Joined: 2/12/2008
Posts: 67
Location: San Francisco Bay Area, CA
Yeah, I was referring to SRAM start only, not savestate start.
Right. This would need to be provided for Star Fox 64 (should be trivial to do for a TAS, it's just all the medals you need, right?)
Joined: 2/12/2008
Posts: 67
Location: San Francisco Bay Area, CA
Exactly, I was thinking the same thing myself.
Save corruption is something that I suspect a lot of games are vulnerable to. It basically comes down to whether the game has a checksumming algorithm (that can't be defeated, unlike Chrono Trigger's) or uses atomic transactions (does any game do this?). It's cool when it can be exploited, but you're really exploiting undefined behavior rather than bugs. (Not to mention that, given Snes9x's inaccurate timing, I bet a lot of these would work out differently on the console.)
Since so many games are potentially vulnerable to save corruption, this site could become SaveCorruptionVideos.org if we consider save corruption to obsolete actual gameplay bugs. So IMO a general guideline of "separate categories for save corruption" would be best.
Joined: 2/12/2008
Posts: 67
Location: San Francisco Bay Area, CA
Well, there's the Chrono Trigger New Game + run. I personally think it'd be reasonable in theory to start from a saved game for the sole purpose of unlocking the hardest difficulty (assuming harder difficulty = more entertaining, as is usually the case). But yes, your point about Mupen not supporting a "play movie from SRAM" feature stands.
However, there's no reason why the route chosen should be all-red-exits, besides, of course, the exit into Venom.
Joined: 2/12/2008
Posts: 67
Location: San Francisco Bay Area, CA
No Animalities, Babalities, or regular Fatalities, and only one Friendship?
Sorry, I didn't find this very entertaining. Maybe if the run description had specified in detail what the glitches were, it would be easier to follow.
Joined: 2/12/2008
Posts: 67
Location: San Francisco Bay Area, CA
Someone at Capcom really likes doors.
You pretty well turned it from a mostly-adventure game into a pure adventure game by skipping all the fights, so you definitely earn some style points for that. The doors (and staircases, and ladders...) make the watchability factor suffer though...
Joined: 2/12/2008
Posts: 67
Location: San Francisco Bay Area, CA
I think what he means is that the ROM strings are actually ASCII, so they're trivial to decode (you can use unix "strings"). This is really rare for SNES era games... usually you only expect ASCII from Rare games and other English speaking devs.
Joined: 2/12/2008
Posts: 67
Location: San Francisco Bay Area, CA
There was no such thing as a fault in the 6502 and its derivatives. The processors in those days were very primitive by today's standards!
Pretty sure that the S register just wraps around. I'm surprised that ZSNES would crash on stack overflow actually.
Unless you're bsnes ;)
SNES era games were notorious about relying on hardware glitches and other Things You Should Not Do, since lots of game developers were more electrical engineers than programmers, and Nintendo's manuals weren't that great. (At the risk of posting very old news, I thought I'd mention that the official SNES developer's manual has been available online for a while now. Lots of good information for the curious.)
Joined: 2/12/2008
Posts: 67
Location: San Francisco Bay Area, CA
Also, emulators tend to be better tested on SM64. So while if the emulator was perfect CBFD might be able to be hexed, in practice the emu devs spent more time on getting SM64 to work right.
Joined: 2/12/2008
Posts: 67
Location: San Francisco Bay Area, CA
Perhaps the AVI for this game should ignore the cutscenes - or maybe have two AVIs published, one that has the cutscenes and one that doesn't. Ocarina of Time is kind of an anomaly on this site, I think, because Zelda is interesting TAS material, with lots of skips, glitches, and tricks to keep the viewer entertained - but when the game is compressed into such a short time frame, the cutscenes really overpower everything.
Not that I think this won't be published - but if it weren't it would seem a shame to forbid publishing a game because of something that can easily be cut out of a movie, and which a speedrunner largely has no control over. We frequently cut out credits from movies on this site: why not cutscenes too?