Posts for Patashu

Patashu
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henke37 wrote:
I'd love to hear how the heck they managed to screw up like this. What exactly is happening? Full details please!
I recall a similar glitch in Super Mario World where grouping three wrigglers in a way such that you can keep respawning them and bouncing on them pushed the 'reward you get for a jump' counter to ridiculous heights, reading random locations of memory and popping up absurd graphics/absurd coin/score rewards. Perhaps this is similar?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Is it possible to control your character while he runs left and right to grab the jewels at the end? Because I wasn't sure if the route for it was optimal.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Limne wrote:
Now, having two TASers play a 2-player game competitively, (Each frame would be a "turn" with each revealing their input value to the other at the end)... That might have potential for depth, assuming the game in question itself had deep enough play mechanics.
Yeah, I see what you're getting at.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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I thought of another way to make a game hard to TAS: Make all actions have ultra-far-reaching consequences that aren't immediately obvious. Think of a game like go, with a huge board and moves that individually do not alter it much - tactics come together over the course of many moves, and strategy lasts the whole game. The depth of the game comes from there never being an obvious next move - you have to grasp the board intuitively, rather than logically, because there's just too much of a tree of possible moves to search through. In such a game, having rerecording control of your next move is not as useful as it is in a game where actions have obvious, instant consequences.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Placeable cursor on the screen, plus editable textboxes for its exact co-ordinates, plus progressively faded targets for the cursor locations of the past X frames?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Posts: 4026
krieg747 wrote:
OmnipotentEntity wrote:
I never found much of an issue, just because the game starts with a random state doesn't mean it CAN'T start with the same state as the emulator does.
The game can not be infinitely random because there must be a memory limitation on how high whatever number is generated can go. because the game must be finitely random, then at least 1 of these random startups will coincide with the initial state of the TAS. Therefore, TAS's are possible on real hardware, and this entire thread and closing of the site is for nothing. case. in. point. edit: read the front page. got it.
That would be true, if not for the fact that the NES were also affected by external conditions; slight variations in timing crystals and so on. It's been discussed already - you'd need not only the right starting state, and for all physical conditions to exactly match the 'averaged' assumptions of the emulator.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Is the jumping on the box necessary, or just a way to waste time while you wait for an exact frame for something?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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I actually thought the issue brought up a reverse problem for me: Should TASers be allowed to start with whatever uninitialized memory, entrophy, etc they want? It would still be a run possible on the actual console, just as likely as a run with any other starting memory and entrophy (however vanishingly likely that is; hmm, instead of making static TASes perhaps we need to make smart movie files that adjust their input slightly whenever the output of the console isn't exactly what's expected. ;) )
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Cmuben wrote:
You guys should check up on your algorithmic information theory. A true random number is uncomputable, so no algorithm can create one (there do exist approximations, but they all deffer depending on your formal language).
If so, surely the universe cannot 'compute' a random number either?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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IIRC there's a video on youtube or video.google that claims a duration of a week. I don't have it on me, the quality of the video was terrible though.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Agreed that a 'best ending' video might be more suitable.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Leave it as it is, if only for consistency's sake.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Is it possible that it was on geocities? Because geocities finally got taken down.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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One way to find glitches would be to experiment with things that are often poorly done in other games; for instance, you can zip in similar ways in both mega man 1 and 2, so if a new mega man game came out (10!) you might try and reproduce zipping in the same way.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Going the opposite route, would a 'minimum number of frames spent in the air' challenge produce interesting results?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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You could always go to gamefaqs and have the script faq open and run along with it as the game progresses.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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http://slacktivist.typepad.com/slacktivist/ contains intelligent discussion on religious/evangelical issues. Its riffings of the Left Behind series were what got me hooked. Another thing I do daily, if it counts, is watch youtube.com/user/raocow 's new videos. It is essentially a stream of consciousness on top of super mario world/yoshi's island hacks, so it's not for everyone.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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When I read the title what came to mind was an image of puzzle games where there's no hidden information - picture a sudoku game for instance, where the only thing a TAS can do is fill it in really fast or in creative patterns.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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I'd define it as 'using probabilistic tricks that a real time single segment run could never possibly rely on to save substantial amounts of time'
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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I'd be interested in programming, game mechanics tweaking (making things meaningful) and brainstorming.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Kuwaga wrote:
Maybe instead of a "heavy luck manipulation" tag a run could have a luck manipulation quotient or something like that. It would indicate how probable it is for the rng (if not manipulated) to spit out the numbers needed to make the run possible. That doesn't include random events that don't influence the run's time. It should, however, include luck manipulations for entertainment purposes. For games where it isn't understood how the rng works, this value would have to be approximated. The higher (or lower) that value and the shorter the movie, the more densely luck manipulated it is. Just a suggestion, as I don't see people ever agreeing on what constitutes "heavy luck manipulation". It would mean a lot of work, so my bet is that nobody will actually ever calculate these values. ;)
The problem is it's not just a function of how improbable the RNG's results are, but how muchg time would be lost if the RNG was not predictable. Like, let's say there's a manuver you can do that has a 1/10 chance of happening but saves a second to do so. A TAS would always take advantage of it but a real time runner might abstain if the drawbacks are too bad. You can think of it like this: If the RNG was related with a perfect RNG that wasn't altered by the state of the game, how much slower would a tool assisted run (entering input frame by frame with perfect knowledge of the game) be compared to the manipulatable, predictable RNG? Does that make sense?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Is it possible to make a TAS work SOME of the time, though, or are there too many different possibilities to make waiting for the right one feasible?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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I don't suppose anyone's gone to the trouble of disassembling SMB2?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Wow, what a terrible game.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Posts: 4026
FODA wrote:
I have just discovered a 255 lives trick for the Zuul building. It's a stupid programming overlook. I'm testing some things.
How's it work, then?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu