Segment 16:
Key on left
Key in grave room
GS in Deku Baba room [22GS]
GS in keese room [23GS]
Pause (25) and Save

Segment 17:
Exit well
SS to market
40R from chains [99R]
Chu bowl for 40 bag [69R] (can get HP instead depending on bomb count)
Get Skull Mask [59R]
Pause (26) and equip ocarina over boomerang. Save

Segment 18:
To lost woods
50 bag and HP from skull kid [7.75 H] [65R]
Pause (27) and equip skull mask (leave bombs)
Forest stage stick upgrade
Saria's Song
Pause (28) and equip ocarina. Save

Segment 19:
Back to start of Lost Woods
Skull kid HP, show mask [8 H] [75R]
GS from other dirt patch [24GS]
Scrubby final stick upgrade [35R]
Pause (29) and equip boomerang, bombs, and slingshot. Save

Segment 20:
Leave Forest
SS to ZR
GS in tree [25GS]
Buy 2 beans [5R]
SS to market
40 Rupees from chains [45R]
Enter market at day
Get Spooky Mask [25R]
To Kakriko (get GS in tree on the way) (it should be night) [25GS]
GS in tree [26GS]
GS by bazaar [27GS]
GS on ladder [28GS]
HP on roof [8.25 H]
GS at construction site [29GS]
GS by Skulltula house [30GS]
Giant's Wallet and Stone of Agony
To graveyard
Dampe HP [8.5 H][15R]
Pause (30) and equip bugs and ocarina and (leave boomerang)
Soil GS [31GS]
Sun's Song
GS on wall [32GS]
Sun's Song HP [8.75 H]
Sun's Song again
Pause (31) and equip bombs, FW, and spooky mask
Trade Spooky Mask [45R]
Hover to seam
Shadow early
Pause (32) and Save

Segment 21:
Megaflip gap
Truth spinner
To Dead Hand
Kill him and get Hover Boots
Activate FW to warp to Jabu
Pause (33) and equip ocarina and boomerang (leave bombs). Save

Segment 22:
Exit Jabu
Play Sun's Song
Nab GS on log [33GS]
Pause (34) and Save

Segment 23:
SS to Lon Lon Ranch
Get 4 GS and HP [37GS] [9 H]
Sun's Song to daytime
Lon Lon bottle [35R]
Epona's Song
SS to castle
Bunny Hood [5R]
Exit market
Sun's Song
Grotto near river [9.25 H]
Pause (35) and equip bunny hood over boomerang
Talk to runnerguy [500R]
Sun's Song again
Get Mask of Truth [450R]
Pause (36) and equip Mask of Truth and beans (leave bombs). Save

Segment 24:
To Lost Woods
GS from dirt patch [38GS]
Dupe Milk Bottle
Plant bean near Forest Stage
Deku Nut upgrade
Pause (37) and equip ocarina and LoT (leave bombs). Save

Segment 25:
SS to castle
Sun's Song for night
Richard HP [9.5 H]
Buy 20 chus from shop [270R]
Treasure Chest minigame [9.75 H] [260R]
To ToT
Play SoT to open DoT in ToT
Master sword
Pause (38) and Save

Segment 26:
Superslide to Kakariko
Get pocket egg
To graveyard
Get more Bombs (hopefully at least 2 drops)
Dampoers grave (more bombs?)
Hookshot and HP [10 H]
Windmill
Song of Storms and HP [10.25 H]
To Talon's house
Pause (39) and equip egg over nuts
Sun's Song twice to hatch egg
Wake Talon
Get Cojiro
Play the Sun's Song again for night
Pause (40) and equip hookshot over ocarina. Save

Segment 27:
SS to Lost Woods
Hover/Pressure jump over bridge
Trade Cojiro for Odd Mush
To Mido, skip him
To maze, GJ to get on top
Hookshot GS in maze [39GS]
Learn Minuet
Pause (41) and equip bugs over mush
Bugcatching trick to keep elevator up
Go down and get GS [40GS]
Ride elevator back up and get GS by stalfos door [41GS] *this gs could be moved if need be*
BK skip
PG and HC [11.25 H]
Odd Mush Forest Medallion CS Skip
Pause (42) and equip cojiro over bugs
Trade for Mush again
Warp to Goron City
Goron Tunic from shop with SS warp [60R]
Get GS at top of GC [42GS]
Head to Death Mountain and get red rock GS [43GS]
Jump down and head to Kakriko
Trade Mush for Potion
Pause (43) and equip ocarina over potion. SAVE AND THANK ALLAH

Segment 28:
Play Minuet
Play Sun's Song
Enter Forest Temple
Pause (44) and Save

Segment 29:
GS on wall in first room + upper small key [44GS]
Head to main room, Stalfos small key
SoT on block, enter door
GS and megajump to upper ledge [45GS]
To Block Room
Ground jump and hover boost to top
To bow room
Bow
Pause (45) and equip bow over OoT. Save

Segment 30:
To main room
Shoot eye switch above upper right door and go through
Hookshot small chest on ledge then get GS on wall [46GS]
Pause (46) and equip potion over bow. Save

Segment 31:
Exit Forest Temple
30 Nut updgrade [20R]
Backtrack to forest stage
Bean to GS [47GS]
Backtrack some more
Trade Odd Potion for Poacher's Saw
To Kokiri Forest
GS on house [48GS]
Pause (47) and Save

Segment 32:
SS to Lon Lon Ranch
Steal Epona
Head to GV, getting poes 4+5 (http://www.zeldadungeon.net/Zelda05/Walkthrough/09/Map_BigPoeLocations.jpg)
Jump bridge with Epona
Trade Saw
Pause (48) and equip ocarina over broken sword
Sun's Sun for night
Two GS on other side of bridge [50GS]
Kill first guard
Pause (49) and Save

Segment 33:
Continue getting Gerudo Card
Make sure to get a 20R pot in one of the rooms [40R]
Fortress Heart Piece [11.5 H]
GS on upper wall [51GS]
Pause (50) Save

Segment 34:
Sun's Song
Epona's Song
Archery for 40 Quiver and HP [11.75 H] [0R]
Sun's Song again
GS on target [52GS]
Pause (51) and equip poes (leave bombs). Save

Segment 35:
Deposit poes [100R]
To Kakriko
Up to Death Mountain
Enter DC
Pause (52) and equip hookshot, chus and hoverboots. Save

Segment 36:
Go to right side of the room and blow up the wall
Get GS on high ledge [53GS]
Jump down and bomb other wall and get the GS in that room [54GS]
Pause (53) and take off hoverboots. Save

Segment 37:
Superslide over (equip hoverboots) and ride pillar up
ZFG roll-sidehop-jumpslash to other side
Backtrack to upper part of staircase room
2 GS's in staircase room [56GS]
Pause (54) and equip broken sword over chus. Take off hover boots. Save

Segment 38:
Exit DC and go up DM
GS in the falling rock area [57GS]
Trade for Prescription
HP on cone [12 H]
Bolero
Pause (55) and equip ocarina, bombs, and hookshot. Save

Segment 39:
To field, Epona's Song
Big Poes 1 & 10
Up Zora's River (getting 2 GS) [59GS]
Use hover boots to enter ZD
Acute angle past KZ
Pause (56) and equip chus over ocarina
Hover OoB and get to the GS on the high ledge [60GS]
Megaflip to HP on iceberg [12.25 H]
Enter Ice Cavern
Pause (57) and equip bottle over chus. Save

Segment 40:
To spinning ice scythe room
Superslide through red ice on the right side
Catch blue fire
Get HP [12.5 H]
Get another blue fire
Get GS on the wall near HP [61GS]
Back to scythe room
GS on the wall near left tunnel [62GS]
Superslide through left red ice
Silver rupees in ice block room w/o blue fire [125R]
GS on the wall in ice block room [63GS]
Superslide/megaflip through red ice on the way to white wolfos room
Iron boots and Serenade
Pause (58) and equip chus Save

Segment 41:
Leave Ice Cavern
Pause (59) and equip iron boots
Heart Piece underwater [12.75 H]
Pause (60) and equip hover boots)
To domain, unfreeze KZ
Hover over him, get Zora Tunic
Pause (61) and equip prescription, hookshot, and ocarina. Take hovers off
Trade for Eyeball Frog (don't smoke it)
GS in Domain [64GS]
OoB to Hylia
Finish learning Scarecrow's Song
Scarecrows song on lab roof for HP [13 H]
HP and GS in lab [13.25 H] [65GS]
Get Eyedrops
Bolero timer trick
Up to Biggoron
Trade, then Sun's Song x6
Biggoron's Sword
Pause (62) and Save

Segment 42:
Back through DoT passageway
Prelude of Light
Become child again
Chu bowling for HP [115R] [13.5 H]
To Castle
Din's Fire
SoS hole
Pause (63) and equip boomerang over Lens, GS [66GS]
Pause (64) and Save

Segment 43:
Play Serenade
Play Sun's Song
GS on Fire Arrow's platform [67GS]
GS behind laboratory [68GS]
Dive to Zora's Domain
Head to Zora's River
HP near waterfall [13.75 H]
GS on ladder [69GS]
HP on platform down the river a bit [14 H]
Frogs HPs [14.5 H]
Pause (65) and equip Dins over boomerang. SAVE

Segment 44:
Serenade
Head to GV
GS Grotto
Pause (66) and equip boomerang and bottle (leave bombs)
GS in field grotto near GV [71GS]
Bugs in GV
GS near start inside GV [72GS]
Box HP [14.75 H]
Dirt patch [73GS]
Waterfall HP [15 H]
Glitch oob to warp back to top
Cucco jump/hover over gate/whatever
To fortress
Up towards archery grounds
GTG early with floaty sidehop
Pause (67) and Save

Segment 45:
Vine clip to Ice Arrows
Pause (68) and Save

Segment 46:
Exit GTG
Gate skip
Quicksand backwalk
GS in outpost [74GS]
Rest of wasteland
Enter Spirit Temple
Pause (69) and equip beans and ocarina (leave bugs). Save

Segment 47:
Exit for Requiem
GS from dirt patch [75GS]
Plant bean
Play Bolero and GS
Play Prelude
Become adult
Pause (70) and equip bombs over claim check. Save

Segment 48:
Play Serenade
Enter Water Temple
Pause (71) and equip bow over hookshot. Save

Segment 49:
Go down to ruto via iron boots swim
Lower water level
Sidehop jumpslash to middle level and get key behind bombable wall
Go down and light torches for key in shellblade room
Main room, go to tunnel left of the one you just came from and blow bombable floor
Go through water tunnel
Pause (73) to equip hover boots
Get two bomb drops from pots
Get GS in the room at the end [76GS]
Pause (72) and equip hookshot bombs and ocarina. Save

Segment 50:
Hover boost to open upper left door
Set FW in moving platforms room
Go to dark link
Get longshot
Down to vortex room
Pause (73) and equip iron boots and bow. Get GS on the wall [77GS]
Hit eye switch and get key from chest
FW back to moving platforms room
Get GS on the wall with longshot [78GS]
Pause (74) and Save

Segment 51:
Jump down to middle floor on tower
Light torch to open door
Get GS at the top of the room [79GS]
Back to main room
Jump straight down to the water passageway
Go to the room with tektites and boulders
Get GS from waterfall near boss key room door [80GS]
Pause (75) and Save

Segment 52:
Superslide to boss ledge
Boss Key skip
Moroha + HC [16 H]
Fire arrows
Pause (76) and equip ocarina over bow
Sun's Song for night
GS from tree [81GS]
Get Fire Arrows
Bolero
Enter fire temple
Pause (77) and Save

Segment 53:
Meet Darunia in left room
Free goron and get key
Bombs from pots
Pause (78) and equip MS. Save

Segment 54:
Go in right door
Go to the left and save goron + key
Exit, play SoT and enter above room
Get GS near likelike [82GS]
Back to large lava room
Cross the room to the other side
Save goron + key
Go to next room and push block on fire spout to go up to next room
Ground jump on block and go up room
Key from saving goron to the right
Go left and get GS from behind bombable wall [83GS]
Save goron in nearby room + key
Hover to top of maze
*Test walking through door and FW here
Scarecrows song onto platform leading to above room
GS on climbable wall [84GS]
GS in top room on the wall [85GS]
Jump down hole and land on skinny walkway
Pause (79) and equip bow over ocarina
Shoot eye switch
Hover boost off map chest and go to fire maze room
Set FW in fire maze
Superslide past firewalls
Beat Flare Dancer and get Hammer
Pause (80) and equip hammer over bombs and equip biggoron sword. Save

Segment 55:
Hammer blocks in front of right key door
Clear fire enemies room
Get GS near likelike [86GS]
FW to fire maze
Pause (81) and equip bombs and chus (leave hammer). Equip Hover boots too.
Hit pillar down and BK skip
Pause (82) and when equipping kokiri boots for sidehop, equip bow over chus
Volvagia
Heart container [17 H]
Pause (82) and equip two large poes and ocarina. Save

Segment 56:
Deposit 2 poes to poe collector [205R]
Catch poes 8, 6, and 7
Requiem and enter Spirit Temple
Pause (83) and equip bombs, longshot. Save

Segment 57:
Superslide trick to enter child side
Get GS on the gate in right room [87GS]
Pause (84) Save

Segment 58:
Silver block skip with hover boots
Hit crystal switch and enter right room
Get GS behind SoT block and key in next room [88GS]
Pause (85) and Save

Segment 59:
Exit spirit
Ride bean
Get HP on rock [17.25 H]
Superslide onto statue and longshot to silver gauntlets chest
Go in child side and go 1 room back
Get GS on the wall above the door [89GS]
Back to SG chest, superslide to mirror shield
Down to room with 4 armos and light, shine light on sun
Get key
Go to moving wall room and climb up
Get BK
Snake mirrors room, shine light on big mirror
Lower platform
Grab GS from upper left part of child side [90GS]
Go in lower child side door and get GS in there [91GS]
Back to main room
Hookshot chains on upper platform and go to twinrova
Beat twinrova [18.25 H]
In colossus again, go to Nayru's Love fairy fountain
Get GS on rock near fountain [92GS]
Get GS on palm tree on the opposite side of colossus [93GS]
Pause (86) and equip 3 big poes. Save

Segment 60:
Deposit 3 poes
Pause (87) and equip bombs, longshot, and ocarina
Catch poes 2, 3, and 9
Go to kakariko for nocturne
Do archery for biggest quiver
To house of skulltula for HP [18.5 H]
Get GS on top of Impa's house [94GS]
Get Cow HP in Impa's house [18.75 H]
Pause (88) and equip poes. Save

Segment 61:
Deposit last poes for bottle
Pause (89) and equip bombs, dins, and ocarina. Nocturne
Dins to light torches and enter shadow
Pause (90) and equip hoverboots, longshot and FW. Save

Segment 62:
Down to silver rupee room, FW and get key
Head down to main room
SS over to invisible platform on left
Likelike clip (?) for GS [95GS]
Return to main room
JS gate trick (? Or Silver rupees)
Spike trick
Get key
Get GS in lower gate [96GS]
Back to main room
Over invislbe platforms
Silver rupees and room on left
Key and GS [97GS]
Pause (91) and Save.

Segment 63:
FW
Pause (91) and equip ocarina over FW and kokiri boots
JS gate trick
Get GS [98GS]
Start boat ride
Pause (92) and equip FW
SS after boat to door
Cast through door
Get BK
Get GS in spinning pots room [99GS]
Use FW
Hoverslide across with Pause (93) to also equip Ice Arrows over longshot
Fight Bongo with Ice Arrows and get HP [19.75]
Jump down from shadow ledge, longshot box from a grave and get HP [20 H]
Pause (94) and Save

Segment 64:
Light Arrows
Pause (95) and equip Bombs and ocarina (leave Longshot). Save

Segment 65:
To Ganon's Castle
Double Def early w/ superslide
Final GS [100 GS]
Cross rainbow bridge
Pause (96) and equip Light Arrows over ocarina. Save

Segment 66:
To Shadow Trial
Longshot torch
Longshot likelike
Gold Gauntlets
Pause (97) and remove hoverboots. Save

Segment 67:
Trial skip
Pause (98) and Save

Segment 68:
Ganondorf
Castle escape
SS into CS
Kill him
.done


Title: Re: 100% Segmented Team Run
Post by: ING-X on July 18, 2010, 08:16:45 PM
ok so whatever segment contains hoverslide to mirror shield chest i am volunteering to do (currently segment 54, although that might change later) 8)


Title: Re: 100% Segmented Team Run
Post by: RingRush on July 18, 2010, 08:39:14 PM
I fixed the segment #s in RG's route, it went 26-25-26, 42-42, and one segment was unnumbered completely. That is what we get for shuffling things around so much.

GS counts are still messed up a bit, but we get them all. Pause counts are a messed up a bit, but I don't think anyone cares enough to fix those.

Anyways, now we need to draft up a bomb / chu route. If anyone wants to search for minor tricks we can use or maybe reorganize dungeon routes a bit, that would be good too.

I'm not sure the best way of going about a bomb route. Presumably, more minor tricks will be found as people start running segments. I think the best thing to do first is list out every place we could get a bomb drop without much time loss or difficulty increase. From there, pick and choose which would be best, noting which ones we could use as reserves if we end up going over while running or which ones would be fastest to skip if we end up using less.


Title: Re: 100% Segmented Team Run
Post by: Runnerguy2489 on July 18, 2010, 08:45:20 PM
I also created a folder zeldaspeedruns.com/Team100 and put another folder in it called
Mupen Saves, where I put all the saves at various points throughout the run in. This should be useful for phase 2 route testing where we do bomb counts. I'm not doing the whole thing again by myself so hopefully someone else can.

We can put Wii saves and .mp4s of segments and stuff in here as well.


Title: Re: 100% Segmented Team Run
Post by: darkeye14 on July 18, 2010, 11:03:48 PM
I suppose now is a good time to teach everyone how to copy saves to and from the Wii.

How to transfer saves from the Wii to your computer
1. On the Wii System Menu, select the Wii Options button in the bottom-left corner. From there, navigate through the menu as so: Data Management -> Save Data -> Wii
2. Find your OoT save and select it. It should give you three options: "Move", "Copy", and "Erase". Select "Move" to write the save to your SD Card. This will delete the save from the Wii as well; if you want to keep the save on your Wii, select "Copy" instead.
       2a. If a message saying "The data already exists on the SD Card" comes up, hit "Back", and then select "SD Card" in the top-right corner. Find the OoT Save on the SD Card and delete it (Make sure you back the save up somewhere else if it's important). Then repeat step 2.
3. You're done with the Wii; turn it off and remove the SD Card. Insert the SD Card into your computer. Since I don't know what OS everyone runs, just do whatever you have to do in order to view the contents of the SD Card.
4. Navigate through the SD Card's menu as so (these file names may or may not be in all caps; don't worry if they are): private -> wii -> title -> NACE. "NACE" is the file that contains the OoT save; NAC is the Wii's way of identifying OoT, and the E just means that the save is NTSC-U.
5. Open up "NACE"; you'll find a file called "data.bin", the raw save file. Copy this file to somewhere easy to find, probably the desktop, and rename the copy something descriptive, like "darkeyesegment1complete.bin", so we know who made the save and what segment they did.
6. Upload the file to a place where the other runners can access it, like RG's "Team100" folder. Now you're done.

How to transfer saves from your computer to the Wii
1. Take the save you wish to transfer and rename it "data.bin"
2. Place "data.bin" into the "NACE" folder (if you forgot where the folder is, look at step 4 above). THIS WILL OVERWRITE ANY SAVE THAT YOU'VE PUT ON THE CARD, so be careful.
3. Put the SD Card into your Wii. Navigate to the Wii Save Data page (if you forgot, look at step 1 in the previous section)
       3a. If there is an OoT save already on your Wii, you have to delete it first. Simply find the OoT save and select "Delete". BE SURE TO BACK UP IMPORTANT SAVE FILES BEFORE DOING THIS.
4. Select "SD Card" in the top-right corner. Depending on the size of your SD Card, it could take anywhere up to a minute for the Wii to load the data, so be patient.
5. Find the OoT save and select it. Select the "Move" option to transfer the save to your Wii. Now you're done.

That's all there is to it; if you have any questions about the process, send me a PM. I would advise not to start the run until the route is finished, though I guess someone could do segment one if we decide on a filename.

One more thing: make sure you're playing with the official VC release, not a ROM inject. ROM injects are banned on SDA, and ROM injects also create different save files than the official release. You'll know that your file is an inject if the save is in a file other than "NACE"; alec's 1.0 inject, for example, keeps its saves in a folder called "NREA".


Title: Re: 100% Segmented Team Run
Post by: aleckermit on July 18, 2010, 11:34:04 PM
Good info Darkeye.

I'm assuming we are using a 1-character name for sure because of the large amount of in-game talking we're going to do.

PS: A little heads-up to those who have v1.0 OoT on their Wii, the v1.0 save file and regular VC OoT save file look identical in every way so you'll have to figure out which save is which (shouldn't be much of an issue, I think save files are kept in order once they are copy pasted).



Title: Re: 100% Segmented Team Run
Post by: Runnerguy2489 on July 19, 2010, 12:46:27 AM
I think it would be cool to choose "ZSR" and just lose the x amount of frames over the course of the run.

Here are some bomb locations:


Segment 20: ZR grass
Difficulty: This segment is already hard as hell and we are pressed for time to get to market. I'd say don't push this one. Plus we probably don't have less than 30 so only one drop would be useful.

Segment 20: Graveyard grass
Difficulty: Same as above pretty much.

Segment 24: 3 bushes near GC warp
Difficulty: Shrot segment and even though there are only 3 bushes it's only 5 seconds out of the way. Issues could be if we SS -> ESS past the owl (which is faster) instead of GJ.

Segment 26: Graveyard grass
Difficulty: This looks like a long segment but the grass is fairly early. I'd say AT LEAST one gotten here. Most likely 2 from the grass.

Segment 26: Dampe pot
Difficulty: Super easy, no reason not to grab this one.

Segment 31: Grass in LW
Difficulty: Pretty easy segment, not much out of the way. You have to wait for nut upgrade bomb to explode anyway so might as well get one from the grass.

Segment 31: Grass in Kokiri Forest
Difficulty: A little later in segment but it's right by the GS you are getting. Could even get lucky and get 2 here.

Segment 35: Kakariko grass
Difficulty: Easy segment but we may be pressed for time in time moving areas. This grass isn't the most ideal but it's not far out of the way.

Segment 39: Hyrule field grass w/ epona
Difficulty: Has poes already which are difficult. And you only really break like 4 grass things so I'd say no but it's a possibilty since it costs 0 time. Might as well go for it.

Segment 39: ZR grass
Difficuly: Same as above but more grass. I would hope at least 1.

Segment 41: Hylia grass
Difficulty: 3 grass areas, might as well hit one and try and get a bomb drop or two

Segment 43: Two grass by the tree or 3 grass areas
Difficulty: Neither of these are ideal so skip if possible I would say but both are possibilities.

Segment 49: Pots in WT
Difficulty: 2 bomb drops in pots near GS, must get since they are automatic and cost next to no time.

Segment 52: 2 bushes near tree
Difficulty: Wouldn't count on it with just two, and you'd have to do it after the long ass cs.

Segment 53: 2 pots with bombs
Difficulty: Already included in run; these are practically needed unless we have been very lucky with drops

Segment 54: 2 pots with bombs outside flare dancer
Difficulty: Doesn't take much time and automatic bombs are always good

Segment 54: Drop from flare dancer
Difficulty: Wouldn't count on getting it but if it comes out it's a bonus for sure.

Segment 56: Epona grass
Difficulty: Again these are pretty tough to get bombs from

Segment 58: Kill an armos
Difficulty: Might as well if we need bombs still; not too many places left to get them

Segment 60: Epona grass
Difficulty: See 56

Segment 62: Pot in falling spike room
Difficulty: Not really that far out of the way and I believe it's automatic




Additionally, I think we should at least attempt to work backwards or project somehow from the end where we will use bombs; that way we can have an idea of how many we should get in the end. There's no point working some of these segments to get bombs and then end the run with 20.


Title: Re: 100% Segmented Team Run
Post by: aleckermit on July 19, 2010, 01:46:39 AM
ZSR name would be sweet. We'd lose a few seconds over the course of the whole run but not a big deal.


Title: Re: 100% Segmented Team Run
Post by: ING-X on July 19, 2010, 01:48:02 AM
yeah in a 6+ hour run a few seconds isn't gonna make any difference lol.


Title: Re: 100% Segmented Team Run
Post by: RingRush on July 19, 2010, 08:23:42 PM
I see people are getting anxious to start running segments. I still say hold off until we get the route done, we are in no rush.

Also, I am highly for combining segments 1 and 2. Even if there was a full second of optimization lost, it would still be faster than splitting it. It isn't like segment 2 is extremely hard, especially since we don't grab any rupees. RG got his seg 2 in like 5 tries iirc, so I doubt we are going to lose any optimization at all. Plus, we have a ton of runners who will do this first segment, probably more than any other segment.

I think "ZSR" has pretty much been chosen as the character name. Make sure if you do an attempt to use that name.

Anyone want to step up to the plate and start testing how many bombs everything needs (preferably in stream)? RG has a state so you can start keeping track after the Biggest Bomb Bag (before then we should have enough...and if not, 1 drop isn't that hard to manage). Also keep track of chus...if we have leftovers after all of the hovers, they might be able to be put to good use somewhere. This probably means using an emulator to make sure you can nail all superslides and fairly optimize all hovers. Preferably, someone experienced will do this phase of the testing, as they'll know a lot of the tricks. I'd say ZFG, even though he can't stream, or maybe Pokey or Jiano. Or runnerguy if he ends up super bored and wants to put even more into this project despite already doing so much. Or even multiple people, as long as we have one final bomb route.

Finally, we need some organization on ZSR. We need an easy submission link that automatically puts segments in a "segment attempt" folder. After a few days for the easy segments or when we clearly get a good one for the hard segments, an admin can move one run from the attempt folder to a main "100% segments" folder.


Title: Re: 100% Segmented Team Run
Post by: aleckermit on July 19, 2010, 09:33:44 PM
Here's my submission for segment 1 (no sword): http://www.youtube.com/watch?v=mfNumv38Jmk

No blue symbols, great save.

I don't think combining seg 1 and 2 will save more than a second. Having a sweet no-blue symbol intro + perfectly optimized seg 2 is better than saving a single second IMO (if it even will save any time which I doubt).

I'm not trying to rush the run ahead, this is just my submission if we choose to keep seg 1 and 2 separate.


Title: Re: 100% Segmented Team Run
Post by: darkeye14 on July 19, 2010, 09:35:35 PM
I looked into the route and found where the Gold Skulltula count gets messed up:
Quote
GS in rock maze [8GS][27 B]
[...]
Know-it-all brothers GS [10GS]
Quote
GS in tree [25GS]
[...]
To Kakriko (get GS in tree on the way) (it should be night) [25GS]
Every Gold Skulltula count from "Know-it-all brothers GS" in Segment 10 to "GS in tree" in Segment 20 needs to be reduced by one. There are no other mistakes in the GS Route. I don't feel like going back and fixing pause counts because they're not important and they can't throw a runner off like a screwed-up GS count can.

I suppose I could help with the bomb(chu) counts, even though I don't know what the optimal explosive amount of explosives is for a lot of tricks. I think having 0 bombs/0 chus at the end of the game would look incredibly professional, as it would attest to the strength of our route and the ability of our runners to stick to that route. Should we work backwards from there?


Title: Re: 100% Segmented Team Run
Post by: Runnerguy2489 on July 19, 2010, 11:02:33 PM
Can we please please please hold off on starting this? I know people are anxious but getting some kind of explosive route together is a huge task still...It took over a week just to go through the game and optimize pauses. If you want to get started on this then helping out with the bomb route would be ideal.

Additionally, we haven't even talked about uploading videos to youtube. Create a new youtube account and link to the segments through our youtubes seems like the best option...otherwise people are going to have to jump around a ton of accounts to view them all. Even if we create a playlist, people would have to check it constantly for new segments because they might not be subscribed to all of us. Plus I don't know about you guys, but if I have segments 3, 9, 12, 24, etc. I don't even want to think about all the stupid ass comments saying, "Where's segment x of your run?"


Title: Re: 100% Segmented Team Run
Post by: aleckermit on July 19, 2010, 11:09:40 PM
Can we please please please hold off on starting this? I know people are anxious but getting some kind of explosive route together is a huge task still...It took over a week just to go through the game and optimize pauses. If you want to get started on this then helping out with the bomb route would be ideal.

Additionally, we haven't even talked about uploading videos to youtube. Create a new youtube account and link to the segments through our youtubes seems like the best option...otherwise people are going to have to jump around a ton of accounts to view them all. Even if we create a playlist, people would have to check it constantly for new segments because they might not be subscribed to all of us. Plus I don't know about you guys, but if I have segments 3, 9, 12, 24, etc. I don't even want to think about all the stupid ass comments saying, "Where's segment x of your run?"

I am willing to help route, just let me know how I can assist. That Youtube account idea sounds excellent as well. I made the seg 1 submission just because it's an un-changing segment, I'm not trying to rush us into attempts yet, I just felt like doing my segment 1 attempt for submission while I had the time today.



Title: Re: 100% Segmented Team Run
Post by: darkeye14 on July 21, 2010, 05:07:16 AM
Anyone who wants to help with the explosive route should download this: http://www.mediafire.com/?wlvgyqwggdag6y2

It's a Mupen savestate created right after obtaining the Biggest Bomb Bag in Segment 17. I downloaded RG's "dekutreeentrance.st" and played it up to that point in the run; the file possesses one more Piece of Heart at that point than the route projects, but RG's savestate came with it, so he is the only one who can explain it. Hopefully, if this savestate gets spread around to all the right people, we can create a high-quality explosive route.


Title: Re: 100% Segmented Team Run
Post by: aleckermit on July 21, 2010, 06:51:37 AM
I downloaded that Save-state and played through segment 20.

Some notes:

Segment 18 - Should do a SS to Saria cutscene if we can spare the bomb. This is an easy segment and a SS down the path to the Saria cutscene seems like common sense.

Segment 20 - How are we dealing with passing the rocks barrier in ZR (2 bombs, one for blowing up rock and one for ground jump to skip owl?). The Dampe Grave dig... first of all we need to make sure that we get into Kakariko soon after nightfall in order for Dampe to be in the graveyard. Also, how many tries are we willing to do to get a heartpiece? After getting into Shadow early, I had 29 bombs left (this included the SS to Saria cutscene but doesn't include a ground jump for skipping ZR owl). I'm pretty sure my hovering onto the seam was optimal (7 bombs total I think?). I collected a few rupees from grass and 5r behind Saria's house that I probably shouldn't have IDK... maybe like 7 total. Dunno if that matters but my total rupee count is 55 as of the start of segment 21.

Here's my savestate at the beginning of segment 21: http://www.mediafire.com/?efud5djllngnd3d


Title: Re: 100% Segmented Team Run
Post by: ZFG on July 21, 2010, 08:30:23 AM
Segment 20 - How are we dealing with passing the rocks barrier in ZR (2 bombs, one for blowing up rock and one for ground jump to skip owl?). The Dampe Grave dig... first of all we need to make sure that we get into Kakariko soon after nightfall in order for Dampe to be in the graveyard. Also, how many tries are we willing to do to get a heartpiece?
For ZR we're throwing a bomb at the rocks, drop another bomb and get ISG and GJ from it, roll into the tree for the GS, ISG to kill it then go past the rocks to buy bean.  When RG tested this he just barely made it to market by night and got to kakariko at the right time for dampe easily.  The HP must be gotten 1st try.  It'll be a hell of a hard seg but too bad.

About the bomb route, I don't think it needs another full playthrough, we should be able to figure out where to use bombs just from looking at it.  For tricks with unknown bomb counts, simply test them on another file.  We could do this in #route again later.

About combining segs 1 and 2, I actually think they should be combined.  I've gotten a few perfect to near perfect runs to the sword in MST, and without the need for rupees it should be even easier.  From alec's seg 1 it looks like it takes about 1.5 sec to save, which I think is more time than a less optimized seg 2 would lose.  Though of course we're talking about tenths of seconds here, maybe a second max, but it does seem like combining them would be faster.


Title: Re: 100% Segmented Team Run
Post by: Runnerguy2489 on July 21, 2010, 11:23:00 AM
Anyone who wants to help with the explosive route should download this: http://www.mediafire.com/?wlvgyqwggdag6y2

It's a Mupen savestate created right after obtaining the Biggest Bomb Bag in Segment 17. I downloaded RG's "dekutreeentrance.st" and played it up to that point in the run; the file possesses one more Piece of Heart at that point than the route projects, but RG's savestate came with it, so he is the only one who can explain it. Hopefully, if this savestate gets spread around to all the right people, we can create a high-quality explosive route.
Cool thanks. Yes I have an extra heart and I have the DMC GS. We were testing these and I was able to collect both but we later decided this would be too hard for that segment and we pass by that area later anyway. There are probably other savestates that are inconsistent with the typed route; but the typed route is the most correct.

I also had to megaflip -> HESS to get to the market before night in that segment with Zora's River. When is the last time reset before this segment? Is it Saria's Song or Deku Tree? We need all segments with areas of time passing to be near perfect at that point.


Title: Re: 100% Segmented Team Run
Post by: aleckermit on July 21, 2010, 04:46:49 PM
From alec's seg 1 it looks like it takes about 1.5 sec to save

Saving on VC takes approx 1.9 seconds if done perfectly. That's with TAS perfection. My save took 2.2 seconds. VC has a ~1/2 second pause delay that the N64 doesn't have (Yes, I took the time to figure this out in Sony Vegas). GCN = 4/5 second pause delay.


Title: Re: 100% Segmented Team Run
Post by: ING-X on July 21, 2010, 05:02:37 PM
So i was right - VC DOES have pause delay! I knew there was something odd about the pauses on VC when I first played it. Did you just time the length of the pauses on all 3 versions and conclude that GCN and VC's pauses took longer than N64's?


Title: Re: 100% Segmented Team Run
Post by: aleckermit on July 21, 2010, 05:11:54 PM
So i was right - VC DOES have pause delay! I knew there was something odd about the pauses on VC when I first played it. Did you just time the length of the pauses on all 3 versions and conclude that GCN and VC's pauses took longer than N64's?

If you look at each of the pauses frame-by-frame, you can see on VC/GCN there is a moment where the screen becomes blurred until the pause menu begins to appear. The blur is the delay time, so I just timed them. It's non-existent on N64.


Title: Re: 100% Segmented Team Run
Post by: Runnerguy2489 on July 21, 2010, 10:12:28 PM
So we lose about 50 seconds in the run due to pausing (and some people thought keeping count of pauses was a bad idea). Plus whatever it takes to buffer tricks like megajump.

Still well worth it to use VC since there's 30 seconds of lag on N64 in the last segment alone, plus areas like botw which are laggy too.

I like ZFG's idea of just mapping out the bombs by looking over the route. If we add more in later, we've already got lots of places to add a drop (I made a post of many common areas). We could probably just do this in #route in an hour or so.


Title: Re: 100% Segmented Team Run
Post by: ING-X on July 21, 2010, 11:46:03 PM
If you look at each of the pauses frame-by-frame, you can see on VC/GCN there is a moment where the screen becomes blurred until the pause menu begins to appear. The blur is the delay time, so I just timed them. It's non-existent on N64.

hm, I should test that out myself with simply timing the pauses to see if it's just a graphical glitch or not.

EDIT: How do you know the blur is the delay time? Also, what about how long it takes for the game to unpause?

EDIT: You are right, I just timed it. N64 pauses in 22 frames, VC pauses in 31, and GCN pauses in 44.


Title: Re: 100% Segmented Team Run
Post by: darkeye14 on July 23, 2010, 02:39:29 AM
RG, ZFG, RR, and I worked on the explosive route in #route today, and this is what we came up with: http://www.mediafire.com/?xlz78iyya1s1sv3

It's not complete (it only goes up to about halfway through Segment 58) and it doesn't make complete sense (we use negative bomb counts because we don't want to write in random drops yet), but it's a very solid start. We'll probably have this done very soon.


Edit: RR, ZFG, and I finished this up when RG left: http://www.mediafire.com/?h71gfoptj6egjxh
We use approximately 156 bombs and 29 chus. We just need to map drops and make final corrections, and then we'll be done.


Edit 2: The route is almost done. Download it here: http://www.mediafire.com/?4imc06jennjfpnt
There's a few things I want to run by RG before I declare it done, but it's basically complete.


Title: Re: 100% Segmented Team Run
Post by: RingRush on July 23, 2010, 09:53:37 PM
As the route is now finished, I'm sure a lot of people are getting anxious to start running.

PLEASE DO NOT START ATTEMPTING SEGMENTS UNTIL WE GET A FEW KEY THING SETTLED.

First of all, some knowledgable players are going to read through the route, making sure all the bombs are charted correctly (don't want to end up having to megaflip without a bomb). We are also coming up with some contingency plans on where else we could get drops if need be (a big one being the G Castle beamos if we don't get the Flare Dancer drop).

Secondly, we need to organize a system for submission and acceptance. What we don't want is RG posting saying "hey I'll do this segment" then everyone else saying "k", then a few days later RG posts saying "here it is" and then everyone else says "k, next segment". We want to make sure, at least for the easier segments, we get a decent ammount of submissions. We also want to be absolutely sure we are ready to move on before we move on. If we can optimize a short segment to save another half second, I see no reason why not to.

My suggestion, as I stated before, is to have a "submit" button on ZSR, that allows people to upload runs for the current segment. We will also have a team of (experienced) verifiers, and if any segment attempt lasts X days (3?) without any improvements AND is accepted by ALL of the verifiers, we can move onto the next one. Ideally, there would be 3-5 verifiers.

Once again, this is NOT a competition. Do not be a Grunz and keep secret strategies. We should all be helping eachother get the best segment possible. On the flip side, some competition is encouraged. We don't want to assign RG every single segment that has a superslide across hyrule field. There is no reason that multiple people should not be trying any given segment.

So, opinions?


Edit: We also need a way to store completed segments. A special folder on ZSR would work, and if people could also individually host them that would be great. Make sure we have the raw file for each segment, not just the encodes.

Edit 2: For those of you who don't want to download the route, you can view it here (http://z6.invisionfree.com/The_Not_Sonic_Center/index.php?showtopic=377). ZSR's settings unfortunately make it so the route has too many characters to fit in one post. It will hopefully be added to the main site soon.


Title: Re: 100% Segmented Team Run
Post by: aleckermit on July 23, 2010, 10:24:03 PM
About submitting segments to ZSR in the future:

First of all it's very important that you save your raw recorded segment files in multiple places for safe keeping. Once we have a way of submitting segments to ZSR for judging, it's VERY IMPORTANT that you encode your segments properly for submission. I have worked with Nate (co-admin and lead tech-guy at SDA) on the settings we needs to use for submitting our segments to SDA.

I've made a thread  (http://forums.zeldaspeedruns.com/index.php?topic=446.0) that tells you exactly how to encode a segment of VC OoT. I keep the thread updated so be sure to check it often for changes. You MUST use this exact system to encode your segments, if you absolutely can't use anri-chan for whatever reason, you need to send the raw file to someone who can. The encoded MP4's that you will send to ZSR are the exact files that will be sent to SDA for final submission so they need to be encoded the correct way or the quality/framerate of the gameplay will not be consistent segment-to-segment.

When a system for submitting segments to ZSR is available, I will make a new thread describing the exact steps you need to take to encode/submit your segments (including where to get/how to use anri-chan specifically). Also we're most likely going to need to render/encode the raw segments separately for the ZSR Youtube account since the MP4's we're submitting to SDA become very low quality when uploaded to Youtube. Most likely we'll just let the owner of the raw file render the video however they want, just like they do for their Youtube account.


Title: Re: 100% Segmented Team Run
Post by: darkeye14 on July 24, 2010, 12:27:28 AM
The route is now officially complete. Download the .txt file here: http://www.mediafire.com/?0dwkl4iuwr4i67w
There are a few changes from the route that I posted a few posts back. The biggest change is that Segment 58 is now split up into two segments.

In the previous route, the runner would have to hoverslide onto the Colossus, grab a Skulltula in the child side, then exit and hoverslide to the Mirror Shield, then complete a large chunk of the Spirit Temple (including Twinrova), and finally grab two skulltulas at the base of the Colossus and grab Nayru's Love. Since we decided that this segment was too long, we split it up; collecting the Skulltulas on the outside of the colossus and grabbing Nayru's Love now come first. After that, we SS back to the Spirit Temple, enter, and save. The following segment completes the rest of the Spirit Temple, and includes both hoverslides. We lose five seconds max with this strategy, and a good portion of that could be made up with the optimization that a shorter segment affords.

The other change involves the Fire Temple. Using FW, it's possible to save 10 seconds and an explosive. RG came up with the strategy, but he didn't test it, so he didn't know how much time it saved until I tried it. Using this FW point, it's also possible to split the segment, so this segment has also been split to preserve our runners' sanity.

I would advise everyone to look over RR's last post before starting the run, because it contains some solid points. I would also like to remind everyone of what RG always says: "The route is a free-flowing document". You may have thought of something that we did not, and you are welcome to try it. Just remember, however, that we strictly counted our explosives; we reach 0B/0C at the end of the run, so there isn't a whole lot of freedom.


Title: Re: 100% Segmented Team Run
Post by: RingRush on July 25, 2010, 04:24:04 AM
Until any other suggestion is drafted, I have to assume we are going with "if the attempt lasts for three days with no improvement, it is sent to five verifiers who will publish the segment if they all agree." If other people are still working on the segment, and they have the potential to improve the current one (e.g. not me working on a segment halting the whole process), the verifiers can choose to reject the segment temporarily and review it again later if no improvement comes through.

So, who will the verifiers be?

I think ZFG and Runnerguy are both obvious choices. There is really no denying they both have a lot of knowledge, skill, and experience with running.

Pokey I think is a really strong choice, and I see no reason why he shouldn't be one of the verifiers.

For the other 1-2, does anyone have any suggestions? Swordless and Cosmo are strong candidates, and Jiano is pretty good too. Or maybe there is somebody else I'm completely forgetting (like brianMP...if only).


Title: Re: 100% Segmented Team Run
Post by: aleckermit on July 25, 2010, 06:34:57 AM
I'd very much like to verify. I have an extreme eye for details.


Title: 100% Segmented Team Run: Submission Topic
Post by: RingRush on July 25, 2010, 09:40:32 PM
CURRENT SEGMENT: Segment 4
File: Here (http://www.zeldaspeedruns.com/Team100/WiiSaves/ZFGSeg3complete.bin)
Current fastest time: No submissions so far
Route: Here (http://www.zeldaspeedruns.com/Team100/completedteam100route.txt)
MAKE SURE YOU HAVE THE MOST UP TO DATE VERSION OF THE ROUTE BEFORE RUNNING.

How to submit a segment attempt:
1. Make sure you are using the official save file (name: ZSR) and that everything synchs up with the route. If there are slight alterations because you used an extra bomb, etc, include that in your post.
2. Make sure you are using the official Virtual Console version on Wii (not 1.0 VC) and that you are recording to SDA standards (if you have a DVD recorder or a good capture card, you should be fine).
3. Encode your video file using Anri-Chan, as outlined in this post (http://forums.zeldaspeedruns.com/index.php?topic=446.0). Normal quality is preferred, although any quality would work for submission.
4. Upload your encoded video to YouTube or a file sharing site (RapidShare, MegaUpload, MediaFire etc). Post the appropriate link in this topic.
5. If your segment ends up being accepted (keep checking back on this topic to find out if it is), send the raw (non-encoded) video file to Runnerguy2489, RingRush, or ZFG for on-site storage. If possible, also send an encode so that we can upload the segment to the ZSR YouTube. Keep the raw file on your computer as backup, in case something happens to the ZSR version.
6. In addition, if your segment is accepted, use an SD card as outlined here (http://forums.zeldaspeedruns.com/index.php?topic=415.msg7367#msg7367) to upload your save file to any file sharing site and send it to a ZSR administrator. This step MUST be done before anyone can begin attempting the next segment.

Completed segment archive:
Segment 1 (http://www.youtube.com/watch?v=Gszayz4se6E)
Segment 2 (http://www.youtube.com/watch?v=c23ITR14fzc)
Segment 3 (http://www.youtube.com/watch?v=aS3Lohu2glA)
Segment 4 (http://www.youtube.com/watch?v=jADUCqoFEcI)
Segment 5 (http://www.youtube.com/watch?v=f5K1mdfXRpk)


Title: Re: 100% Segmented Team Run
Post by: RingRush on July 25, 2010, 09:45:55 PM
After talking with Runnerguy, we've decided the best thing to do would be a pool of verifiers, and as many of them can verify the segment as they wish, minimum 4.

Please do not try to sign up for the pool if you do not have a significant ammount of expirience and knowledge with OoT. We'll try to be a bit loose about submissions, but will ignore clearly underqualified people.

Current pool:
Runnerguy
ZFG
Pokey
Cosmo
Jiano
Aleckermit
Swordless
Brianmp (if he ever shows up)


And with that and the recently created submission topic:
LET THE RUN BEGIN!


Cosmo: I'm not sure if this is essential, but could we maybe have a subforum for 100%? I think it would be easier to organize if we had a few topics: one for submission, one for strategy discussion for the current segment (i.e. timing strats, sidehop vs backwalk, etc), this general topic which would also include route discussion and tech/process discussion, and one for verification so everyone knows when verification is up and how verifiers are reacting. Also, alec's topic on encoding for this run.


Title: Re: 100% Segmented Team Run
Post by: Siglemic on July 25, 2010, 10:26:46 PM
i SUPPOSE i can verify, if you guys ask nicely..


Title: Re: 100% Segmented Team Run
Post by: ING-X on July 25, 2010, 11:42:12 PM
i'd very much like to be in the pool too; i have very good attention to detail and am very knowledgable in oot :)


Title: Re: 100% Segmented Team Run
Post by: Elminster on July 25, 2010, 11:43:54 PM
ing just wants free lizalfos porn. Please don't indulge him.


Title: Re: 100% Segmented Team Run
Post by: ING-X on July 25, 2010, 11:48:18 PM
CURSES, FOILED AGAIN


Title: Re: 100% Segmented Team Run: Submission Topic
Post by: ZFG on July 26, 2010, 06:04:01 AM
Seg 1 submission http://www.youtube.com/watch?v=UF9c2a_xhYk


Title: Re: 100% Segmented Team Run
Post by: BlueStarReturns on July 30, 2010, 11:18:01 PM
See, what really sucks for me (and I've mentioned this before) is that I could be a verifier if only I had more actual experience with the game. I understand that, for the purpose of verifying, one needs to both be very knowledgeable and skilled in the game. As I only fit the description of being very knowledgeable (e.g. I've read the route, have been able to keep up with it and not go "How is this done?" or "How do you do this?"), this would mean I can't be a verifier, right?

I just wish there was some way I could help with this.

On a different note, if we host the run on Youtube, at least we won't have to worry about splitting the video if it's under 15 minutes. I love the new video time limit!


Title: Re: 100% Segmented Team Run
Post by: Exodus122 on July 31, 2010, 12:15:03 AM
I'd like to be a verifier if this run ever gets started. (Come on people!) I can't do any segments of this run as the only versions of the game I have are on N64, but I'd still like to be a part of it and the only way I can think of is to be a verifier. I'm very knowledgable and skilled at this game, although I haven't been very active in IRC until recently. I've watched many speedruns of this game and have done almost every trick multiple times.


Title: Re: 100% Segmented Team Run
Post by: aleckermit on July 31, 2010, 01:22:27 AM
I'd like to be a verifier if this run ever gets started. (Come on people!) I can't do any segments of this run as the only versions of the game I have are on N64, but I'd still like to be a part of it and the only way I can think of is to be a verifier. I'm very knowledgable and skilled at this game, although I haven't been very active in IRC until recently. I've watched many speedruns of this game and have done almost every trick multiple times.

Segment 1 is done (although it can be improved at any time in the future). Segment 2 is underway.


Title: Re: 100% Segmented Team Run
Post by: Exodus122 on July 31, 2010, 01:34:52 AM
I thought ZFG rejected his segment.


Title: Re: 100% Segmented Team Run
Post by: ZFG on July 31, 2010, 02:00:59 AM
I thought ZFG rejected his segment.
Segment 1 can be redone at any time in the run because there's really nothing to make the same as previous/next segment (besides 2 rupees and sword equipped, but that's part of the segment anyway).


Title: Re: 100% Segmented Team Run: Submission Topic
Post by: Runnerguy2489 on August 23, 2010, 08:57:53 PM
Segment 2 submission: http://www.youtube.com/watch?v=3Yy14Z7ZwpQ


Title: Re: 100% Segmented Team Run
Post by: RingRush on September 12, 2010, 10:59:02 PM
Yo ZFG, we need your raw file to store on the site and an encoded version to upload to ZSR's youtube. We are still officially on segment 1 until you provide those.


Title: Re: 100% Segmented Team Run
Post by: ZFG on September 12, 2010, 11:11:23 PM
Blarg, wont be able to do that until my comp is working again and I'm not sure how long that will take (still stuck on wii internet >_<).

But would I be able to do seg 3 while waiting for that?  No need to have consistent time for that seg since its in a dungeon and the only other thing to make consistent would be rupees.


Title: Re: 100% Segmented Team Run
Post by: Runnerguy2489 on September 12, 2010, 11:52:33 PM
Yeah I think anyone could try some seg3 if they want. If you can't get my Wii Save from the site then just get in the botw with ocarina (not equipped), sword, no shield, and 2 rupees. I think that was it.


Title: Re: 100% Segmented Team Run
Post by: ZFG on October 03, 2010, 03:47:59 AM
Seg 1 raw is in ftp.  We're officially on seg 3.  I'm practicing seg 3 and hopefully I can get a good seg once I get some more DVDs.


Title: Re: 100% Segmented Team Run: Submission Topic
Post by: ZFG on October 16, 2010, 02:18:47 AM
seg 3 submission http://www.youtube.com/watch?v=Nqww0A7BZDY


Title: Re: 100% Segmented Team Run: Submission Topic
Post by: Runnerguy2489 on November 06, 2010, 12:50:04 AM
Segment 4 submission: http://www.youtube.com/watch?v=d9Qnd_a39L0


Title: Re: 100% Segmented Team Run: Submission Topic
Post by: aleckermit on November 06, 2010, 03:19:04 AM
Segment 5 submission (was forced to upload to show strats, may try to improve):

http://www.youtube.com/watch?v=LUIIsNqlsA8

Time is 1:56;28


Title: Re: 100% Segmented Team Run: Submission Topic
Post by: ZFG on November 06, 2010, 07:57:12 AM
Seg 5 submission http://www.youtube.com/watch?v=17B8tkpJm60


Title: Re: 100% Segmented Team Run: Submission Topic
Post by: ZFG on November 07, 2010, 08:08:06 PM
Seg 6 submission http://www.youtube.com/watch?v=vCEnasRGNg0


Title: Re: 100% Segmented Team Run: Submission Topic
Post by: RingRush on November 07, 2010, 10:19:50 PM
Shouldn't we wait for a finished seg 5 before moving onto seg 6...I guess there is no harm in redoing seg 5, but it keeps things organized.


Title: Re: 100% Segmented Team Run: Submission Topic
Post by: aleckermit on November 08, 2010, 03:14:08 AM
Segment 5:

http://www.youtube.com/watch?v=MZ6tpDoOADw

1:15;17

Read Youtube description for full details please.


Title: Re: 100% Segmented Team Run: Submission Topic
Post by: Siglemic on November 09, 2010, 07:04:28 AM
zfg that is such a rape segment


Title: Re: 100% Segmented Team Run: Submission Topic
Post by: Siglemic on November 10, 2010, 01:10:34 AM
segment 5: http://www.youtube.com/watch?v=rfEQkrSBMCk


Title: Re: 100% Segmented Team Run: Submission Topic
Post by: ZFG on November 11, 2010, 08:38:56 PM
Even though its probably gonna have to be redone with a better seg 6, seg 7 submission http://www.youtube.com/watch?v=-mnj5rSXmx8


Title: Re: 100% Segmented Team Run
Post by: InsomPsycho on January 07, 2011, 09:17:57 PM
Is there anything in the segmented route than cannot or should not be used in a single segment run?


Title: Re: 100% Segmented Team Run
Post by: Enterim on January 07, 2011, 09:20:52 PM
Savewarping.


Title: Re: 100% Segmented Team Run
Post by: InsomPsycho on January 07, 2011, 11:54:16 PM
I heard a rumor that that was going to be allowed soon. (It's in the TAS, isn't it? :P)

I'm asking about techniques. For example I've never heard of the WESS and I haven't seen any videos that show it pause buffered, or what angle to do it at in those exact circumstances, like I've seen with a lot of other tricks.

Some people can't be in the irc 24/7 so it would be nice to have something to refer to elsewhere. lol


Title: Re: 100% Segmented Team Run
Post by: Enterim on January 08, 2011, 04:14:30 PM
You said single-segment, which forbids savewarping. RTA (which is very similar) allows it.


Title: Re: 100% Segmented Team Run
Post by: ZFG on February 11, 2011, 12:38:02 AM
For anyone wondering about the status of this run, its being held up because we're creating and testing a new route that would go to adult in segment 4 and use giants knife to go back to child, avoiding missing the missable deku nut upgrade (its caused by poachers saw, not adult).  Its expected to save about 2 minutes, and also gets rid of the current segment 6 with the dumb superslide off the switch and the stupidly hard segment 19.  Unfortunately a segment like 26 will still exist, but the run overall should be reduced in difficulty which should result in the run getting done faster.


Title: Re: 100% Segmented Team Run
Post by: aleckermit on February 11, 2011, 09:39:07 PM
For anyone wondering about the status of this run, its being held up because we're creating and testing a new route that would go to adult in segment 4 and use giants knife to go back to child, avoiding the missing deku nut upgrade.

We're not getting this upgrade? Once you go adult you can't get that upgrade. I'm confused about what exactly your saying here.


Title: Re: 100% Segmented Team Run
Post by: Exodus122 on February 11, 2011, 09:40:44 PM
We're not getting this upgrade? Once you go adult you can't get that upgrade. I'm confused about what exactly your saying here.

Getting the poacher's saw causes the upgrade to be un-obtainable.


Title: Re: 100% Segmented Team Run
Post by: ZFG on February 11, 2011, 11:28:25 PM
We're not getting this upgrade? Once you go adult you can't get that upgrade. I'm confused about what exactly your saying here.
Someone hasn't been keeping up ::).  Though I guess I worded it bad.


Title: Re: 100% Segmented Team Run
Post by: aleckermit on February 12, 2011, 06:14:14 AM
Getting the poacher's saw causes the upgrade to be un-obtainable.

Really?....

I thought it was instantly un-obtainable after going adult. The more you know.


Title: Re: 100% Segmented Team Run
Post by: ZFG on February 12, 2011, 07:09:52 AM
Really?....

I thought it was instantly un-obtainable after going adult. The more you know.
Most people thought that until petrie figured it a few months ago http://www.youtube.com/watch?v=EXy7UU1VBOY


Title: Re: 100% Segmented Team Run
Post by: LinuzDk on February 12, 2011, 10:57:05 AM
ZFG just saw your vid on the skulltula DC strats but for an easier Megahover http://www.youtube.com/watch?v=p7Xp3Ub-Fhc use these strats


Title: Re: 100% Segmented Team Run
Post by: Runnerguy2489 on February 14, 2011, 05:15:39 PM
Might as well keep this rolling in this topic. Here's what we have so far for GK route:


Segment 1:
Intro
Sword
Pause (1) Equip Sword and Save

Segment 2:
WESS escape
Fairy Ocarina
Owl
WESS to kakriko
4 cuccos
Cucco dive to well
Pause (2) Save

Segment 3:
Stick from pot
Key
Open Actor Glitch door (no glitch)
Deku Shield
Like Like room for Hylian Shield + GS [1GS]
Actor glitch
Pause (3) - equip Deku Shield
Dead hand
LoT (no 99 R chest suck it zfg)
Clip for Chus
Pause (4) and Save

Segment 4:
Finish cuccos for bottle
To market
Crate GS in market [2GS]
Egg
Pause (5) and equip Egg, Bottle, and Chus
Catch a Bug from the rocks near the tree
GS in tree near castle [3GS] (Be sure to take 2 hearts of damage)
Wake Talon
Chu Boost to ledge [9 C]
Avoid cheating guards
ZL w/ CS skip [8 C]
Talk to Impa
Back in Market
ToT
DoT Skip
Adult
Pause (6) equip Chus C-left and Save

Segment 5:
To Kakariko
Egg
Graveyard
Shadow Early [6 C]
Pause (7) and Save

Segment 6:
Megaflip over gap [5 C]
Truth Spinner
Hoverboots
Pause (8) and Save

Segment 7:
Leave Shadow
Sun's Song
Sun's Song HP [3.25 H]
Hookshot
HP [3.5 H]
Pause (9) and equip hookshot over bombs
Song of Storms and HP [3.75 H]
Hookshot to Roof guy [4 Hearts]
To Death Mountain Trail
Chu wall [4 C]
GS behind wall [GS 4]
Sun's Song before entering DC
Pause (10) and equip hover boots and Save

Segment 8:
Chu wall [3 C]
Use hoverboots to right side
Switch
Pause (11) and take hover boots off
Chu Staircase [2 C]
Chu boost to GS acove [1 C] (Pause (12) to equip hover boots and pause buffer)
Kill GS [GS 5]
Pause (13) and take off hover boots
Get GS by vines [GS 6]
To Bomb Bag [20 B]
Pause (14) and equip bombs over ocarina
Bomb eyes [18 B]
Pause (15) and equip hoverboots and Save

Segment 9:
Right side
Get ISG and bomb wall [17 B]
Hover to GS [0 Chu, 11 B] [GS 7]
Bomb wall [10 B]
Last DC GS [GS 8]
Pause (16) and take off hoverboots. Equip bugs over Chus. Save.

Segment 10:
Superslide to head [9 B]
Pause (17) and equip hoverboots
Get bomb drop from pot [14 B]
Get GS in back [GS 9]
Back to Blue switch room
Pause (18) and take off hoverboots.
IO switch
Get 5 bombs in chest and blow up floor [18 B]
Beat KD [16 B]
HC [5 H]
Ruby Cutscene
To Kakariko
Pause (19) and equip cucco and ocarina (leave hookshot)
Wake Talon
Exchange for Cojiro
Trick to ledge
Cow HP [5.25 H]
Play Sun's Song
Hookshot to Impa's House
GS on roof [GS 10]
House of Skulltula
200 Rupee Bag
Death Mountain Trail
Pause (20) and equip Bombs over Cojiro
Bomb grotto [15 B]
200 Rupees
Death Mountain Trail
SS to DC [14 B]
Pause (21) and Save

Segment 11:
SS up DMT [13 B]
Red Rock GS [GS 11]
Pause (22) and equip hoverboots
Hoverboots trick to top of mountain
Pause (23) to take off hoverboots whenever
Bomb wall [12 B]
Quick Magic Text
Double Magic with hoverslide (Pause (24)) [11 B]
Cone HP [5.5 H]
Bolero CS Skip [8 B]
To GC
Buy GK [4 B]
GS behind rock in middle [GS 12]
To LW [3 B]
SFM
GJ over maze [2 B]
Minuet CS skip [1 B]
Back to old man
Pause (25) and equip Cojiro over ocarina
Exchange cojiro for Mush
SS or megaflip over Mido; whichever saves more time [0 B]
To maze, GJ to get on top [-1 B]
Hookshot GS in maze [GS 13]
Pause (26) and equip Bugs over Cojiro, equip Giant's Knife too
Bugcatching trick to keep elevator up
Go down and get GS [GS 14]
Ride elevator back up and get GS by stalfos door [GS 15]
BK skip
Crouch Stab 1 cycle PG
HC [6.5 H]
Odd Mush Forest Medallion CS Skip
Pause (27) and equip cojiro over bugs
Trade for Mush again
To Kokiri
Pause (28) and equip Ocarina over mush
Play Sun's Song, kill GS [GS 16]
SS out of Kokiri [-2 B]
SS across Hyrule to Kak [-3 B]
Pause (29) and equip Mush over Ocarina
Exchange Mush for Potion
Pause (30) and equip hover boots. Save

Segment 12:
DoT Skip
Prelude
Pause and equip bombs over chus (31). Save



Bomb drops will be added later depending on what we need. At this point there are several options. We could keep segment 12 going and get Din's Fire and that GS (hover to it). We can clear Goron City area and pick up much needed bomb bag. We can try and head to jabu and clear that (not likely as we don't have many explosives as it is).

FYI I will be out of the country starting this Thursday and going to next Friday (25th).


Title: Re: 100% Segmented Team Run
Post by: Runnerguy2489 on March 23, 2011, 05:04:11 PM
I attached this file instead. Up to Adult 2. I probably forgot something. I solved the 50 GS at Skulltula House issue, but there's still some shitty things in this like Bombchu Bowling after Zelda flee/OoT Cutscenes, as well as stupid things with the bridge being up when you leave the market. Should be able to put that CS somewhere else.


Title: Re: 100% Segmented Team Run
Post by: ZFG on March 26, 2011, 07:23:57 PM
Modified RG's route a bit and seems a little faster.  Might have some wrong pauses/pause numbers though.  I think we can start working on Adult 2 now.

EDIT: For anyone who can't see attached files: http://pastebin.com/gsykxisq


Title: Re: 100% Segmented Team Run
Post by: Runnerguy2489 on March 27, 2011, 01:27:05 AM
Almost done, route attached.

Then we'll look over it (lots of C&P from old route for adult temples, sure there are errors and I would be surprised if hearts and GS worked out). After it gets cleaned up I'll do a playthrough on emulator seeking to play as a human would and then I'll test vs. the old route and then we can finally start moving on this again.


Title: Re: 100% Segmented Team Run
Post by: ZFG on March 27, 2011, 05:11:53 AM
Just about done.


Title: Re: 100% Segmented Team Run
Post by: Runnerguy2489 on April 14, 2011, 02:47:29 AM
So what is changed with the GK route now that it doesn't need GK? Is it more or less the same just don't go to GC and get it (can probably move a GS or two as well since there isn't such pressure to get 10 so early). Or is it still worth it to get it for the quicker kills on things (doubt it but it really doesn't take that long to get so idk).


Title: Re: 100% Segmented Team Run
Post by: ZFG on April 14, 2011, 04:20:32 AM
Definitely not worth getting GK for kills.  Only changes to the route should be getting cojiro before DC, skip impa's house GS and move it to near nocturne, get DMT lower GS immediately after beating DC then reenter DC, mostly the same from there.


Title: Re: 100% Segmented Team Run
Post by: Runnerguy2489 on April 14, 2011, 12:30:29 PM
If we don't get adult's wallet, we are gonna have to add a rupee chest or some rupee luck into the route at some point due to all the mask/mini-games. The rupee counts are a little messed up in the route right now I think, so it is critical without doing another entire run through that this ends up ok. The max I had before starting to spend anything was 125 R and I ended with ~6 R, so if we have 99 we need about 20 more.

I've attached the route again. It's not really final as I am only in Shadow Temple still, and didn't go back through and clean up some numbers.


Title: Re: 100% Segmented Team Run
Post by: ZFG on April 14, 2011, 10:17:59 PM
If we don't get adult's wallet, we are gonna have to add a rupee chest...
How about the 99r chest in botw!


Title: Re: 100% Segmented Team Run
Post by: Runnerguy2489 on April 15, 2011, 03:50:57 AM
Ok. Attached is final route changes based on the tricks Exodus has found recently (might need to change ice cavern one, the newest clip through ice doesn't require bomb I don't think).

THIS MUST BE LOOKED OVER VERY CAREFULLY.

There will not be another playthrough of this route (by me at least) and it is very important that there are no issues with this route. Currently the pause numbers are messed up; ignore this for now. Also ignore anywhere it says use GK ISG to kill things, this will be fixed later too.

Once this route is cleared to go, we are ready to continue with this at segment 4.


Title: Re: 100% Segmented Team Run
Post by: ZFG on April 15, 2011, 04:24:58 AM
Pastebin of route: http://pastebin.com/vLeqRJnM


Title: Re: 100% Segmented Team Run
Post by: ZFG on April 24, 2011, 07:41:42 PM
Final final route completed.  Might need some reviewing just to make sure all the numbers are right, but I'm pretty sure its all good.


Title: Re: 100% Segmented Team Run
Post by: RingRush on April 24, 2011, 09:26:45 PM
Now that we're finally done with the route, let's upload it to ZSR and I'll add it to the front post.

To those who haven't been following the new route progress: the segment 4 we had before is now invalidated as we now DoT skip after lullaby. Consequently, segment 5 is invalidated too. Segments 1-3 can be kept. We've spent a lot of time on this new route (Runnerguy more than anyone else, props to him), so we should have a run to show for it. Start practicing segment 4 everyone interested, and let's create a great run. The more people working on segments the more fun it will be and the better it will turn out.

A new VC save will be provided shortly.

Furthermore, because tricks are constantly being found, we may enact a moratorium on route changes. If tricks are found that only influence future segments, they can easily be added in, but we don't want to get halfway through the run and have to redo ten segments because of a new trick somewhere. This is such a long run that in order to finish we can't keep restarting every time a minor thing is found (I don't anticipate many significant tricks being found that would require redoing many past segments, but with the streak exodus is on, who knows...)


Title: Re: 100% Segmented Team Run
Post by: Toolex on April 24, 2011, 11:19:10 PM
but with the streak exodus is on, who knows...

How has he found this many so quickly? It's really quite cool :)


Title: Re: 100% Segmented Team Run: Submission Topic
Post by: Runnerguy2489 on May 01, 2011, 10:41:22 PM
Segment 4 submission: http://www.youtube.com/watch?v=LKHgX4dGSis


Title: Re: 100% Segmented Team Run
Post by: ZFG on May 09, 2011, 02:07:18 AM
Small change to the route:  we'll get hookshot in segment 5 now instead of 7.  I originally thought it would be faster in 7 because we're already leaving graveyard that way but the detour is very small, we get hookshot for suns song grave and you have to wait a while for the chu to explode for the megaflip in segment 6.  This saves a pause in seg 7 and also saves a chu which will probably be used in seg 9, which will also save a bomb.  I can't update the route in the first post because my internet is shitty but I attached the route fixed up to segment 9 (all pauses after will need to be fixed but I'm to lazy to right now).

Edit: turns out the hover in segment 9 can be done with 7 bombs, saving another.  I was thinking adding a ss to DC in seg 10 after ruby but theres a damn boulder coming down :/


Title: Re: 100% Segmented Team Run
Post by: ZFG on May 27, 2011, 11:11:26 PM
Here's the VC save for segment 6 http://www.mediafire.com/?7tucp96d64tep7c

This save also includes a 100% save I made in the 100% race with RG AND KEETA* yesterday, except it doesn't have gold gauntlets (so you can do superslide teleport tricks).  I stocked it full of chus too so it can be used as a testing/practice file, or if you're just too lazy to make a 100% file yourself.


Title: Re: 100% Segmented Team Run
Post by: Kaztalek on May 28, 2011, 02:46:43 AM
with RG and... ??????????????????????????///


Title: Re: 100% Segmented Team Run: Submission Topic
Post by: ZFG on May 29, 2011, 07:50:21 AM
much better seg 5 submission http://www.youtube.com/watch?v=i6C5CzKSbjY


Title: Re: 100% Segmented Team Run: Submission Topic
Post by: aleckermit on May 30, 2011, 08:04:18 AM
Segment 6 submission: http://www.youtube.com/watch?v=0l-7v5siazc
Really good DH spawn spot.



Title: Re: 100% Segmented Team Run: Submission Topic
Post by: ZFG on May 30, 2011, 09:31:20 PM
seg 6 submission, about 4 seconds faster than alecs: http://youtu.be/UK8HZbYToqc


Title: Re: 100% Segmented Team Run
Post by: ZFG on May 31, 2011, 12:35:24 AM
Save for seg 7 http://www.mediafire.com/?qr4r9a78168st32

And since the route in the first post isn't working, http://pastebin.com/ahk21ixS


Title: Re: 100% Segmented Team Run
Post by: DJS on May 31, 2011, 02:06:18 PM
i put dibs on seg 53.
EDIT: jk


Title: Re: 100% Segmented Team Run: Submission Topic
Post by: Runnerguy2489 on May 31, 2011, 08:26:36 PM
Segment 7 submission: http://www.youtube.com/watch?v=lbtkQmK7IF4


Title: Re: 100% Segmented Team Run
Post by: mzxrules on June 01, 2011, 06:29:39 AM
Converted the route to markdown for the site. I'd suggest using that copy so that any future changes can be easily uploaded to the site.


Title: Re: 100% Segmented Team Run
Post by: ZFG on June 05, 2011, 01:29:12 AM
Merged submission and this topic since it was pointless to split.

Seg 9 submission: http://youtu.be/ARxudx0BMWk


Title: Re: 100% Segmented Team Run
Post by: Runnerguy2489 on June 05, 2011, 05:38:20 PM
Segment 9 submission: http://www.youtube.com/watch?v=-y7cNB3sgsI&lc

If we accept this segment, we need to discuss what to do with the extra bombs. If we use this segment we have 6 more than what the route originally called for.


Title: Re: 100% Segmented Team Run
Post by: ZFG on June 13, 2011, 11:57:19 PM
Segment 10 submission http://www.youtube.com/watch?v=dE-g77lD6Qs

Segment 11 save (http:///zeldaspeedruns.com/files/100saves/seg11.bin)


Title: Re: 100% Segmented Team Run
Post by: Runnerguy2489 on July 15, 2011, 09:47:35 PM
Segment 11 submission: http://www.youtube.com/watch?v=3Ma3TzaRTRw

Segment 12 save (http://www.zeldaspeedruns.com/files/100saves/seg12.bin)


EDIT: I also updated the route on the ZSR page to reflect the changes we made in 11, the changes in 12, and the few GS that alters in the adult 2 section.


Title: Re: 100% Segmented Team Run
Post by: ZFG on July 21, 2011, 01:50:11 AM
Segment 12 submission http://www.youtube.com/watch?v=LmP7C0U5xfE


Title: Re: 100% Segmented Team Run
Post by: ZFG on July 23, 2011, 03:38:10 AM
Segment 13 save (http://www.zeldaspeedruns.com/files/100saves/seg13.bin)


REMINDER: ME AND RG ARE NOT THE ONLY PEOPLE DOING THIS RUN, ANYONE CAN JOIN IF YOU CAN PRODUCE A GOOD SEGMENT!


Title: Re: 100% Segmented Team Run
Post by: mzxrules on July 23, 2011, 02:16:55 PM
If there's a segment that consists of mashing A through a cutscene, then I'll do it.


Title: Re: 100% Segmented Team Run
Post by: Pheenoh on July 23, 2011, 04:40:22 PM
All segments have to be on VC, right?


Title: Re: 100% Segmented Team Run
Post by: Link98 on July 23, 2011, 05:33:55 PM
Correct, which is why I can't chip in with my legendary skills. :/


Title: Re: 100% Segmented Team Run
Post by: playe on July 23, 2011, 06:23:54 PM
I'd chip in and produce a segment if I actually had a way of recording SDA acceptable quality.


Title: Re: 100% Segmented Team Run
Post by: UchihaSasuke on July 23, 2011, 06:52:49 PM
I'd chip in and produce a segment if I actually had a way of recording SDA acceptable quality.

i'm in an even worse situation since i have the equipment but lack the skills.


Title: Re: 100% Segmented Team Run
Post by: Runnerguy2489 on July 23, 2011, 07:19:03 PM
Nah, you are in a much better situation. All you'd have to do is pick out a segment, and practice. With a little practice and a bit of patience anyone can turn out a good segment.


Title: Re: 100% Segmented Team Run
Post by: Toolex on July 23, 2011, 09:16:31 PM
off topic but Pheenoh your avatar is the best thing ever.... just saying :)


Title: Re: 100% Segmented Team Run
Post by: Steve on July 24, 2011, 01:21:06 AM
Segment 13 save (http://www.zeldaspeedruns.com/files/100saves/seg13.bin)


REMINDER: ME AND RG ARE NOT THE ONLY PEOPLE DOING THIS RUN, ANYONE CAN JOIN IF YOU CAN PRODUCE A GOOD SEGMENT!

In the save the audio is set to headset instead of stereo for me. Had a pretty good seg then realized afterward :'(.

Edit- this is the best I could do after 3 1/2 hours http://www.youtube.com/watch?v=Ae9m5X55S1I obvious 3-4 seconds could be cut off without the extra pauses


Title: Re: 100% Segmented Team Run
Post by: ssbmproHRC on July 24, 2011, 10:13:37 AM
i will do segment 13 except you outwit me  :)


Title: Re: 100% Segmented Team Run
Post by: Pheenoh on July 25, 2011, 06:13:25 PM
http://www.youtube.com/watch?v=T1MEfYeQBhU

Took about 30 minutes. Unfortunately it's the best I can do on VC because of the damn sensitivity.  :/

EDIT: Here it is in 5 pauses instead of 7. Another second or two can still be cut off, if someone wants to try for it.

http://www.youtube.com/watch?v=XFmoru6JYkE


Title: Re: 100% Segmented Team Run
Post by: Steve on July 28, 2011, 01:04:46 AM
segment 13 submission

http://www.youtube.com/watch?v=8P_PZmZxc5Y


Title: Re: 100% Segmented Team Run
Post by: Runnerguy2489 on July 28, 2011, 12:25:26 PM
Steve has the fastest segment so far. Anyone is free to continue to try and beat it (most segments are like that, for that matter), but anyone who also wants to try 14 now can: Segment 14 Save (http://www.zeldaspeedruns.com/zeldaspeedruns.com/files/100saves/seg14.bin). ZFG is already pretty close on this one, but anyone is welcome to try it!


Title: Re: 100% Segmented Team Run
Post by: ZFG on July 31, 2011, 10:36:29 PM
segment 14 submission http://www.youtube.com/watch?v=KphlzhxTblU

Edit: Segment 15 save (http://www.zeldaspeedruns.com/files/100saves/seg15.bin)


Title: Re: 100% Segmented Team Run
Post by: Strongfox on August 31, 2011, 11:49:59 PM
Just wanted to say that Runnerguy2489 has posted a video of segment 15 in case anyone missed it http://www.youtube.com/watch?v=A_nfevCko2w

Also want to point out if anyone is thinking of doing a segment after this one then the scarecrow song is C left, C right, C left, C right, C left, C right, C left, C right in case anyone did not see it in the video


Title: Re: 100% Segmented Team Run
Post by: Runnerguy2489 on September 01, 2011, 12:40:11 AM
It's on ZeldaSpeedRunsDotCom youtube now: http://www.youtube.com/watch?v=xOyaerfO0CQ

Of course, like a lot of segments, anyone is free to try and beat it (fishing can be improved if you are patient enough), but having the extra bomb drop is huge, it allows us to save time on future segments.

Also, for anyone looking to try segment 16 (it is correct on the routes page) here's the Wii Save: http://www.mediafire.com/?3nu3dv4x75jqje5


Title: Re: 100% Segmented Team Run
Post by: Majora MIM on September 01, 2011, 02:07:35 AM
I find it sad that we never get the silver scale in the 100% route.

Nice segmnt rg, and great bomb drops.


Title: Re: 100% Segmented Team Run
Post by: Runnerguy2489 on September 01, 2011, 11:35:33 PM
So I think we should have more of these: discussions of strats when we get to a new segment. Already between ZFG and I there have been times the other has had slower strats and worked hard on a segment. We both agree we don't want this to happen again.

So for segment 16 I came up with this: http://www.justin.tv/runnerguy2489/b/294030932

It's just a recording from an emulator where I used savestates until bubbles were out of my way and I did everything the way I wanted. So to anyone, do you see spots where better strats could be used? I don't know if the backwalking/backflipping in the 2nd room is really worth it. I always used two backwalks in the main room with Ruto over my head, I've seen some just backwalk once and walk to the door. Let's discuss, either here or in #zelda


Title: Re: 100% Segmented Team Run
Post by: joe on September 05, 2011, 11:43:23 PM
hey this is my best and i'm kinda happy with it until someone beats it, it is definitely improvable by 2-3 seconds (notably i get hit by the jellyfish at the end and a couple backwalks could be better) but im sick of the luck in this segment. it's 4:45 from reset to save, which i think is a couple seconds slower than RG's test thing, but he does backwalks through bubbles that i refuse to even consider doing so whatever. the best i could imagine getting is 4:42.

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


Title: Re: 100% Segmented Team Run
Post by: Serris on September 06, 2011, 07:37:09 AM
Just wondering - are you sure duping an actual bottle over Ruto's letter is SDA-legal? It could be argued that you don't actually obtain the bottle until you show the letter to King Zora, because it's in an unusable letter-in-a-bottle-quest-item state, and duping over it just removes the letter bottle and creates a glitched empty bottle that doesn't count towards completion, so you technically don't complete all the quest steps required to legitimately acquire the bottle.


Title: Re: 100% Segmented Team Run
Post by: Runnerguy2489 on September 06, 2011, 02:02:58 PM
It could be argued that you don't actually obtain the bottle until you show the letter to King Zora, because it's in an unusable letter-in-a-bottle-quest-item state
There are two ways to obtain the bottle: Show King Zora or dupe over it (you could RBA the slot as well I suppose). Likewise, there are two ways to obtain the golden scale, hold Z as a child with a 6+ fish or go as adult and catch the big fish you are supposed to. We do the faster of the two in both cases.

so you technically don't complete all the quest steps required to legitimately acquire the bottle.
Out of order in your message but I wanted to address this one next. Yes, we do not complete all the quest steps to get the bottle. We also do not complete the quest steps to get the golden scale either. Or epona. Or many of the main quest either (Darunia never dances, we don't even see or talk to Nabooru until she is an IK in the spirit temple, etc.). The quest itself is not what matters, it's the end item you are searching for. Keep in mind also RBA was never banned from 100% - it just also deletes many things and so is not practical in 100%.


and duping over it just removes the letter bottle and creates a glitched empty bottle that doesn't count towards completion
It actually is not a glitched bottle if it's in the bottle slots - it was obtained through a glitch but it is not a glitched bottle (again, like the golden scale was obtained through a glitch). The game cannot tell the difference between an empty bottle in slot 2 you got from duping or an empty bottle in slot 2 after talking to King Zora. They are the same thing. I would say that it therefore does count to the final completion.


Title: Re: 100% Segmented Team Run
Post by: Serris on September 06, 2011, 03:35:35 PM
I don't think it's comparable to any other items really. The Gold Scale etc. are fully functional items, the letter bottle is useless until it's emptied. I don't think it matters whether the game can tell the difference, either -  100% isn't game-defined, the players agree on a sensible definition. Also, "glitched bottle" was supposed to mean "obtained through a glitch" in this case. The point is, as I understand it, that it's an entirely new and illegitimate bottle that replaces the quest item you're supposed to turn into a legitimate bottle, and yes, this does matter in a 100% run, just like you have to get all 100 legitimate Skulltulas Tokens. Otherwise, you might as well not get Ruto bottle at all and instead glitch some placeholder item onto the bottle slot, then dupe a bottle over it (no idea if that's possible, it's just an example to explain my reasoning). I'm fully aware there are other ways to interpret 100%, but the question is mainly whether SDA agrees with your definition, since this probably didn't come up when the current 100% run was discussed because King Zora skip wasn't used/known.


Title: Re: 100% Segmented Team Run
Post by: RingRush on September 06, 2011, 06:33:05 PM
That is like saying you have to drink the Lon Lon Milk from the Talon bottle to have it be a "real bottle". Just because you can't catch anything in the bottle doesn't mean you never had it, it just means it is full.

A note about GS tokens: we ARE allowed to dupe as many as we want provided we get all real tokens too. In fact, we almost did this in the route, as we had 49 GS going into the house of skulltula and one more would save us a trip. Also see the Metroid Prime 2 100% run that hasn't gone up on the site yet (but was accepted), where the runner actualy gets 101% because he duped a missile expansion to save time on an early fight. Basically, extra glitched items are fine as long as you get the originals too. In this case, the "glitched" bottle we get replaces a bottle we already had. At the end of the run, it is indistinguishable from a normal bottle, just as getting gold gauntlets and skipping silver gauntlets is indistinguishable from getting both.

Finally, SDA takes most of its definitions from the communities, assuming there is a logical reason for them. There are much more hotly contested points, like whether or not a run should get all dungeon maps/compasses/boss keys, but in the end the community just had to choose a stance. To be honest, there is a bit of ends-justifying-means when creating rulesets, but that is just how it is.


Title: Re: 100% Segmented Team Run
Post by: UchihaSasuke on September 06, 2011, 10:32:21 PM
in the matter of getting bottles through glitches, wouldn't the poe bottle be also skippable if the 4th slot is filled with a RBAed bottle? it is basically the same logic used for the Ruto Bottle and the other items in that it only matters the end result and not the quest to obtain the item (the rest of the non-bottle items can't be RBAed but the bottles could be and you could create up to 2 or 3 so you only need one of the real ones)

that's why i assumed RBA was banned for 100%.


Title: Re: 100% Segmented Team Run
Post by: Runnerguy2489 on September 07, 2011, 12:00:42 AM
hey this is my best and i'm kinda happy with it until someone beats it, it is definitely improvable by 2-3 seconds (notably i get hit by the jellyfish at the end and a couple backwalks could be better) but im sick of the luck in this segment. it's 4:45 from reset to save, which i think is a couple seconds slower than RG's test thing, but he does backwalks through bubbles that i refuse to even consider doing so whatever. the best i could imagine getting is 4:42.

http://www.youtube.com/watch?v=teyoyjGqdfQ
I had posted in someone's stream chat about this segment submission but figured I'd post it here: The jellyfish hit here is really the biggest thing and it's pretty minor, right at the end, hard to avoid, and doesn't cost much time. I like this segment but would encourage people if they are still trying this segment to keep trying and use this as a bar to reach.


Title: Re: 100% Segmented Team Run
Post by: RingRush on September 07, 2011, 12:14:32 AM
in the matter of getting bottles through glitches, wouldn't the poe bottle be also skippable if the 4th slot is filled with a RBAed bottle? it is basically the same logic used for the Ruto Bottle and the other items in that it only matters the end result and not the quest to obtain the item (the rest of the non-bottle items can't be RBAed but the bottles could be and you could create up to 2 or 3 so you only need one of the real ones)

that's why i assumed RBA was banned for 100%.

1. In items you can duplicate (eg Gold Skulltula tokens, bottles), you must get all originals.
2. Your inventory screen at the end must be X,Y,Z.

Duplicating a bottle without getting the original first is banned. Duplicating a bottle if you have the original is fine.


Title: Re: 100% Segmented Team Run
Post by: Serris on September 07, 2011, 04:07:49 AM
As I said, I don't think the Ruto bottle is comparable to any other items. I don't see a reason to empty the milk bottle because it's fully functional already. And you keep saying it's fine to dupe over bottles you already got - that's just my point though; as long as you haven't shown the letter to KZ, it could be argued that you haven't gotten the bottle yet, but merely a quest item you have to trade in for the real bottle. Again, I'm not here to convince you of my interpretation, I just think you should discuss this over at SDA so you don't run into trouble when you try to submit.

Your examples about getting glitched Tokens and Metroid Prime 2 are unrelated to this, by the way. As long as you get all 100 legitimate Tokens, you can glitch as many additional ones as you want, and as long as the MP2 run gets all legitimate pickups, it can get as many glitched missile tanks as it wants. Interestingly though, even if you did get the real bottle from King Zora, I'm not sure you'd be allowed to dupe another empty bottle over it, since the rules state, as far as I remember, that you need to have all items and upgrades in your inventory at the end of the run, and duping would remove the real bottle. Thus, it's probably a better idea to empty all bottles as intended and not dupe empty ones over them - but that's another topic entirely and, again, I suggest clarifying this over at SDA.


Title: Re: 100% Segmented Team Run
Post by: Pheenoh on September 07, 2011, 05:03:05 AM
It could be argued that you haven't gotten the bottle yet, but merely a quest item you have to trade in for the real bottle.
Getting Ruto bottle isn't a quest dude...lol. I'm gonna go back to RingRush's point in which that's like saying you have to drink the milk to make it a bottle. The only way to access that bottle (normally) would be drinking the milk, then you can use it as a normal empty bottle; the only way you can access Ruto bottle (normally) is showing it to King Zora. Once it's in your inventory, (regardless of the state of the bottle) it's in there. So duping is fine.


Title: Re: 100% Segmented Team Run
Post by: Runnerguy2489 on September 07, 2011, 02:39:57 PM
I just think you should discuss this over at SDA so you don't run into trouble when you try to submit.

Finally, SDA takes most of its definitions from the communities, assuming there is a logical reason for them. There are much more hotly contested points, like whether or not a run should get all dungeon maps/compasses/boss keys, but in the end the community just had to choose a stance. To be honest, there is a bit of ends-justifying-means when creating rulesets, but that is just how it is.

Feel free to make a thread or post it somewhere on SDA if it is a concern to you. They've got hundreds of game definitions to worry about and do not know the interworkings of Ocarina of Time like many people do here. Our case would be very easy to present logically (we have done so already here) and even if for whatever reason SDA didn't agree, Ringrush could probably just annoy Mike enough that they would accept it anyway.  :P I don't see any problems in terms of technical defintions of this run getting accepted, I'm more worried about some video quality somewhere down the line.


Title: Re: 100% Segmented Team Run
Post by: aleckermit on September 12, 2011, 05:38:39 AM
Segment 16 submission, 3 seconds faster than Joe's:

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

Only a couple of seconds improvable with masochistic luck manipulation.

Here is the Seg 17 save file: http://www.mediafire.com/?vl7aly6511mhb6d





Title: Re: 100% Segmented Team Run
Post by: aleckermit on September 12, 2011, 08:28:26 PM
New segment 16 submission, 2 seconds faster than my previous:

http://www.youtube.com/watch?v=3tU8vMqYPck

Final.

EDIT on 9/13/11: The actual save for seg 17: http://www.mediafire.com/?bw1lcrox8kh21a1



Title: Re: 100% Segmented Team Run
Post by: DonIrony on September 17, 2011, 12:16:37 PM
First of all you guys do a great job, always a pleasure to see a new segment.
I have one short question, which time do you guys expect\try to beat in the end of this run?


Title: Re: 100% Segmented Team Run
Post by: Pheenoh on September 18, 2011, 08:50:53 AM
The predicted time (according to ZFG) is about 5:15


Title: Re: 100% Segmented Team Run
Post by: Runnerguy2489 on September 20, 2011, 06:20:32 PM
While 17 is being worked on, I went ahead and did a segment 18: http://www.youtube.com/watch?v=f_64SPqOqpw

If you would like to try and beat my 18, here is a save file for it: http://www.mediafire.com/?q6wibhikdhbvshh

If you would like to start on 19 assuming my 18 is not beat (time of day passes so it would matter): http://www.mediafire.com/?s69g9d81g3drp22


Title: Re: 100% Segmented Team Run
Post by: Pheenoh on October 04, 2011, 09:06:46 AM
EDIT:

[See next post]


Title: Re: 100% Segmented Team Run
Post by: Pheenoh on October 16, 2011, 01:51:12 AM
Segment 17 Submission: http://www.youtube.com/watch?v=Qwyd2moK20g

Segment 19 Submission: http://www.youtube.com/watch?v=G6NXNb1WsC8

Segment 20 Save: http://www.mediafire.com/?i79bdwuj93uwe06


Title: Re: 100% Segmented Team Run
Post by: Steve on October 22, 2011, 04:01:20 AM
my submission for segment 20

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

segment 21 save

http://www.mediafire.com/?rjc46rnha4utfpy


Title: Re: 100% Segmented Team Run
Post by: Pheenoh on October 22, 2011, 09:40:26 PM
Segment 21 Submission:

http://www.youtube.com/watch?v=2UBg2WnFGwU


Title: Re: 100% Segmented Team Run
Post by: ZFG on October 24, 2011, 05:44:31 AM
seg 21 submission http://www.youtube.com/watch?v=BcI9xSaudWM


Title: Re: 100% Segmented Team Run
Post by: ZFG on November 01, 2011, 02:03:28 AM
seg 22 submission http://youtu.be/ai8Ww5g155g

seg 23 save http://zeldaspeedruns.com/files/100saves/seg23.bin


Title: Re: 100% Segmented Team Run
Post by: Pheenoh on November 01, 2011, 04:16:28 AM
Segment 23 submission : http://www.youtube.com/watch?v=P7vIGn34jzE


Title: Re: 100% Segmented Team Run
Post by: ZFG on November 03, 2011, 03:29:38 AM
segment 23 submission http://www.youtube.com/watch?v=in9Ny8pRhhM

pheenohs seg 24 save is the same


Title: Re: 100% Segmented Team Run
Post by: Zm4rf on November 04, 2011, 05:07:31 AM
In segment 14, is it possible to lob bombs over the rocks to save some time?


Title: Re: 100% Segmented Team Run
Post by: ZFG on November 05, 2011, 06:44:38 AM
Yes, but by the time I realized that, we had already moved on to segment 15, and redoing 14 would mean we would have to redo 15 too because of time of day.  Its not really worth it to redo both just for 2-3 seconds.


Title: Re: 100% Segmented Team Run
Post by: Runnerguy2489 on November 06, 2011, 02:13:29 PM
There is also a way we could pass up double magic in segment 11 and get it in the child segment 14, which would have saved 8 seconds or so. It was not realized until we were on 14.

Little things like this will probably pop up throughout the run. Hopefully none of them are very significant.


Title: Re: 100% Segmented Team Run
Post by: Steve on November 09, 2011, 06:49:40 PM
24 submission http://www.youtube.com/watch?v=wB2D5ZBAUCk

25 save http://www.mediafire.com/?ptze10i5wg43pr1


Title: Re: 100% Segmented Team Run
Post by: Majora MIM on November 11, 2011, 01:40:06 PM
Segment 26 save: http://www.megaupload.com/?d=D63UC5TZ

Segment 25 submission: http://www.youtube.com/watch?v=nO4vYVJwVI4

Segment 25 file: http://www.megaupload.com/?d=QFS96XGE

Can easily be faster for skullkids ocarina...


Title: Re: 100% Segmented Team Run
Post by: Pheenoh on November 12, 2011, 01:17:14 AM
EDIT:

[See next post]


Title: Re: 100% Segmented Team Run
Post by: oligi3008 on November 12, 2011, 07:37:39 PM
Yes, Gamecube Controller kinda sucks.


Title: Re: 100% Segmented Team Run
Post by: BlueStarReturns on November 13, 2011, 03:13:50 AM
Yes, Gamecube Controller kinda sucks.

Don't let ZFG catch you saying that  ;D He totally likes GC Controller and, plus, it's better to play with in this case, since the Run's being done on VC.


Title: Re: 100% Segmented Team Run
Post by: Milun on November 13, 2011, 11:03:15 AM
I made an account, solely for the purpose of defending the greatness that is the GC controller. Aside from some issues with C-Up when playing OoT, it has served me the best out of all of my controllers.


Title: Re: 100% Segmented Team Run
Post by: oligi3008 on November 13, 2011, 10:03:42 PM
That is why I said, kinda. When you have to aim the slingshot can cause some problems, as seen in the video.


Title: Re: 100% Segmented Team Run
Post by: ZFG on November 15, 2011, 04:27:14 AM
I made an account, solely for the purpose of defending the greatness that is the GC controller. Aside from some issues with C-Up when playing OoT, it has served me the best out of all of my controllers.
Hi, welcome.  You seem to have excellent opinions, you're my new best friend.


Title: Re: 100% Segmented Team Run
Post by: Pheenoh on November 15, 2011, 05:00:46 AM
Segment 25 Submission: http://www.youtube.com/watch?v=zA20AURe2aw

Segment 26 Save: http://www.mediafire.com/?9pb9ceq27s6sqrp


Title: Re: 100% Segmented Team Run
Post by: Strongfox on December 14, 2011, 02:41:26 AM
Segment 25 Submission: http://www.youtube.com/watch?v=zA20AURe2aw

Segment 26 Save: http://www.mediafire.com/?9pb9ceq27s6sqrp
no updates in a month? sad face  :(


Title: Re: 100% Segmented Team Run
Post by: ZFG on December 20, 2011, 12:41:35 AM
seg 24 submission http://youtu.be/mkSXs9O1Qnc


Title: Re: 100% Segmented Team Run
Post by: ZFG on January 14, 2012, 02:00:28 AM
segment 26+27 submission http://www.youtube.com/watch?v=yN0bgL2ZLKw

segment 27 (28 in the route) save http://zeldaspeedruns.com/files/100saves/seg27.bin


Title: Re: 100% Segmented Team Run
Post by: ZFG on January 17, 2012, 12:11:31 AM
segment 27 submission http://www.youtube.com/watch?v=sW9QANKfB_Q

lets have a frame war!


Title: Re: 100% Segmented Team Run
Post by: playe on January 17, 2012, 04:07:43 AM
Hey ZFG, I looked at the route again and in your seg 26+27 submission you didn't get the chu chest on the right, did you forget about that or are we getting that later now?


Title: Re: 100% Segmented Team Run
Post by: ZFG on January 17, 2012, 05:03:55 AM
We changed the route so we don't need that chest anymore.  I just updated it about an hour ago so it should be accurate now.


Title: Re: 100% Segmented Team Run
Post by: Runnerguy2489 on January 28, 2012, 07:01:41 PM
Segment 27 submission: http://www.youtube.com/watch?v=nH0Kx5dfXUk

I timed it to be about 0.05 seconds faster than ZFG's. Someone else may want to check.

I don't really wish to improve it, and ZFG doesn't wish to improve either, so if no one else wants in on this segment, whichever one is faster gets submitted and we can move on.


Title: Re: 100% Segmented Team Run
Post by: Pheenoh on January 28, 2012, 10:37:12 PM
Segment 28 save:

http://www.mediafire.com/?lfof6rcmat7mt0o


Title: Re: 100% Segmented Team Run
Post by: Runnerguy2489 on February 02, 2012, 01:19:47 PM
Segment 28 submssion: http://www.youtube.com/watch?v=UTG593a25HA


Title: Re: 100% Segmented Team Run
Post by: Runnerguy2489 on February 03, 2012, 03:43:12 AM
Segment 29 Save: http://www.mediafire.com/?8tlp86558c4fc29


Title: Re: 100% Segmented Team Run
Post by: Pheenoh on February 10, 2012, 02:58:35 PM
Segment 29 Submission: http://www.youtube.com/watch?v=x5ZxYy91oxk

I got a bomb drop in this segment, so we don't have to get it in segment 31 anymore (assuming this isn't beat).


Title: Re: 100% Segmented Team Run
Post by: Pheenoh on February 12, 2012, 07:38:15 AM
Segment 30 Save: http://www.mediafire.com/?n4fxo3xj7awb7f1

Segment 30 Submission: http://www.youtube.com/watch?v=jAtFMOENj


Title: Re: 100% Segmented Team Run
Post by: ZFG on February 17, 2012, 11:57:42 PM
segment 30 submission http://www.youtube.com/watch?v=prIB64lhqms

segment 31 submission http://www.youtube.com/watch?v=i2FfnaD-0cs

seg 32 save http://zeldaspeedruns.com/files/100saves/seg32.bin


Title: Re: 100% Segmented Team Run
Post by: Link98 on February 21, 2012, 11:47:15 PM
Correct, which is why I can't chip in with my legendary skills. :/

I lied.

Seg 16: http://www.youtube.com/watch?v=46b_Kgb-Ur0

I know that we want to wait until the end before redoing segments, but I saw this as a challenge and wanted to give it a go anyway. The segment still aligns perfectly with Pheenoh's seg 17.

I have a higher quality file on my PC, but I'm not uploading it yet because it's 330MB; I'll upload it later.


Title: Re: 100% Segmented Team Run
Post by: ridd3r on April 05, 2012, 07:47:24 PM
Just wondering what's going on with this run? Has the warp glitch ruined it? Or are people too busy messing around with the warp glitch?


Title: Re: 100% Segmented Team Run
Post by: D U F I on April 05, 2012, 07:56:19 PM
Just wondering what's going on with this run? Has the warp glitch ruined it? Or are people too busy messing around with the warp glitch?

No, RBA is now banned in 100% so the warp glitch is impossible to do and Pheenoh has been attempting the current segment.


Title: Re: 100% Segmented Team Run
Post by: Pheenoh on April 05, 2012, 08:07:41 PM
No, RBA is now banned in 100% so the warp glitch is impossible to do and Pheenoh has been attempting the current segment.
Yeah, the run's kinda on hiatus for the next few weeks because of me due to a combination of school work piling up since it's almost the end of the semester and this segment being incredibly luck based/difficult. Hopefully when I finish it we will be able to blaze through the next few segments up until the adult section.


Title: Re: 100% Segmented Team Run
Post by: mzxrules on April 12, 2012, 02:49:09 PM
No, RBA is now banned in 100% so the warp glitch is impossible to do and Pheenoh has been attempting the current segment.
You noob, death warping doesn't require RBA.  :P


Title: Re: 100% Segmented Team Run
Post by: D U F I on April 12, 2012, 03:28:22 PM
You noob, death warping doesn't require RBA.  :P

I assumed he meant warping all over with farore's wind on B which is impossible to do without using RBA ;)


Title: Re: 100% Segmented Team Run
Post by: ridd3r on April 13, 2012, 04:09:46 PM
I assumed he meant warping all over with farore's wind on B which is impossible to do without using RBA ;)

I did, no mention of death warping anywhere...


Title: Re: 100% Segmented Team Run
Post by: mzxrules on April 15, 2012, 05:12:13 AM
I did, no mention of death warping anywhere...

You asked if the warp glitch ruined it, death warping should ruin it, as you can use it to skip the Emerald/Ruby cutscenes and the Forest, Fire, Shadow, Spirit Medallion cutscenes. You can skip water medallion's as well, but it results in the water not raising.

The more interesting question right now is whether it's faster to skip ganondorf or not.


Title: Re: 100% Segmented Team Run
Post by: Pheenoh on April 15, 2012, 05:53:04 AM
You asked if the warp glitch ruined it, death warping should ruin it, as you can use it to skip the Emerald/Ruby cutscenes and the Forest, Fire, Shadow, Spirit Medallion cutscenes. You can skip water medallion's as well, but it results in the water not raising.

The more interesting question right now is whether it's faster to skip ganondorf or not.
I discussed this with someone (RingRush and Cafde I think) and I don't think it will be. You would have to save Deku Tree for last, so you would have to make up for those gold skulltulas so you have enough for the heart piece when you visit kakariko for botw 2. So there would have to be some minor route changes here and there... also you have to either savewarp out of the trials or trials skip before you can warp and go do deku...

I guess it really comes down to whatever time the minor route changes take + backtracking to deku tree + extra stuff in deku vs just climbing the tower and killing ganondorf. There's also talk about banning Wrong Warp and RBA for Any% No RBA, so are we gonna ban wrong warping in 100% too? If so then deku cs skip (and fire in 100% seg'd) are out now. alk;sjdf;lkjds;alkjdf;lkjdsa;klsjdf


Title: Re: 100% Segmented Team Run
Post by: Strongfox on June 02, 2012, 08:51:32 PM
I guess nobody cares to finish this i take it?


Title: Re: 100% Segmented Team Run
Post by: cafde on June 02, 2012, 09:22:55 PM
I guess nobody cares to finish this i take it?

No one's really been motivated to do segments since the cutscene skips and some segments might need to be redone which has caused a lack of motivation for a lot of us.


Title: Re: 100% Segmented Team Run
Post by: DonIrony on June 18, 2012, 03:58:03 PM
Best project gets on hiatus because of a freaking way to be even faster...that definitely sucks!


Title: Re: 100% Segmented Team Run
Post by: ZFG on June 18, 2012, 11:05:05 PM
We're probably going to get started on this again soon.  We worked out a solution to add in kokiri emerald CS skip while keeping most of the route in sync, we only need to redo deku tree and 2 segments before it (though a few new segments are being added too).


Title: Re: 100% Segmented Team Run
Post by: Runnerguy2489 on June 18, 2012, 11:58:24 PM
For more info: http://pastebin.com/1zsNBKWt


Title: Re: 100% Segmented Team Run
Post by: Roehoer on June 19, 2012, 12:00:38 PM
I thought Ganondoor didn't work if you savewarped, because Deku Tree opening had to be the last cutscene you saw?


Title: Re: 100% Segmented Team Run
Post by: Kimimaru on June 19, 2012, 03:03:27 PM
I believe the new method of getting straight to the File Select Screen from the intro cutscene fixes that. On its own this trick won't save time, but they're using it to warp to Ganon's Castle and exit it, which leads to Hyrule Castle.


Title: Re: 100% Segmented Team Run
Post by: Pheenoh on June 19, 2012, 04:35:02 PM
I thought Ganondoor didn't work if you savewarped, because Deku Tree opening had to be the last cutscene you saw?
Read up on the trick research and discovery thread.


Title: Re: 100% Segmented Team Run
Post by: Runnerguy2489 on June 19, 2012, 10:14:33 PM
It is useful for several reasons:
1) Ganondoor could be quicker than the death WW anyway, due to taking damage and needing the heart container.
2) It allows for the death counter on the file select screen to match up. This is pretty critical as it will allow for segments after deku to still line up.
3) As mentioned, it also allows for the edit to the SoS Grotto GS, so we don't have to do the seamwalk after Din's Fire.

I believe Pheenoh is working on segment 17-18 currently even though 17-18 could be left alone. I guess anyone else can start work on either of these as well. We can't do 19 until 18 is for sure agreed because of time of day factors.


Title: Re: 100% Segmented Team Run
Post by: Runnerguy2489 on July 04, 2012, 12:50:14 PM
Update: Pheenoh has a seg 17 he is cool with.

My segment 18 submission: http://www.youtube.com/watch?v=VTOHsw8L2ho

If everyone is happy with 18 we can move on to 19.


Title: Re: 100% Segmented Team Run
Post by: Pheenoh on July 05, 2012, 10:16:46 PM
upload seg 19 save on ftp or here plz


Title: Re: 100% Segmented Team Run
Post by: Runnerguy2489 on July 05, 2012, 11:29:23 PM
Ok seg 18 accepted, moving on to 19.

Here is the Wii save if anyone wants to try: http://zeldaspeedruns.com/files/100saves/seg19.bin

And here is what this segment needs to accomplish:

Segment 19
 -Prelude
 -Skull mask [80 R]
 -To hyrule castle
 -Get Dins Fire [16 B]
 -Play Minuet
 -Get Saria's Song
 -Pause: Save


Title: Re: 100% Segmented Team Run
Post by: playe on July 06, 2012, 08:06:06 PM
Segment 19 submission: http://www.youtube.com/watch?v=8OJh5poHIyc
Segment 20 save: http://www.mediafire.com/?av75hrrv1knpzdv


Title: Re: 100% Segmented Team Run
Post by: Runnerguy2489 on July 18, 2012, 01:32:48 AM
Segment 19 submission: http://www.youtube.com/watch?v=YhSCupgtEBs

Feel free to frame war me if anyone wants to try. I know backwalking at the top of the vines is about .2-.5 seconds faster but it's very hard to do. Venick also said sidehopping to the vines themseles might be faster. If everyone is happy we can move onto 20.

Segment 20 Wii Save: http://zeldaspeedruns.com/files/100saves/seg20.bin

EDIT: The route is also (semi) updated on ZSR: http://www.zeldaspeedruns.com/oot/routes/100-segmented#deku-tree-and-forest-area-segments-1925


Title: Re: 100% Segmented Team Run
Post by: ZFG on July 23, 2012, 05:48:34 AM
So I had a thought about the deku stick upgrades and the 100% definition today.  You can get both stick upgrades from the deku scrub by duping the area by hovering over the loading zone and coming back in, which means there would be no need for the skull mask stick upgrade.  This has usually fallen into the category of "you can dupe it but still need to get both real ones" similar to GS and HP duping, though I was thinking you could also argue that is could fall into the "max upgrade" category, like gold scale and gold gauntlets.  Unlike HP and GS duping, you can't get more than the normal maximum of 30.  If you try to go back and get the skull mask upgrade, you'll "get it" but it wont actually increase your count.  Should duping the scrub upgrade count or should you be required to get both real upgrades?

Regardless of how it's defined, I doubt it would save much time (if at all) because if the extra bombs needed, so I doubt it would really effect anything, but I thought this could be interesting.  What does everyone else think about this?


Title: Re: 100% Segmented Team Run
Post by: cafde on July 26, 2012, 06:33:18 PM
Segment 20 submission http://www.youtube.com/watch?v=Q5uZ0_RgsR0

Segment 21 save http://www.mediafire.com/?czb4c283cd0hpdl


Title: Re: 100% Segmented Team Run
Post by: ZFG on July 28, 2012, 10:07:03 PM
21 submission http://www.youtube.com/watch?v=sQRhde48FfE


Title: Re: 100% Segmented Team Run
Post by: ZFG on August 09, 2012, 04:18:12 AM
Segment 22 submission http://www.youtube.com/watch?v=fObbjrc80g8

Didn't do the damage boost which cost me half a second from my old segment 22, but I never got the damage boost in a single attempt so I just settled with this. 


Title: Re: 100% Segmented Team Run
Post by: Pheenoh on September 10, 2012, 06:03:36 PM
www.youtube.com/watch?v=kzGr-WpZBOs

Shoutouts to jarvitz for killing this run. At least we had fun.


Title: Re: 100% Segmented Team Run
Post by: ridd3r on September 20, 2012, 06:57:33 PM
www.youtube.com/watch?v=kzGr-WpZBOs

Shoutouts to jarvitz for killing this run. At least we had fun.

Could you explain please?


Title: Re: 100% Segmented Team Run
Post by: lilkcough1 on September 20, 2012, 10:50:44 PM
This run was being done on Virtual console, but that glitch only works on N64 V1.0 and 1.1.  So this means that this run isn't exactly possible anymore since that glitch basically skips most of the adult trade sequence.


Title: Re: 100% Segmented Team Run
Post by: Implicit on September 20, 2012, 11:04:53 PM
What are the differences between N64 1.0 and VC 1.0 via injected WAD? You'd think they would have the same glitches.


Title: Re: 100% Segmented Team Run
Post by: Kimimaru on September 20, 2012, 11:27:35 PM
I don't think there's too much of a difference, but from what I've heard, injected WADs are illegal in the speedrunning community.


Title: Re: 100% Segmented Team Run
Post by: fourtoe on June 14, 2013, 01:01:46 AM
I'm bumping this because I want it to be completed. With the newer stuff and all the perks that come with doing a segmented run versus a single segment run how possible do you guys think it is to get under 5 hours?


Title: Re: 100% Segmented Team Run
Post by: Steve on June 14, 2013, 01:49:45 AM
At this point the run is not happening, as we would have to start completely from scratch with a new route. No one is really up to routing it right now so what hasn't been started cannot be finished.


Title: Re: 100% Segmented Team Run
Post by: gamestabled on June 14, 2013, 02:25:22 AM
The run was cancelled, because the new route requires 1.0 and to play on VC, to share save files, it has to be 1.2

And considering the fact that the RTA record is under 5 hours, I can tell you for sure that sub 5 would be possible  ::)


Title: Re: 100% Segmented Team Run
Post by: fourtoe on June 22, 2013, 03:42:10 AM
The run was cancelled, because the new route requires 1.0 and to play on VC, to share save files, it has to be 1.2

And considering the fact that the RTA record is under 5 hours, I can tell you for sure that sub 5 would be possible  ::)

Oh crap you're right. I was thinking of MM. What a bummer.