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Battle Report (which includes watching that 7 minute cut-scene at the end):
"This video previously contained a copyrighted audio track. Due to a claim by a copyright holder, the audio track has been muted."
"Audio muted due to claim"
The only Kingdom Hearts version which isn't audio blocked is the PSP version titled Birth by Sleep which is a remix by PLANiTb.
Also the PS2 Version of Re: Chain of Memories.
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Oh joy...
Oh joy copyrights.
Oh bloody hell this will be a nightmare then.
I was entertained a lot happened over a long period of time and hooray for skipping scenes or else my entertainment would've dropped completely.
Yes Vote.
Well this would be a very fun and long one to encode.
I kinda want to call out that I can do this as final encode because of what needs to be done for the YouTube encode which involves quite the number of switching screens.
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Okay... now lets have a look at the input shall w-.
What in the world?
Okay I'll explain it. In FCEUX there is a TAS Editor located under Tools.
It shows your inputs in a keyboard roll.
These red boxes are known as Lag Frames. These are frames where you cannot put any input.
To see if you're in lag frames while TASing go to Config > Display > Lag Counter
What surprises me is you actually got the input to start the game (784) correct.
Your movement in this game starts at frame 944 (Judging if you hit start at 784).
It's also missing the common trick which is used in Mario Bros. to get to top speed.
R L
R L A
Rx19
No Input
R B
L
R A
Rx7
13 No Input
B R
...
Something like that.
Here's a comparison between my input and yours for 1-1:
Link to video
I think my ingame time is equal to HappyLee's Mario Bros. Probably slower by a few frames or same. shrugs
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I forgot to take this glitch into account:
Doesn't work on PAL version.
There is a high possibility I'm restarting.
Huh? Why? Bonus Stages.
If it wasn't because of the Bonus Stages I wouldn't care about this, but since there are Bonus Stages in this game it's best to do this glitch.
When I read this MUGG I was thinking about Skipping Phases because I was calling the Phases as floors, thanks for bringing this up when I was doing this. Just stupid that I ignored your advice along with everything on the first page.
Edit: Now I won't take that floor clip as the full reason to why I'm restarting.
When I was mucking around with the PAL version, I was doing stuff that I wasn't doing in this TAS. So when I was going to release my next WIP I was going to start again.
Edit 2: To my Testing in the Bonus round (Phase 3) I was unable to jump through the ground. Someone please take my input and see if you are able to jump through the ground during the bonus stage and then post your file over.
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For what it's worth here's some stuff I did on the PAL version (Phases 1 to 9):
-Video Deleted-
You can note that I did stuff the PAL version can only do.
Mario and/or Luigi first frame visible at Phase 10:
PAL: 9923 = 03:18.43
NTSC: ~12486 = ~03:27.76
ScienenceFX: 11429 = 03:48.55 - Note: Game A and 1 Player
The NTSC was converted as if it had the same order as the PAL version but with the restraints it holds.
Edit: Should mention, The PAL version is strictly important to get the Bonus Phases done quick. Everything else is clocked outside the Bonus Phases so they can be done "normally".
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Finally going to mention one more thing.
The PAL version of this game (aka this TAS) the maximum amount of Phases before a loop is 23.
Now here's where we have fun.
The NTSC version has a total of 13 Phases before it loops.
What does this mean?
Well, this TAS is 3 Phases too short.
Would this game's PAL version be acceptable and also the NTSC version as 2 different branches to one another. With what I just typed I'm also stating this could actually be a total of 3 branches if both 13 and 23 Phases are allowed.
So in branching it would be "13 Phases", "23 Phases" and "99 Phases"
But that's a concept I have to ask everyone. Anyways the question:
Would 3 different branches be acceptable for this game?Edit: Mentioning this now, because of something which happened on IRC. I have checked the NTSC version with Game B and 2 Players. The PAL version was validated with this Game A, 1 player.
So yea, if someone wants to check if PAL Game B is the same as what I wrote above (23) go nuts... and I will add an extra point for NTSC's sake, if I'm incorrect about the amount of phases and where it loops it would be up to phase 18 before the loop.
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I hate how the PAL version has that little thing where you can move in the air. It's only really helpful in the "Test Your Skill" Stages. You can play the normal phases as if you're running with the "tight" controls... or a 1 player TAS.
NTSC - 14.5
NTSC - 14.5
NTSC - Doesn't Exist (Let's say 14.5 because no ice physics)
Oh, if anyone is wondering why I'm looking at the PAL version it's because I just want to see what time "23 Phases*" TAS would be.
*23 Phases refers to the max stages on PAL before the looping begins. NTSC's max before the loop is 13.
Edit: I might be wrong on Max amount of Phases in the PAL version. I'll keep you guys posted about that one too.Edit 2: Top Imaged switched to a faster time because I "forgot" how to play the PAL version. For the curious Mario getting the top coins would have an end time of 13.4
Edit 3: I made a post over where Scienence's TAS is, I like to see feedback, but I think it's better that I put the question over there instead of putting it here. So please have a look at it and put in your own thoughts.
Edit 4: Image swa- same time O.o
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To Quote World of Longplays.
"This game has no end. From Phase 12 onwards, the levels start repeating. This video shows gameplay upto Phase 12, ending with a Game Over screen."
Even though that longplay if it was avoiding loops stop at Phase 13, The "Test Your Skill"
Which means the TAS would've ended at frame 18785 (05:12.57).
This means that you have to use the PAL version of this game due to the faster starting point of the game.
NTSC is only faster for a "99 Phases" TAS.
What I italicized in my quote I don't think that's the case anymore but I don't know what to think of it.
Edit: Just remembered something different between the versions. PAL version would finish at Phase 23 not 13.
Edit 2: Oh and for those curious. This is the difference in time for Phase 1 plus the startup (2 Players, Game B).
PAL : 568 / 00:11.36
NTSC: 896 / 00:14.91
with their respective timings.
I'll do a 23 Phase and give you a time in the future of what a PAL run is.
Edit: Correction on amount of Phases on PAL version.
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Published run for the uninformed: [1306] GB Oddworld Adventures by applepieman in 09:07.88
I'll give it a Meh. I cannot give this a Yes, because it wasn't entertaining to me but the TAS has technical points to it compared to the previous one.
Edit: So feos do not do what you did to Tekken 3
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A "game end glitch" for this game should be rejected. You only need 48 frames just to finish this game. The branch isn't worthy for this game.
Going with based Patashu and also saying it's more of a debug code as you are using the second controller to do this.
Also that this is a bootleg which didn't have much thought or time into the development.
Oh, Meh vote.
I am both entertained and not entertained at the same time.
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Slower than an RTA which is "glitchless" (There might be faster "glitchless" but this is the one I was looking for).
No Vote.
Oh and also slower than the one which started it all:
[665] NES Super Mario Bros. "warps" by Bisqwit in 05:15.65
Your TAS input overshoots.
8-4's Final "A" Input: 20941 (20916 to 20941 A is held, Mario Bros only needs it for 6 frames according to HappyLee's input.)
8-4's Final Input: 20966 (It's a "B" input)
Final Input: 21637
Final Frame: 21694
Also that re-record count.
Edit: Was taking time to find the RTA. So I decided to plop the RTA WR there instead for a temporary amount of time. Sorry adelikat.
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