Posts for scrimpeh

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Very nice going saving this many frames. I'll need to rewatch the first run to see the differences though. Still hoping you'll be able to find a way to go through the final level pacifist. Do keep it up.
Post subject: Re: Pardon my Warped viewpoints
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feos wrote:
scrimpeh wrote:
Lastly, while they may often look alike, Luck Manipulation is not to be confused with Enemy/AI Manipulation. To the uninitiated, this damage boost in Castlevania (.gif taken from Grincevent) may look like luck manipulation, but the Medusa Head's spawn is in fact entirely fixed and dependent on your y position, which is not RNG-based.
I disagree. Enemy/AI relies on something that determines its actions, and player position can be a source of entropy. Also, I fail to see how RNG is luck, but manipulatable actions of NPCs are not luck. It's just we have "complex" RNGs in some games, where a bunch of addresses gets mixed in and then determines random actions, and there are also "simple" RNGs, where actions depend on addresses directly.
In my opinion, Enemy/AI manipulation becomes luck manipulation when entropy gets involved, i.e. there is no visible correlation between what the player does and how the enemy reacts. Especially, without TAS tools, an unassisted runner should not be able to reliably get a desired outcome in those cases. However, games in which you can easily predict an AI's behaviour should not be considered luck manipulation. In the example I used, the enemy's spawning Y position is directly tied to the player's Y position. No entropy involved at all. There are some edge cases to this, of course. For example, what if an enemy's action depends on if the player's X position is odd or even? This is easy for a TASer to figure out, so easy that I wouldn't call it luck manipulation. Yet it can still technically be considered randomness, since it's not predictable by a normal player. There's other interesting cases regarding sources of entropy too. Some games like Super Mario Bros. and Gimmick! make "random" events dependent on certain digits in the player's score. If the conditions to trigger these events are known, there is nothing random (and therefore nothing lucky) about them at all. tl;dr: If an enemy's actions are unpredictable to a human, enemy manipulation is luck manipulation as well. If they are predictable, I don't think they can be considered that.
Post subject: Pardon my Warped viewpoints
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As far as I can see, there are two types of Luck Manipulation, both of which should be noted in some way. I'm going to use movies that I worked on for the sake of examples, since I know how luck manipulation factored into their making. 1.Luck manipulation that affects the moment-to-moment gameplay This is doing things like manipulating enemies using the RNG to do favorable actions for the runner (e.g. move out of the way or not spawn at all). Another example is manipulating bosses to do quick patterns. It can also be purely superficial, like making several enemies drop One-Ups in a Mega Man run. [1756] MSX Contra by scrimpeh in 10:21.37 is an example of this, as enemy spawn timers and turret spawn positions are manipulated between screen transitions to reduce lag. Here, luck manipulation factors inside nearly the entire run, as most screens contain enemies that need to be manipulated. However, it is hardly visible to the player, as most luck manipulation happens as idle input during screen transitions. 2.Luck manipulation that affects the game's route This naturally goes hand in hand with route planning and tends to be of the "manipulating drops" variety more often. While this type of luck manipulation is more common in nonlinear games, even very linear games can exhibit this type of luck manipulation (e.g. manipulate a health drop from an enemy so you don't have to go out of your way to get health later). Generally, this type of luck manipulation allows the runner to take a route through the game they otherwise wouldn't be able to. Sometimes, that is the only part of the game that actually uses luck manipulation in a significant way. Also, any movie that involves grinding in a way uses this type of luck manipulation. [2158] MSX Lupin III: The Castle of Cagliostro by scrimpeh in 07:15.86 is a good example of a movie that uses luck manipulation in its route. Several detours are avoided by getting items needed to complete the levels from random enemy drops. Movies can contain a healthy share of both types of luck manipulation, too. The Arsene Lupin run linked above, for example, not only uses luck manipulation to influence the route, but manipulates several enemy spawns and item drops to go through the screens quicker. The question becomes where to draw the line between "heavy" luck manipulation and "regular" Luck Manipulation, which will probably have to be done on a case-by-case basis. With the first type, I believe movies should be tagged in which a significant portion of the run involes luck manipulation. In the case of luck-based routes, movies should be tagged in which there is a significant and visible route difference compared to a non-luck based route. My 2 cents, I guess. Lastly, while they may often look alike, Luck Manipulation is not to be confused with Enemy/AI Manipulation. To the uninitiated, this damage boost in Castlevania (.gif taken from Grincevent) may look like luck manipulation, but the Medusa Head's spawn is in fact entirely fixed and dependent on your y position, which is not RNG-based. P.S: While this is unrelated, this movie is the one movie I did which got tagged with Heavy Luck Manipulation that literally did not involve an ounce of luck manipulation. If the tag could be removed, that'd be grand.
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Can I be admin pls?
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I'd like to nominate HappyLee and Mars608 for their fabulous SMB Walkathon. In addition, I'd like to nominate adelikat for Gotcha! The Sport!
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I'd like to nominate [2641] Arcade Magician Lord by £e Nécroyeur in 07:17.73 for this category. Funny movement, unexecpted glitches, and ridiculous cutscenes. What more could you want?
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Barring already mentioned runs, I nominate [2528] DS Castlevania: Dawn of Sorrow by mtbRc in 03:30.71.
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This was a good year for SNES, in part due to a lot of ACE runs. I nominate: [2558] SNES Super Metroid "GT code, game end glitch" by amaurea, Cpadolf, total in 14:52.88 While the movie is obsoleted now, it was the first Super Metroid ACE on the site, and still the one that entertains me the most. In addition to showing a then-new ACE trick in Super Metroid, it also shows the GT Code as bonus, resulting in an unusual route choice for a Super Metroid run. I also nominate: [2682] SNES Out of This World by Archanfel in 13:31.10 Had some pretty cool tricks.
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Barring ones that have already been mentioned, I nominate: [2608] GC Crazy Taxi by solarplex in 05:53.18 [2632] Arcade Magician Lord by £e Nécroyeur in 07:17.35 You could knock off points of the latter for being obsoleted with a version that actually fights the final boss shortly after, but I chose to nominate it anyway because of the initial "wow" factor the movie and the game had.
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At this point I would like to mention that a full glitchathon of Super Mario World would be absolutely glorious.
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You can play the movie in Read+Write mode. To do this, in BizHawk, select Movie, Play Movie, and then uncheck the Read-Only box next to the OK button. Then load a savestate in Read+Write mode, and you will resume TASing.
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I liked it. Very entertaining cross usage, and the run looked pretty well optimized from what I could see. Yes vote.
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There is a way to clip through the ceiling in Moskito's Nest in the GBA version to get the last cage early. I was testing whether it's still possible without the helicopter power. This is important, because the different route in the PSX version forces you to go through the stage without it. So, turns out it is. It's only a million times harder. Link to video Without the helicopter power, Rayman can't instantly snap onto the plum which makes it nearly impossible to get enough punches in to give the plum a large enough vertical boost. Even the way shown in the video, the positioning and timing needs to be incredibly precise. It's still worth going for in an actual run, because not only does it save you revisiting the stage later, but you can also skip the first water section by flying over it. "Nightmare" doesn't even begin describing what optimizing this will be. At this point, I'm pretty much waiting for Bizhawk 2.0.0 to get an official release version so got4n and me can finally start doing this run proper. It's been long enough.
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Axes are good for Dracula's third form because Trevor can't reach him with just crosses without using the platforms. Hence, switching to axes should be faster.
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Fortranm wrote:
scrimpeh wrote:
Unfortunately, it seems to be impossible to trigger it anywhere else, and because screen scrolling is deactivated, you get stuck at this point without being able to proceed:
I actually wonder how you got to Block 7-2. I tried this glitch and got stuck in Block 7-1 because there is no water drop.
If I recall correctly, you can simply drop down the hole where the stairs are to get to the top of the screen. //Watched the last WIP by the way, I was really entertained. Nice cross action through and through.
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Cold Stardust, obviously.
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That was pretty cray.
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zeromus wrote:
Next we'll have to hold his hand through installing the firmwares
Oh yes, I forgot about that. Kurabupengin, You'll need SCPH1001.bin, the PSX BIOS file. It's copyrighted, so you'll have to google for it. Put that in the \BizHawk\Firmware directory (if it doesn't exist, create it), and you should be good to go.
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Kurabupengin wrote:
So how do I play them then?
Download the latest Bizhawk svn build from here (Linked from the previous Page). If you have a CD image in the form of a .bin and .cue file, open the .cue file. If you have a .ccd file, just open that.
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Praise Octoshock. Here's a quick video showing that it's not only possible to get all cages in Anguish Lagoon on GBA, but on PSX as well. Link to video Great things are gonna happen soon.
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I didn't even know you could pull drama from that far up your ass. This site keeps impressing me again and again.
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The crazy nastyass honey badger. What else?
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This game must win an award for the most appalling color choice on a NES game period. Especially "Rugrid", eww... That said, it's interesting how the run compares to the original game. Amazingly, both runs are similarily glitchy, but have different kinds of glitches. It's a shame half of the stages were skipped, I wonder what other glitches there may have been. Also, some variation in the color scheme goddamnit. Voting yes, although I can't be sure it's a moon or a vault.
Post subject: Re: open ROM
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Asdrien wrote:
Hi everyone ! Someone knows the way to open a ROM ? I want to see the ASM code for snes game.
You can use a 65C816 Disassembler to translate the binary ROM file back into ASM code. Be warned however that a Disassembler generally cannot tell code and data apart and will try to translate everything into ASM code, regardless of whether it actually is code or not. As far as I know, there is no easy step for fixing this, and trying to sort out which parts of the ROM are code and which ones are data is a lot of tedious, manual work. After that, you still need to understand how exactly the game is actually programmed and how it works internally, which is probably even harder. Not saying it can't be done, but it will probably be really difficult and really time-consuming. Of course, knowing 65C816 ASM is vital too. Best of luck to you.