petrie911
Another Forest Temple break in MQ
updated
This appears to have been scrapped early in development. There's no really plausible place for it to be (even this is a little too short for it), the ladder is only solid and textured on one side, and the clasp has no lighting. Still, it's a fully functional droppable ladder.
See this image for a closer look at the clasp. https://i.imgur.com/vqYoTCd.png
This was discovered as part of the Ocarina of Time decompilation project, which is trying to recreate the source code of OoT. You should check it out. It's neat, and we could use the help.
github.com/zeldaret/oot
This is labeled a mod concept because I haven't actually made the mod. It's only 3 instructions to start/stop a clip, but it would still require a bunch of disassembly of boss ASM which I don't feel like doing. For this video I just edited the RAM on the fly to make the music play. The Ganondorf part is a little glitchy due to some odd behavior with his BGM that would need to be fixed in a real implementation
For those who haven't played it before, the game consists of the Forest, Fire, and Water temples, which have been strung together such that completing Forest takes you to Fire, Fire to Water, and Water to the end of the game. Each temple has been heavily modified to the point where it plays almost nothing like the original. In them, you will find complex puzzles, difficult fights, and tests of dexterity unlike anything in other Zelda games. Will you rise to the challenge?
This mod can be played on any N64 emulator and the N64 hardware through a flash cart. As the title suggests, it will also play on the Wii Virtual Console if injected into a WAD.
To get the mod, download and unzip this archive.
drive.google.com/open?id=0B7pvDjLAkB-CVVE5S3BMWWctMW8
There's a readme in it that will tell you what you need to know. You'll also need a PAL Master Quest ROM (don't worry, it'll still run at 60fps), and for VC players you'll need a WAD to inject into. I of course suggest that you acquire a legitimate copy of each and dump them yourself, but ultimately it's up to you.
For any questions, comments, bug reports, or whatever, just message me here on YouTube. I'll try to respond as quickly as possible.
I hope you enjoy it.
This also works in OoT3D's Master Quest.
Second segment is just demonstrating that you can still pick up the piece in one throw.
This mod can be played on any N64 emulator. For those of you with N64 flash carts, it can also be played on the N64 hardware. Unfortunately, it does not work in a VC WAD, so you'll have to use something like Wii64 if you want to play on the Wii.
To get the mod, download this file. There's a readme in it that will tell you what you need to know. I'll tell you in advance you'll need a copy of the (non-debug) Master Quest ROM. I can't tell you where to get one, but it's not too hard to find.
http://cloudmodding.com/zelda/petrie/files/patcher.zip
UPDATED 8/7/2014
For any questions, comments, bug reports, or whatever, you can contact me through the following methods. You can also message me on Youtube, as I've finally given into our Google overlords and attached my account to G+.
Twitter: @petriezelda #petriemod
email: petriezelda@gmail.com
IRC: #zeldahacking on irc.speedrunslive.com
Forums:
the-gcn.com/topic/2831-petries-challenge-working-title-oot-mod
http://forums.zeldaspeedruns.com/index.php?topic=1553.0
http://cloudmodding.com/forum/topic/21
I hope you enjoy it.
Anyways, I repurposed the marathon and horse race timers to make an in-game timer that is accurate to the frame (compare it to the video time each time it comes up). It also is part of the save file, and thus carries over when you save and quit. It doesn't run during the start menu, though, which may or may not be a problem.
The pocket egg isn't important; it was just a source of text box on demand.
Actually, there's a fair bit more going on in this video than the timer. Obviously I'm showing off my quick boot change hack again, but what else is different about this video?
This has to be done after getting the Couple's Mask. If you reset the flags before that, Kafei and Anju won't be there. Also, since the Milk Bar closes its door at 5 am, you'll have to be pretty quick to get there in time.
The order here is pretty important. So, to recap...
Give the letter to the postman
Get Postman's Hat and Couple's Mask
Store a Song of Time text and blank the flags
Get second letter
Deliver second letter to Madame Aroma
The locked doors from Thieves' Hideout can be used to put locks on all manner of things.
Only thing to watch out for is that you need the proper collectible flag set for them to function. The door's actor variable is XXYY, where XX is the collectible flag and YY is the switch flag.
Anyways, stand in the place shown in the video. You should use the texture on the ground to align yourself. Switch to Deku and go into Cup mode. Align the clock with the corner of the snowball as in the video. Then just backwalk and mash the A button. It may take a bit of time, but you should eventually jump over the snowball.
You can also superslide off Boes or Tektites using the grabbable snowballs. Your call on whether you think that's easier.
This can also be used to get Lens of Truth on the first cycle. This isn't particularly useful, but it is neat.
Anyways, this is continuing in my series of uploading old school trick videos that I can't seem to find on Youtube. This is still somewhat relevant in a no-explosives run.
Start by standing on the lily pad as shown and facing the flower. Take the deku mask on and off, then go into first person mode. As the pad sinks, you'll eventually be able to move. Hop forward onto the flower.
Press back on the control stick a few times to turn around until the lily pad reappears. Then face right and sidehop. You should land on the lily pad.
Next, sidehop again. You'll have to bend it backwards, then forwards to land on the lily pad on the other side of the big octo. Turn around and you should see the next lily pad. Turn right and sidehop to it. You should now be beyond the black plane.
Finally, walk forward towards the big octo. You should hop twice before he sucks you in. When he spits you out, aim for the lily pad in the video. Your remaining three jumps should be just enough to get you there.
For reference, the block push delay is normally 10 (half a second).
Here, I show solving the Forest Temple block puzzle in MQ. First with, then without, the fast pushing mod. The difference should be pretty clear, and adds up to over 20 seconds over the course of doing the puzzle.
For technical details, I increased the push length to 40 (from 20) and the maximum push speed to 5 (from 2).
http://www.youtube.com/watch?v=GefyQCDYTs0
Hitting Prime as he's charging isn't so hard, but hitting him without getting hit hard yourself is. You need to do that to hit him as he turns around. I get hit like that in the Power to Plasma transition in subchamber 3, but it's fine since I need to charge the Plasma beam during that time.
This isn't useful, since Supers are still faster and more efficient, but it is neat.
The first 4 clips show the unmodified ROM, which plays the Light Arrow Cutscene provided you have Spirit and Shadow.
The last 4 clips show my modified ROM, which only plays the cutscene if you have all 6 Medallions.
Anyways, here's something I stumbled across a while back. Dark Link's AI handles swimming surprisingly well, especially considering that it's clearly the same AI it uses on land. Currently no plans to implement it in the hack, due to the problem shown at the end. If I hadn't killed him, he'd float away through the ceiling and the fight would be unwinnable.
I tried to ASM that out, but Dark Link is rather complicated, even though his actor is relatively short. The reason is that his actor is actually a shell that generates controller inputs to feed into a copy of Link's actor. In fact, if you watch Dark Link's RAM, you can see the controller inputs he's using. Anyways, this means that his seemingly simple actor is intertwined with the vast monstrosity that is Link's actor. And Link's swimming routine is not simple.
Also, Dark Link's actor is named torch2. I have no idea why.
Stumbled across this while testing some stuff against KD. Found it far funnier than it probably is.
If you're wondering about the arrow count, I had to hack everything into my inventory to make this in a reasonable amount of time, and forgot to give myself a quiver.
In the Japanese version of MM, power crouch stabs still work. This means that by jumpslashing with the GFS before activating ISG, you can deal 8 damage in a single hit. By hitting him with the Zora barrier and then with the 8 damage ISG, you could skip the little fish cutscene. That probably would be faster, though obviously 100%-only.
This is also by far the easiest way to damage Gyorg without the Zora Mask, as you simply have to hover over him and bottle dive. No tricky timing or aiming of bombchus whatsoever.
Thankfully, in any% and 100%, you can kill the Omega Pirate without him being able to do anything anyways.
The stuff I was doing with the Ice Troopers obviously isn't necessary. But I figured I should try to make the wait for Omega to appear moderately entertaining.
It is apparently possible to use a DBJ instead of an HBJ on the spider ball track, but I was unable to get the DBJ to work. I came very close many times, though, so I wouldn't be horribly surprised if it really were possible.
I must say, I'm very surprised at how well Dolphin syncs. After switching to LLE Sound, not only do my movies now sync when dumping audio, but they barely desync at all while recording. In fact, while recording this movie, it only ever desynced once (at the bomb jump in Life Grove Tunnel).
Also, as of r7176, Dolphin correctly records the L and R buttons. The above was made with r7180.
Also, while I know that Dolphin has the ability to record sound, turning it on causes my movies to desync. I'll try to find a fix for this, so hopefully in the future I'll have the in-game sounds.
The dtm and corresponding memory card can be downloaded below. If you have the most recent version of Dolphin and a Metroid Prime iso, try playing it back for yourself to see if it syncs.
http://www.mediafire.com/?ps3aa87yd2pdtib
The movie was made with revision 7144M. You can download it below, but it'll only work if you have a 64-bit OS.
http://www.mediafire.com/?a0cl4qcqow4xm2a
Now, the question is, is it possible to cut a sign into all 10 of its component pieces?
Neat, though.
For commentary on the run, see its page on SDA here
http://speeddemosarchive.com/SonicAdventure2.html
BTW, the run's fairly out of date at this point. I would fully expect a run these days could get sub-30.
Now, normally, you can't have a cutscene and daybreak happen at the same time. Either the cutscene plays and stops the clock, or daybreak happens and stops you from entering the cutscene trigger. However, whenever you unpause the game, the clock advances 1 frame. Thus, if you pause on the exact frame you trigger the cutscene, and you trigger the cutscene exactly 1 frame before the day changes, the day change and the cutscene will happen at the same time, and daybreak takes priority.
This is 9 seconds faster than playing the Song of Double Time to cause nightfall, which is its main advantage. However, the SoDT to night works on more cutscenes than this, it does not require a specific time, and it only requires one level of frame perfection.
Unfortunately the dog race desynced on me because I forgot to check for sync before encoding. It was a bad choice.
1) Gekko skip in Woodfall.
Hookshot clip through the wall. I think the snapper needs to be in the corner, or else Link pushes him too far away from the wall.
2) Leever Hover.
This one's needed to complete the game. You can also get ISG off the bushes in Termina Field.
3) Early red switch
You can also jumpslash along the axle to skip the yellow fountain. Now if only we can find a way to do it with the wheel stopped.
4) Early other red switch.
This super old and pretty much just here for the record. A High Grab can be used in place of the Dolphin Dive to get up.
5) No-explosive Gekko skip.
keeta informs me you can just normal jump from an ice platform and grab the ledge. Which is kind of sad when you think about it.
6) Green switch without Fire Arrows.
Not sure if this is faster than melting the ice, but it still looks cool. Nothing says fun like pulling an enemy to you with the hookshot, then using it to recoil flip.
7) Captain's Hat skip.
Not new, and can even be done without the jumpslash. I leave why this is needed to skip the Captain's Hat as an exercise for the viewer.
8) Song of Storms skip
Old method, but with guays! Make sure you aim for the corner between the water wheel and the house.
9) Ikana Castle block skip.
Another hookshot clip, but this one's easier since the floormaster is very cooperative. Needed to skip powder kegs.
10) Elegy switches room without explosives.
This is necessary to complete the game. The Stone Mask can make things easier if you're having trouble with the real bombchus.
11) Updraft room without deku
I've made so many vids of this room. I tried to do it without unrolling and getting a straighter path through the second and third updrafts, but I just couldn't do it.
12) Inverting without explosives or elegy.
Kind of pointless since elegy is forced on us, but neat anyways. Still, good to know that's one barrier to elegy skip we don't need to worry about.
The Deku Nut upgrade vanishes when you collect the Poacher's Saw, as this video demonstrates. The reason for this is that, when collected, the Poacher's Saw sets two bit flags to record its collection. One of those flags happens to be the same as the one that tells the game you've already collected the Deku Nut upgrade. It's a lot like the secret locked door in Master Quest from my previous vid.
However, considering this has never been fixed in any rerelease, and that bit flag doesn't seem to control anything else, I'm forced to wonder if this is intentional. Nintendo doesn't usually make items missable in Zelda games, Minish Cap notwithstanding, but it's still plausible given the evidence.
No-explosive MM is actually an interesting category. ISG is probably still closer to "no major skips", but no-explosives gives it a run for its money.
Seeing them both go through swimming animations was kind of neat. Deku Link bobs in the water until you touch the control stick, and the infinite drowning loop at the end is inescapable. You can't even pause.
This is one of them. That last damage boost is a real bitch.
Also, this very well might be my first video done on OoT v1.0.
For those of you who have played Master Quest, you might have noticed that the Water Temple seems to have an extra key. Well, just recently, I found out why.
Now, as you may or may not know, a locked door is actually a switch. When you open a locked door, the game sets one of the dungeon's many switch flags so that it knows that that door has been unlocked. But what would happen if you put a switch somewhere else that sets the same flag as the door? When you activate that switch, the door would become unlocked without you needing to use a key on it.
This is what happened in MQ's Water Temple. The door shown at about 8:30 is the key door in question. The designers mistakenly attached it to the same flag as the dragon head statues in the room before Dark Link. And since going through that room is normally a prerequisite to reaching the locked door, people never saw this locked door, and assumed the extra key was just an error.
However, by using hovering to bypass the dragon head statues, we can see this locked door. As proof that this is happening, I go back and activate the statues, to show that the door indeed unlocks itself.
OK, since apparently everyone is dying to know what's behind the door, the answer is...a gold skulltula (well, there's 2 more rooms then the skulltula). Yeah, not that great.
Unfortunately, I simply cannot figure out how to get that extra height. I'll probably revisit this, but for now, this is the best I can do.
In order to do this, I need 9.5 extra height units or 26 extra distance units. I'm having difficulty believing that the 9.5 extra height is doable. The recoil jump gets the most height of any technique, and Zora Link's jump goes no higher. A .5 increase to initial vertical velocity clearls the ledge, but the only way to get that is to be the Fierce Deity, who can just roll jump across the gap.
I can regain the 26 distance by rolling backwards towards the corner of the switch. The problem is that that means Link faces backwards, and I cannot get a first frame recoil jump from that orientation, losing all distance gained. If I could make Link turn all the way around in a single frame, this would work. The jumpslash at the end gives +6 height, and the damage boost gives about +12. To make things worse, even getting hit at the peak of the jumpslash would not give me sufficient height.
At this point, I think a successful no-ISG Ice Arrow skip will need a different method.
They probably only get ~10 more units of distance than a standard recoil jump + bombchu, but they just look so cool.
I suppose I should come up with a proper title for this thing at some point.
Credit to colt45joe for the HQ version of the classic Zelda trailer music.


