Posts for Darkman425
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Darkman425
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Joined: 9/19/2021
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Fan translations sometimes change some of how the game worst, accidentally or otherwise. It would take a fair amount of research, likely by the submitter, that the only change is the text. Even then a text change could be considered a gameplay change if the timing differences to draw all the text affects something. An example would be if the RNG is timing dependent and the different text length means requiring different approaches.
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Darkman425
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Stage I has the water worm boss again, though with more of them. Stage C already had them. I could have done Stage B rather than Stage C to do Stage I over Stage H but I don't think the Factory stage or boss is as interesting. Reaching Stage J, also a tunnel stage, would mean going to Stage F, another Sky stage. While not the same boss as the Stage H Sky boss, I felt it was too similar to the Stage S boss. Also a small side effect of choosing Stage H is that for a pacifist run this would earn more points as a stage due to the longer boss fight. Since points are earned every polled input frame and for most stages killing enemies means giving up the pacifist bonus, a longer stage seems to earn marginally more points. Not that it's super relevant to my goal here but it's something worth noting for a serious high score run.
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Darkman425
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I never checked if difficulty kept increasing, I just stopped it at the end of loop 2 since the SRC board currently only has runs up to a 2 loop clear.
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Darkman425
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Huh. Today I learned that the Japanese version of RCR EX had a semi-official update patch. Wonder what got changed in it. https://twitter.com/gosokkyu/status/1565965970669473792 https://twitter.com/gosokkyu/status/1565966510312783872
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Darkman425
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Joined: 9/19/2021
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From what I can find the game loops after the second quest. The second quest has faster enemies, which is mostly relevant for the dragon bosses at the end of dungeons, although the 2-8 regular enemies do have enough health to get an attack out, requiring a little evasion to maintain health for damage. I couldn't find any manual scans out there for the 1989 Zelda Game & Watch to confirm for sure. I found the manual here: https://www.zeldadungeon.net/gallery/thumbnails.php?album=496 There's only mention of a second quest, and the game goes back to displaying the time after 4 minutes sitting on the ending on the original hardware. While subsequent loops could be played there doesn't seem to be any mention online for any changes in difficulty past the second quest, just playing loops for more points.
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Darkman425
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The Treet Times sure seems to report a lot of carnivals with faulty equipment.
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Darkman425
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Drakkhen is a neat but inscrutable game, which is understandable since this was originally an Amiga game. Yes vote for feeding half of your team to sharks speedy regicide crimes with the priest.
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Darkman425
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Joined: 9/19/2021
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Location: Texas
In general I can agree with having SRAM acceptance in standard since there's quite a number of games that lock full game features behind game completion, such as difficulty levels and characters that change how the game's played. Regardless of entertainment factor, those would generally be considered genuine categories outside of TASVideos worth exploring and should at least be in consideration. This would make less risk of making a TAS for something that takes literal hours to generate the SRAM that might be rejected on the grounds of entertainment. On the idea of other methods of verification, the e-Reader for the GBA is an interesting case to think about. For Mario VS Donkey Kong, there are e-Reader exclusive cards that I can't generate SRAM for in BizHawk but I can in mGBA. With a little work I can generate SRAM in mGBA that's compatible with BizHawk. That isn't something that can currently be done with verification files but is reasonably repeatable with instructions for generating a valid save file. I could also use a cheat to do the same thing but since I know of a kind of time consuming but provable way to generate a certain game state without a verification file I feel it's a valid game state to work with. If there are New Game+ or other states that would take unreasonably long to generate but is achievable without making a verification movie, using extra tools to make the same thing is probably fine if there's solid enough proof that the game state can be achievable via proper means.
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Darkman425
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Joined: 9/19/2021
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I'd like to issue a correction about my user file. It takes 160 stars to unlock Zelda, so my user file only has 160 stars. That being said it only needs 10 more stars for the credits. All of Cement Factory is untouched though and I still don't see that one ever being played in 170 stars.
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Darkman425
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I made a verification movie that generates save data with the Zelda Game & Watch unlocked at 170 160 stars. I only used rewinds making this, so I bet a good 20 minutes could be lopped off the 7.5 hour recording with proper TASing. User movie #637950635588411093 I mostly made this for anyone who wants to TAS Zelda but don't want to go through the hours of earning the 170 160 stars needed. EDIT: Dangit, wrong star count. Bleh.
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Darkman425
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I'm not a big fan of the first Game & Watch Gallery and I haven't played the others at all. I do know that Game & Watch Gallery 3 also has a staff roll at 50 stars. If I do those it's definitely gonna be some time after this one.
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Darkman425
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Location: Texas
Most of my interest for the Sega Pitfall II games is mostly focused on the arcade version. The arcade version I do know has secret bonus items for picking up the other point items in the game. I never got around to seeing if the SG-1000 version has a similar bonus.
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Darkman425
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I've been thinking of working on the Sega versions of Pitfall II. Good to see that this one has a nice and quick route. Yes vote!
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Darkman425
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There's a WonderSwan Color port of Romancing SaGa. There's added content to obtain the gemstones that weren't originally obtainable in the original SNES release. There could be a run that gathers all the gemstones. I wonder if this version has the same RNG as the original as well.
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Darkman425
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It's amazing how faithful the levels were made in this port, which makes the unique strats with different physics both surprising and exciting. Yes vote!
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Darkman425
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The recent change to the movie rules have allowed "maximum score" as a valid standard goal for TASes, which is really neat. However, there's been something stirring in my mind ever since the rule change: how will these max score goals interact with arcade settings? From my understanding from following arcade playing groups, the general rule for score attacks is that the DIP switches have to be left at what would be considered default factory settings or whatever the arcade owner manual defines as default. For the most part MAME has these set up already. This is how the MAME Action Replay Page generally sets up their rules, but they do have extra conditions for certain games. Those extra conditions are usually there to prevent infinite score leeching, such as not allowing infinite looping of the last stage before the true final boss of arcade Ghouls n' Ghosts. How would arcade TASes aiming for maximum score as a goal handle that? Would they require default DIP switches and game setting, or would someone be allowed to adjust them for whatever reasons they explain? I know the general rule is typically to play on the game's hardest difficulty. Someone could argue that not playing on the hardest difficulty could be harder for score attacks by virtue of fewer potential points to be earned.
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Darkman425
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The Super Contra movie managed to sync on my end. Nice TAS! This seems to imply the thunderx.cpp driver is sync friendly, which is used for Super Contra, Thunder Cross, and Gang Busters according to the MAME source code.
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Darkman425
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You can just download the .fm2 input files straight from the publication pages. Find the Emulator Replay part of the publication page and that's where it'll be.
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Darkman425
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I can't see what's in the link and mobile says it's not working right. What's the name of the game you're trying to get work?
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Darkman425
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I only really caught it at the end of the TAS I finished but I think the ladder dismount frames being 1 or 2 can potentially be changed by how long A is pressed for jumps prior. I think there's some sort of weird acceleration factor or air cycle going on with that.
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Darkman425
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TheStrahl wrote:
To clarify on this, it's a screen wrap akin to the one in Zelda 1, that can only be done on the right side of the screen and you can only wrap to the left screen with it. If you happen to land in a wall, you can zip in whatever direction. If there is no room to your left you will be brought out of bounds where every tile is a ladder. To do the wrap, you use the bubble on the very edge of the screen, you know it's working when the bubble travels through Zoe. It can be done on any screen, you don't need a ceiling, in fact it's easier without ceilings above you.
Thank you for this info clarifying the zip glitch process. Having that info available in any public form helps a lot! Meanwhile, I've cleared all the old content sans the final boss of the original 2017 version. From here on out it's the exclusive NES content before this is finished up. Sadly I couldn't get the one cycle for that Altar of Echoes room. There's also concerns about the damage route I have right now but I don't think it's gonna be more than a few seconds at best. Link to video User movie #637928477120291987
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Darkman425
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Here's my progress so far without the newly discovered out of bounds and zip glitches. Link to video User movie #637927613920656566 Void Tower was interesting to optimize with figuring out the best way to manage spell cooldowns.
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Darkman425
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Oh cool, an out of bounds trick was found that only needs Block 1 (to get bubble) and Bubble 1 (to perform the zip at map location 3, 11). Here's a video timestamped to said out of bounds glitch. I think I get the steps of how this happens.
  1. A bubble is created near the ceiling at the screen border but not too close to the top.
  2. Zoe jumps on the bubble when the bubble is at a high enough point such that the bubble still goes up but Zoe is able to stand on where she would normally stop the bubble.
  3. At a certain point pressing a direction will cause the game to eject Zoe out of the wall, but does so in a way that she gets screen wrapped to the left side.
Once that's done it's a matter of navigating the out of bounds areas for about 2 minutes which is apparently full of ladders. I might investigate this after finishing up the run I have that doesn't use this glitch. Thanks to Rayquaza911 for messaging me about this glitch.
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Darkman425
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The ROM hack is a parody of the infamously bad Transformers: Mystery of Convoy. It has elements from that game, including the unfortunate flashing. https://tfwiki.net/wiki/Transformers:_Mystery_of_Convoy
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Darkman425
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Here's an encode from the start of the Shrine of the Sea Monk to picking up the Bubble spell upgrade. I think a fair amount of this is pretty cool. Link to video User movie #637926753949437295 Something worth noting is that the cooldown for the bubble spell is 24 frame longer than the cooldown for the block spell.
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