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Author Topic: WW Tricks and Glitches Discussion  (Read 1370281 times)
wooferzfg1
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« Reply #1065 on: May 25, 2014, 12:45:48 AM »

Yeah I've been having a ton of fun with the ToG's recently  Cheesy.

Here is an OoT style 100% consistent setup for the Cosmo Hop. No aligning the camera in awkward positions  Grin.
I'm sure its slower but if you want absolute consistency then here you go.

https://www.youtube.com/watch?v=IXMpuK_Ex7E

This is the greatest setup I've ever seen lmao. I don't care that it's slow af, it's still beautiful
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wooferzfg1
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« Reply #1066 on: May 25, 2014, 05:10:02 AM »

I got a faster way to do it (just by getting the angle manually), but I'm not sure how precise the position for entering the door is. Needs to be tested more and on console. https://www.youtube.com/watch?v=WglYK2Q8xvA&feature=youtu.be
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TrogWW
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« Reply #1067 on: May 25, 2014, 06:36:28 AM »

I got a faster way to do it (just by getting the angle manually), but I'm not sure how precise the position for entering the door is. Needs to be tested more and on console. https://www.youtube.com/watch?v=WglYK2Q8xvA&feature=youtu.be

Wow awesome find! The angle for a normal cosmo hop is actually pretty wide. The angle to get the 4 hops to be successful from that pillar is extremely narrow.
I decided to keep searching and I came up with this setup as well. It's much much much faster than my previous one Tongue

http://youtu.be/PhpTsxsXhdA

edit: Also it doesn't matter if the statue is on its pillar or not. I've tested both and it always gives the same angle.
« Last Edit: May 25, 2014, 06:38:39 AM by TrogWW » Logged
TrogWW
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« Reply #1068 on: June 07, 2014, 04:36:49 AM »

Alright alright. I swear this is the last Cosmo hop post (hopefully  Tongue) . The setup to rule them all.

I figured I might as well post this because this setup actually seems to be faster than the normal way of doing it (unless you YOLO the edge walk).
I compared several attempts of myself and others using the old strat and from the moment the statue is picked up to the successful side hop times I clocked in around 5~10 seconds faster.
PLUS its 100% consistent (though performing the movement accurately might take some practice).

The ultimate Cosmo hop setup:
https://www.youtube.com/watch?v=TGEUqtSs350&feature=youtu.be

Edit:
ADJUSTMENTS:
Occasionally your angle will be slightly off, this is likely because your initial angle when you threw the statue was beyond the tolerance or you messed up the setup.
I seem to get complete consistency with my throwing angle when I'm angled ever so slightly angled a few degrees left of the wall I'm trying to face.
However, this angle is hardly important, because there is a quick and easy adjustment.

To determine if adjustment is necessary, look at the your positioning after your first side hop. If your first hop is not centered along the pillar like mine (pause video at 0:57 for reference), simply move slightly over to that position (doesn't have to be precise at all, just eyeball it  Wink. I like to be ever so slightly to the right of the correct positioning, just to be safe). Then continue your side hops. No angle change required. Guaranteed to work.

After dozens of attempts, I only get two scenarios after my first side hop. Either Link is standing in the appropriate position, or Link has one foot one the orangish texture and one foot on the grey texture (which requires the adjustment). Any other positioning means that your setup was performed incorrectly and the adjustment has a chance to not work.

If your angle is really good. You can even do a faster version of this setup. Once you do the 180 degree turn, don't move to the other pillar, simply side hop once to the right, then 6 sidehops left, and it will work. However, the angle to get this to work is much more precise than the normal one.
« Last Edit: June 08, 2014, 06:22:35 PM by TrogWW » Logged
TrogWW
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« Reply #1069 on: June 12, 2014, 08:21:55 PM »

Alright, two things:

1.)
Discovered this completely by accident yesterday while exploring out of bounds in Outset. Potential wall ride glitch? Positioning yourself perfectly between the area between in and out of bounds causes you to be ejected upwards to the lowest possible playable area above Link. Not sure if this is just a fluke but this might be worth exploring to see if this has any potential.

https://www.youtube.com/watch?v=UU8FQueUZm0&feature=youtu.be

This is the only area I got it to work. This seems to be ridiculously precise and I'm not entirely sure what makes it happen. I just had a lucky save state where I could just hold up on the Joy stick to cause it.
My TASing abilities are noobish so perhaps someone who can actually test this better than I ever could.

Theory:
When Link is out of bounds and gets too close to being back inbounds, the game attempts to eject him back into the playable map. If you do it right however, you will be ejected straight up instead of out of the wall (I managed to get it once, see when I ejected straight up and landed back in the water).

However, if you position yourself just right, something weird happens.

The game attempts to eject you upwards, however, it notices you in the wall and out of bounds, so it freaks out and continues to eject you until you are finally back in play in the area above you.

If this is the case, walls that come to a right angle (or even obtuse?) could cause you to be ejected until the wall ends way above you. This could mean you have immediate access to Tetra in the beginning of the game as you could wall ride up to the playable area beyond the tree wall.
This is probably highly unlikely, and just a useless situation, but I feel it's worth testing more in depth by someone who can TAS better than myself.


2.)
A while back I was testing manual superswimming strats with pause buffering. As a musician, I came up with idea of using a metronome for timing the pauses. A successful advancement of one frame is pressing start on the 12th frame after unpause. 12 frames is equivalent to 150 bpm. From the start menu and a met, pressing the start button twice in rhythm with the click consistently repause the game advances one frame.

Using the clicks of a metronome and several hours of practice I managed to get out of the quadrant and even load 5 eyed reef. Unfortunately I didn't record it as I didn't have my equipment with me.

I probably could have made it to 5 eyed reef if I used Abahbob's TAS superswim strat (https://www.youtube.com/watch?v=RMgLp1DXMFk). I don't know how the inputs for it work though. Could someone enlighten me on how to do it? If so I'll get back on console and let you know how it goes.

Just letting you guys know about it and maybe you can try it yourself.  Tongue
« Last Edit: June 12, 2014, 08:35:19 PM by TrogWW » Logged
TrogWW
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« Reply #1070 on: June 13, 2014, 12:36:41 AM »

If you like ridiculously stupid setups then here you go.
Nayru's Pearl door storage blind setup:

https://www.youtube.com/watch?v=O_N4Zm9a83w&feature=youtu.be

I do it once visibly and once blind to prove it works.

edit:
meh I found better setups for the second part but they're pretty easy to figure out so I won't bother updating
« Last Edit: June 13, 2014, 02:50:49 AM by TrogWW » Logged
gymnast86
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« Reply #1071 on: June 13, 2014, 05:18:40 AM »

1.)
Discovered this completely by accident yesterday while exploring out of bounds in Outset. Potential wall ride glitch? Positioning yourself perfectly between the area between in and out of bounds causes you to be ejected upwards to the lowest possible playable area above Link. Not sure if this is just a fluke but this might be worth exploring to see if this has any potential.

https://www.youtube.com/watch?v=UU8FQueUZm0&feature=youtu.be

I think what happened is that the game brought you up but you were still oob, but links head was able to touch the ground of outset above him and was thus teleported up to that ground, just my theory
« Last Edit: June 16, 2014, 10:54:43 PM by mzxrules » Logged
TrogWW
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« Reply #1072 on: June 17, 2014, 05:25:44 AM »

I finally managed to escape Outset and manually superswim to another island (Headstone) on console in WWSD!!!
Unless I am horribly mistaken, this has never been accomplished until now on the original WW.

This video shows me slowly building up speed along Outset's coast, where I can swim but not have an air meter. This allows me to spend more time building up speed over the normal 30 second in game time limit. (Sorry for the lack of audio. Dunno why that happened? But really... are you really missing out on the sound of hundreds of pauses? Tongue)

It took me 17 minutes to get to the island. I probably had enough speed 8-9 minutes in but I figured I might as well use up my air gauge. It turned out I failed hard for the next few minutes and probably gained very little to no speed so that was rather pointless. I hilariously missed land and spawned just out of swim range to the island, and had to do a mini superswim to get there.

I'm very unsatisfied with this time. I have had several attempts before this where I was on course to having the same speed within 5 minutes, but lost control and ran into the coast 3-4 minutes in. This is just the first attempt where I actually managed to not hit the freaking coast before I got the appropriate speed, as terrible as it is.

At the end of the evening I was getting mentally drained and thus my pauses were becoming more and more inaccurate, and therefore my speed build up was considerably less.

The biggest problem I face is surprisingly not the frame perfect pauses (despite what my video shows, that was just a fail attempt), but controlling the superswim. I'm never quite sure what to input on the joystick to adjust Link's angle to the desired position. Some practice on Dolphin should fix that.

With practice, my goal is to get to DRI with, at maximum, a 10 minute superswim. I'll keep you guys updated when I practice more. Smiley

In game video:     http://youtu.be/CljBZQDmELw
Proof:                   http://youtu.be/LIPWW467V-E
 

« Last Edit: June 17, 2014, 07:32:29 AM by TrogWW » Logged
gymnast86
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« Reply #1073 on: June 17, 2014, 08:19:49 PM »

Yeah, manual superswimming can really drain your energy because it requires a lot of concentration for an extended period of time, Although from my experience, I've never been able to get a superswim with enough speed to go more than 2 quadrants at maximum(even with multiple air refills).
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TrogWW
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« Reply #1074 on: June 17, 2014, 11:59:49 PM »

Yeah, manual superswimming can really drain your energy because it requires a lot of concentration for an extended period of time, Although from my experience, I've never been able to get a superswim with enough speed to go more than 2 quadrants at maximum(even with multiple air refills).
Yeah I watched your videos of your superswims in WWHD and inspired me to see what I could do in SD.

Today I was able to get to DRI in 3 superswims in 32 minutes.

My best single superswim was to the Cabana. This is just under half way to DRI (if I had a better angle). It took me 13 minutes to get there.

To get to DRI in one swim takes 600~650 frames of perfect input (using abahbobs strat). I did the math and each pause is rougly 1 second long. This means that 10 minutes of frame perfect pause buffering could get me there....lmao...
I think realistically I could make it in a 15~17 minute superswim.

My control in the water is much better today and the only reason I didn't get farther was because of impatience. I'll try again later.

I believe low% should definitely skip spoils bag now. Even with a little bit of practice, getting to DRI is definitely viable.

edit:
so close Sad
I choked with 1 minute of buffering to go and paused a frame early. Screw you Wind Waker.
Still managed to go 4 quandrants.
https://www.youtube.com/watch?v=Je9onzk3Ifg&feature=youtu.be

« Last Edit: June 20, 2014, 01:04:39 AM by TrogWW » Logged
TrogWW
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« Reply #1075 on: June 27, 2014, 05:28:48 AM »

This may have already been found but I haven't seen any posts about it so sorry if this already known.

Found you can get double storage anywhere where you can get normal storage. Requires forest water Sad.

http://youtu.be/clZhT1ys0B0

Get dry storage.
Pull out a bomb right before forest water expiration.
Pull out wind waker on the same frame forest water expires.
Cancel text box and take damage from the bomb (or other damage source).
You are now our in camera lock with double storage.

Also showed that instead of taking damage with a bomb you can play winds requiem and move around during the wind direction screen.

edit: you can do the 2nd glitch i mentioned with normal double storage so ignore that
« Last Edit: June 27, 2014, 07:12:24 AM by TrogWW » Logged
Razor7581
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« Reply #1076 on: June 27, 2014, 03:17:28 PM »

This may have already been found but I haven't seen any posts about it so sorry if this already known.

Found you can get double storage anywhere where you can get normal storage. Requires forest water Sad.

http://youtu.be/clZhT1ys0B0

Get dry storage.
Pull out a bomb right before forest water expiration.
Pull out wind waker on the same frame forest water expires.
Cancel text box and take damage from the bomb (or other damage source).
You are now our in camera lock with double storage.

Also showed that instead of taking damage with a bomb you can play winds requiem and move around during the wind direction screen.

edit: you can do the 2nd glitch i mentioned with normal double storage so ignore that
Yeah I think mugg discovered this a while ago.
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Rescue Tetra before FF1: is new to me. Did you just find this out?
TrogWW
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« Reply #1077 on: June 27, 2014, 07:44:47 PM »

Yeah I think mugg discovered this a while ago.

Gotcha. Figured this was the case. In any rate this might have been overlooked. Getting double storage anywhere seems like it could be useful. I'll see if there are any potential uses like cutscene skips.

Also here is a slightly faster Orca strat. Hold back on the 3rd hit and immediately hold forward for the 4th. In particular the thrust phase is considerably faster.

http://youtu.be/72eshDQLFS0

Also. Makar's attempt to wrong warp me: https://www.youtube.com/watch?v=i-y7N6AtN3I
(You can delay being warped away if you get storage and pull out the wind waker at the edge of the warp on a specific frame)
« Last Edit: June 28, 2014, 04:20:03 AM by TrogWW » Logged
TrogWW
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« Reply #1078 on: June 29, 2014, 04:43:00 AM »

Alternate route for Wind Temple after the small key.
5-10 seconds slower but you aren't blind during the chest storage.
More scrub friendly for people like me. (And its cooler  Tongue)

https://www.youtube.com/watch?v=-7v3fu6U-hU&feature=youtu.be
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wooferzfg1
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« Reply #1079 on: July 02, 2014, 03:20:26 AM »

Alternate route for Wind Temple after the small key.
5-10 seconds slower but you aren't blind during the chest storage.
More scrub friendly for people like me. (And its cooler  Tongue)

https://www.youtube.com/watch?v=-7v3fu6U-hU&feature=youtu.be


I've tried this route before, except I got caught by the floor master in the small key room because it seems faster. I really don't know if this route is faster or not. I think this should be timed properly but it would be cool to get rid of the dark clip because that's kind of annoying.
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