Ocarina of Time

100% Segmented Team Run

Started by RingRush · 26 Jun 2010 · 239 replies

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Re: 100% Segmented Team Run: Submission Topic

#92
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.

Re: 100% Segmented Team Run

#97
Is there anything in the segmented route than cannot or should not be used in a single segment run?

Re: 100% Segmented Team Run

#99
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

Re: 100% Segmented Team Run

#100
You said single-segment, which forbids savewarping. RTA (which is very similar) allows it.

Re: 100% Segmented Team Run

#101
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.

Last edited 11 Feb 2011, 23:29 by ZFG.

Re: 100% Segmented Team Run

#102

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.

Re: 100% Segmented Team Run

#103

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.

Re: 100% Segmented Team Run

#104

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.

Re: 100% Segmented Team Run

#105

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.

Re: 100% Segmented Team Run

#108
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).

Last edited 15 Feb 2011, 01:10 by ZFG.

Re: 100% Segmented Team Run

#109
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.

Attachments

team100gk.txtAttachment unavailable9.8 KB

Last edited 25 Mar 2011, 17:58 by Runnerguy2489.

Re: 100% Segmented Team Run

#110
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

Attachments

team100gk.txtAttachment unavailable10.4 KB

Last edited 26 Mar 2011, 21:44 by ZFG.

Re: 100% Segmented Team Run

#111
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.

Attachments

team100gk.txtAttachment unavailable17.3 KB

Re: 100% Segmented Team Run

#112
Just about done.

Attachments

team100gk.txtAttachment unavailable10.4 KB
team100gk-1.txtAttachment unavailable20.1 KB

Last edited 27 Mar 2011, 15:22 by ZFG.

Re: 100% Segmented Team Run

#113
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).

Re: 100% Segmented Team Run

#114
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.

Re: 100% Segmented Team Run

#115
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.

Attachments

team100gk-1.txtAttachment unavailable21.1 KB

Re: 100% Segmented Team Run

#117
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.

Attachments

team100exodusroute.txtAttachment unavailable21.0 KB

Re: 100% Segmented Team Run

#119
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.

Attachments

team100exodusroute.txtAttachment unavailable21.2 KB

Re: 100% Segmented Team Run

#120
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...)

Last edited 24 Apr 2011, 21:35 by RingRush.