So the kids at Zelda Universe were right about the game becoming "unwinnable" if you skip getting the longshot and don't save?
Ocarina of Time
OoT / MQ Trick Research & Discovery Thread
Started by Acryte · 31 Aug 2009 · 977 replies
uhhh no ? lol
pokey has beat oot while skipping the longshot and not saving...
on another note i was wondering something about the acute angle/dot skip glitch. is this a glitch where we know all the places it can be used (specific type of acute angle or something) or is there a possibility for more acute angle clips to be found.
my reason for asking this is i was considering the possibility of making a bot to brute force this once i learn lua(if that ever happens). what the bot would do is start a savestate in c^ when link is at a possible acute angle, then it would move right x frames,save,execute side roll/hop, have flag to check if link loses hp after x seconds (falling into void causes link to lose hp), load state, repeat. then it could be used to easily check possible angles. i dont think it would take that long to check it (i say this knowing nothing of lua scripting and more importantly if you can use scripts with mupen.
thanks
on another note i was wondering something about the acute angle/dot skip glitch. is this a glitch where we know all the places it can be used (specific type of acute angle or something) or is there a possibility for more acute angle clips to be found.
my reason for asking this is i was considering the possibility of making a bot to brute force this once i learn lua(if that ever happens). what the bot would do is start a savestate in c^ when link is at a possible acute angle, then it would move right x frames,save,execute side roll/hop, have flag to check if link loses hp after x seconds (falling into void causes link to lose hp), load state, repeat. then it could be used to easily check possible angles. i dont think it would take that long to check it (i say this knowing nothing of lua scripting and more importantly if you can use scripts with mupen.
thanks
faster ways to do old things:
dc ground jump http://www.youtube.com/watch?v=bbtHYbZMN0U
jabu early http://www.youtube.com/watch?v=4wA1VPaqpHY
dc ground jump http://www.youtube.com/watch?v=bbtHYbZMN0U
jabu early http://www.youtube.com/watch?v=4wA1VPaqpHY
ruto throw - optimal setup
http://www.youtube.com/watch?v=8-eq5ov8jB8
http://www.youtube.com/watch?v=8-eq5ov8jB8
Hey cosmo or anyone, could someone of you guys do a 100% consistancy tutorial on how to pause buffer an ISG ? I'm having trouble with it and some help would be appreciate. And yeah it's for lullaby skip in mm.
http://www.youtube.com/watch?v=Sf6R_EqTjUg
Hey cosmo or anyone, could someone of you guys do a 100% consistancy tutorial on how to pause buffer an ISG ? I'm having trouble with it and some help would be appreciate. And yeah it's for lullaby skip in mm.
http://www.youtube.com/watch?v=Sf6R_EqTjUg
Oh thanks, my bad I thought the ISG frame was a frame earlier lol.
Dodongo Cavern cutscene skip (saves 1 second). No idea if people know about this or that it actually saves time...
http://www.youtube.com/watch?v=ec92NE66atM
Not useful for much besides a no-glitch run.
http://www.youtube.com/watch?v=ec92NE66atM
Not useful for much besides a no-glitch run.
I've definitely seen that before, but I never see people using it.
Also, don't say the ng word.
Also, don't say the ng word.
re: why can you JS thru certain boss doors??
[05:26:07] <@cosmo> spirit BK skip im still too scared to do in races lol
[05:26:10] <@cosmo> once I won a race with it
[05:26:12] <@cosmo> but it was scary
[05:26:28] <LinuzDk> wait a minute shadows the only place where you still need ZL right?
[05:26:43] <@cosmo> you can bk skip but it will never happen in a race
[05:26:44] <@cosmo> so yeah
[05:27:01] <LinuzDk> no cosmo just play normally but you have to get a key as a child then just don't get BK since you need zl for that
[05:27:16] <Siglemic> what
[05:27:17] <@cosmo> im talking about shadow
[05:27:29] <LinuzDk> the BK skip have same strats, as water
[05:27:35] <LinuzDk> yeah i know
[05:27:39] <Siglemic> lol
[05:27:40] <LinuzDk> i actually confused myself
[05:27:44] <Siglemic> whattt
[05:28:14] <LinuzDk> isn't shadow temple door that same as fire?
[05:28:53] <@cosmo> Lol no
[05:28:59] * Kyoki has joined #zelda
[05:29:02] <@cosmo> shadow BK skip takes 50 chus
[05:29:22] <LinuzDk> no but you can't JS into Firetemple door
[05:29:32] <LinuzDk> and neither shadow
[05:30:48] <LinuzDk> my point is the only reason you can do fire BK skip is becouse there is a OOB spot over the door
[05:31:45] * arkaith has quit IRC (Quit: just an ordinary day, stealing all the hope away.)
[05:32:00] <LinuzDk> Cosmo i'm talking about the physicks of the door (physicks phycisks, baah
[05:32:13] <@cosmo> you're talking about the collision detection
[05:32:19] <@cosmo> and nobody knows why you can js thru them
[05:32:24] <@cosmo> you just can
[05:32:29] <@cosmo> maybe petrie911 will figure it out someday : P
[05:32:34] <LinuzDk> ;D
[05:33:29] <LinuzDk> but you can't JS through shadow Bodd door right?
[05:33:39] <LinuzDk> boss*
[05:33:45] <@cosmo> right
[05:34:33] <%petrie911> figure what out, now?
[05:34:37] <LinuzDk> and i'm pretty sure that you can't either with fire, (maybe not forest never tried since, it dosn't do any diffrence)
[05:34:57] <LinuzDk> petrie why can you JS through some of the Boss doors and some not?
[05:35:04] <%petrie911> doors have no solidity
[05:35:16] <%petrie911> it has to do with the collision geometry near the door
[05:35:28] <@cosmo> right but
[05:35:32] <@cosmo> jiano and I looked at it
[05:35:34] <@cosmo> and couldnt see
[05:35:39] <@cosmo> why you dont recoil back off of some of them
[05:38:21] <%petrie911> 0 0 0 180
[05:38:46] <%petrie911> (I'll explain what that means in a second
[05:39:07] <%petrie911> C80
[05:39:08] <@cosmo> it would be cool if you directly compare water -> shadow Boss doors
[05:39:34] <%petrie911> 300
[05:39:41] <+Tompa> LoZ race anyone?
[05:40:04] <%petrie911> 080
[05:40:20] <%petrie911> er,0 2 0 80
[05:41:13] <%petrie911> 318
[05:41:21] <%petrie911> ok, so which doors can be jumpslashed through
[05:41:24] <%petrie911> and which can't?
[05:41:32] <@cosmo> water, spirit
[05:41:35] <LinuzDk> water and spirit
[05:41:41] <@cosmo> fire, shadow cannot
[05:41:44] <@cosmo> forest is a maybe
[05:41:50] <LinuzDk> noone tryed
[05:41:54] <%petrie911> ok, so the numbers I posted above are the collision flags for each door
[05:42:41] <%petrie911> Forest Temple is 0 0 0 318
[05:42:51] <%petrie911> Fire Temple is 0 2 0 080
[05:42:59] <%petrie911> Water Temple is 0 0 0 180
[05:43:07] <%petrie911> Shadow Temple is 0 0 0 300
[05:43:15] <%petrie911> Spirit Temple is 0 B 0 C80
[05:43:32] <%petrie911> now, it is rather interesting that they're all different
[05:45:37] <%petrie911> Actually...scratch that
[05:45:41] <%petrie911> I think I know the answer
[05:45:59] <%petrie911> and I predict Forest Temple should be impossible if I'm right
[05:52:18] <%petrie911> ok, so, here's the difference
[05:52:28] <%petrie911> in the Forest, Fire, and Water Temples
[05:52:36] <%petrie911> er, Forest, Fire, and Shadow
[05:52:46] <%petrie911> the door and the polygons above it have the same collision
[05:53:06] <%petrie911> in the Water and Spirit Temples, the door and the polygons above it have different collision
[05:53:20] <@cosmo> by different collision, what is different?
[05:53:27] <%petrie911> they have different flags
[05:53:37] <@cosmo> do you know what the flags do
[05:53:39] <%petrie911> and so they belong to different collision groups
[05:53:41] <%petrie911> nope
[05:53:52] <@cosmo> do you think the reason you can js thru it
[05:54:00] <@cosmo> is becuase it treats everything wit hthe same collision group
[05:54:07] <@cosmo> as one solid surface
[05:54:10] <%petrie911> yes
[05:54:15] <@cosmo> ok
[05:54:17] <@cosmo> good stuff
[05:54:21] <@cosmo> imma archive this conversation
[05:26:07] <@cosmo> spirit BK skip im still too scared to do in races lol
[05:26:10] <@cosmo> once I won a race with it
[05:26:12] <@cosmo> but it was scary
[05:26:28] <LinuzDk> wait a minute shadows the only place where you still need ZL right?
[05:26:43] <@cosmo> you can bk skip but it will never happen in a race
[05:26:44] <@cosmo> so yeah
[05:27:01] <LinuzDk> no cosmo just play normally but you have to get a key as a child then just don't get BK since you need zl for that
[05:27:16] <Siglemic> what
[05:27:17] <@cosmo> im talking about shadow
[05:27:29] <LinuzDk> the BK skip have same strats, as water
[05:27:35] <LinuzDk> yeah i know
[05:27:39] <Siglemic> lol
[05:27:40] <LinuzDk> i actually confused myself
[05:27:44] <Siglemic> whattt
[05:28:14] <LinuzDk> isn't shadow temple door that same as fire?
[05:28:53] <@cosmo> Lol no
[05:28:59] * Kyoki has joined #zelda
[05:29:02] <@cosmo> shadow BK skip takes 50 chus
[05:29:22] <LinuzDk> no but you can't JS into Firetemple door
[05:29:32] <LinuzDk> and neither shadow
[05:30:48] <LinuzDk> my point is the only reason you can do fire BK skip is becouse there is a OOB spot over the door
[05:31:45] * arkaith has quit IRC (Quit: just an ordinary day, stealing all the hope away.)
[05:32:00] <LinuzDk> Cosmo i'm talking about the physicks of the door (physicks phycisks, baah
[05:32:13] <@cosmo> you're talking about the collision detection
[05:32:19] <@cosmo> and nobody knows why you can js thru them
[05:32:24] <@cosmo> you just can
[05:32:29] <@cosmo> maybe petrie911 will figure it out someday : P
[05:32:34] <LinuzDk> ;D
[05:33:29] <LinuzDk> but you can't JS through shadow Bodd door right?
[05:33:39] <LinuzDk> boss*
[05:33:45] <@cosmo> right
[05:34:33] <%petrie911> figure what out, now?
[05:34:37] <LinuzDk> and i'm pretty sure that you can't either with fire, (maybe not forest never tried since, it dosn't do any diffrence)
[05:34:57] <LinuzDk> petrie why can you JS through some of the Boss doors and some not?
[05:35:04] <%petrie911> doors have no solidity
[05:35:16] <%petrie911> it has to do with the collision geometry near the door
[05:35:28] <@cosmo> right but
[05:35:32] <@cosmo> jiano and I looked at it
[05:35:34] <@cosmo> and couldnt see
[05:35:39] <@cosmo> why you dont recoil back off of some of them
[05:38:21] <%petrie911> 0 0 0 180
[05:38:46] <%petrie911> (I'll explain what that means in a second
[05:39:07] <%petrie911> C80
[05:39:08] <@cosmo> it would be cool if you directly compare water -> shadow Boss doors
[05:39:34] <%petrie911> 300
[05:39:41] <+Tompa> LoZ race anyone?
[05:40:04] <%petrie911> 080
[05:40:20] <%petrie911> er,0 2 0 80
[05:41:13] <%petrie911> 318
[05:41:21] <%petrie911> ok, so which doors can be jumpslashed through
[05:41:24] <%petrie911> and which can't?
[05:41:32] <@cosmo> water, spirit
[05:41:35] <LinuzDk> water and spirit
[05:41:41] <@cosmo> fire, shadow cannot
[05:41:44] <@cosmo> forest is a maybe
[05:41:50] <LinuzDk> noone tryed
[05:41:54] <%petrie911> ok, so the numbers I posted above are the collision flags for each door
[05:42:41] <%petrie911> Forest Temple is 0 0 0 318
[05:42:51] <%petrie911> Fire Temple is 0 2 0 080
[05:42:59] <%petrie911> Water Temple is 0 0 0 180
[05:43:07] <%petrie911> Shadow Temple is 0 0 0 300
[05:43:15] <%petrie911> Spirit Temple is 0 B 0 C80
[05:43:32] <%petrie911> now, it is rather interesting that they're all different
[05:45:37] <%petrie911> Actually...scratch that
[05:45:41] <%petrie911> I think I know the answer
[05:45:59] <%petrie911> and I predict Forest Temple should be impossible if I'm right
[05:52:18] <%petrie911> ok, so, here's the difference
[05:52:28] <%petrie911> in the Forest, Fire, and Water Temples
[05:52:36] <%petrie911> er, Forest, Fire, and Shadow
[05:52:46] <%petrie911> the door and the polygons above it have the same collision
[05:53:06] <%petrie911> in the Water and Spirit Temples, the door and the polygons above it have different collision
[05:53:20] <@cosmo> by different collision, what is different?
[05:53:27] <%petrie911> they have different flags
[05:53:37] <@cosmo> do you know what the flags do
[05:53:39] <%petrie911> and so they belong to different collision groups
[05:53:41] <%petrie911> nope
[05:53:52] <@cosmo> do you think the reason you can js thru it
[05:54:00] <@cosmo> is becuase it treats everything wit hthe same collision group
[05:54:07] <@cosmo> as one solid surface
[05:54:10] <%petrie911> yes
[05:54:15] <@cosmo> ok
[05:54:17] <@cosmo> good stuff
[05:54:21] <@cosmo> imma archive this conversation
Slingshot Room door glitch (unloads the room, hopefully we can do use this method in other rooms in the game):
http://www.youtube.com/watch?v=0NesnFRiIIU
Moving platform in Deku Tree that is unaffected by all time stop items (I found this months ago):
http://www.youtube.com/watch?v=WqEFkDetyOQ
http://www.youtube.com/watch?v=0NesnFRiIIU
Moving platform in Deku Tree that is unaffected by all time stop items (I found this months ago):
http://www.youtube.com/watch?v=WqEFkDetyOQ
Last edited 01 Nov 2010, 07:16 by mzxrules.
Alec had an idea for ganon, instead of supersliding to keep the master sword equipped, you can JS before the cutscene and use hammer/bgs crouch stabs with MS power. I just tested it and it works. Should save time in 100% and MST, though I think supersliding would still be faster for TASes.
Alec had an idea for ganon, instead of supersliding to keep the master sword equipped, you can JS before the cutscene and use hammer/bgs crouch stabs with MS power. I just tested it and it works. Should save time in 100% and MST, though I think supersliding would still be faster for TASes.
ZFG are you sure equipping the MS in segment 67 is the best time to do so? We still need to fight Dinalfos, Stalfos, IKs, Dorf, and more Stalfos in seg 69. Shouldn't we do the MS/Hammer equip right before the Ganon fight? It is an extra pause that way but I think the biggy will save good time throughout the Tower and Escape. This needs to be timed against the superslide method really (while considering the extra bomb needed)...
Last edited 06 Nov 2010, 21:31 by aleckermit.
Oh, completely forgot about the tower enemies, I was just thinking about dorf. I guess it probably would be faster for an extra pause :/
SOLD OUT to the C button as a child:
http://www.youtube.com/watch?v=ae4Ai140HOA
Have fun! ^_^
i played OoT after almost 1 year without playing it just to try out this glitch (i don't want to replay until OoT 3DS comes out)
i noticed that the trick to use a charged (orange) spin attack with the Great Fairy Sword from MM works here to get a charged spin attack with SOLD OUT. that's pretty interesting.
I'm very curios how to get this. If somebody can link me video how you can do that glitch in MM :)
http://www.youtube.com/watch?v=zDOrBm1bHKU
Ahah, I didn't remember I posted this vid more than two years ago (long time before z slide was discovered).
8)
Ahah, I didn't remember I posted this vid more than two years ago (
8)
the charge spin attack glitch with the great fairy sword is pretty easy. press and hold B and then use the GFS and it will charge up. Link does the Biggoron Sword pose when charging it.
same trick makes the Sold Out charge up.
same trick makes the Sold Out charge up.
The hyrule field glitch strikes again http://www.youtube.com/watch?v=F9gDddOyL4c
Interesting... do you think using this trick will save time in a 100% run? It looks faster than the normal warp.
hyrule field glitch = too many actors loaded so it simply fails to load the one you are calling
New Forest Temple boss Key skip from the Fairy bow room on Jan 29.
Unfortunately it is only about 15-20 seconds faster than savewarping and doing the normal bk skip.
http://www.youtube.com/watch?v=XB-Q54o86ps
NEW Fire Boss key skip from Hammer room on Jan 31.
It obsoletes the chute hover bk skip and is way faster.
http://www.youtube.com/watch?v=fzc2wqmzp_c
Unfortunately it is only about 15-20 seconds faster than savewarping and doing the normal bk skip.
http://www.youtube.com/watch?v=XB-Q54o86ps
NEW Fire Boss key skip from Hammer room on Jan 31.
It obsoletes the chute hover bk skip and is way faster.
http://www.youtube.com/watch?v=fzc2wqmzp_c
Last edited 27 Jun 2011, 23:59 by Exodus122.
So it almost certainly has to be true... the boss door trigger is always loaded.
loading zones are part of scene collision, which is loaded on a per scene basis (doesnt matter what room you're in)
New Fire Temple Big Key Skip! Faster, easier, and uses less bombs than the old one.
Exodus found this trick on emulator and posted the video in the IRC. It was very very difficult and inconsistent so I spent a couple hours working on a setup. I managed to find a consistent angle setup and a way to skip the jumpslash the original method required to just barely make the load zone (hitting the load zone is no longer an issue).
Full details and instructions are in the video description:
http://www.youtube.com/watch?v=J4YQHXaDMDA
Exodus found this trick on emulator and posted the video in the IRC. It was very very difficult and inconsistent so I spent a couple hours working on a setup. I managed to find a consistent angle setup and a way to skip the jumpslash the original method required to just barely make the load zone (hitting the load zone is no longer an issue).
Full details and instructions are in the video description:
http://www.youtube.com/watch?v=J4YQHXaDMDA
Last edited 01 Feb 2011, 09:18 by aleckermit.
