Posts for AntyMew

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AntyMew
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Joined: 10/22/2014
Posts: 425
Wak017 wrote:
whatever this frame is, that should be the one.
That's just the input display; it won't be in the final encode
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AntyMew
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feos wrote:
You're going to keep making such encodes, right? Hint: Encoder rank.
Yep! :]
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AntyMew
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feos wrote:
No problem, just make a Community Video (or whatever is default) collection. Refer to the Publication Manual for filenames.
https://archive.org/details/dragonballaa-tas-anothergamer And while I'm at it, YT encode on dropbox @kurabu: Sorry to clutter the thread with these posts :|
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AntyMew
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feos wrote:
Oh! Have you also made an Archive.org item with those (excluding HD)? I want to take a look.
I have not; I'm unsure what to do with them considering I can't upload to the speed runs collection :/ I'll upload all three encodes to dropbox for now
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AntyMew
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Kurabupengin wrote:
An extra request: in the meantime, can somebody, SOMEBODY PLEASE MAKE AN HD ENCODE OF THE TAS PLEASE??? Thank you!
I've already made one, actually, along with a 10bit encode and a 512 encode. All I need to do is run it by a publisher
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AntyMew
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Yet another Kirby game beaten w/o finishing any levels :o Obvious yes vote ^.^ My vote goes to this pic because it's a good representation of the infinite tongue glitch:
TASVideoAgent wrote:
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AntyMew
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WST wrote:
Wow, is this the first “serious” Sonic TAS ever made? I beleive it deserves a better YouTube encode.
That'd be this movie, actually Funny enough, the improvement to that TAS was also published earlier than Sonic 2, by about 4 days :P
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AntyMew
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xnamkcor wrote:
Ah, I thought TAS went by "From Power On". Does it go from "Game Start"?
No, it's still from power on. To clarify:
Contains speed/entertainment tradeoffs This is not a goal choice per se. This tag should not be used for non-speed-oriented runs such as maximum score runs or playarounds. Instead, it should be used for movies that primarily aim for fastest time but make some (small) time sacrifices for the sake of entertaining the audience, avoiding repetition, or avoiding doing something that would be uninteresting. It may also be to collect an item or show off a part of the game that increases entertainment value. This tag should only be used for cases where actual gameplay time is affected (for instance, games in which the author inputs their name at the beginning should not be tagged with this).
(I forgot this is in the movie class guidelines, whoops ^^')
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AntyMew
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Kurabupengin wrote:
Does it work on Normal Brawl? By the second question I meant that what are the tricks and strats used in Brawl Brawl. (I'm not really into Project M actually.)
Ignore the PM mentions, it works in both. PM users are just the intended audience since there's more competitive PM players than competitive Brawl players I don't know anything about speedrun strats, but for tricks I'd recommend looking at the rest of the PM tutorial playlist
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AntyMew
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xnamkcor wrote:
How many frames would it take to turn on the Arranged Music, and would that be an acceptable speed/entertainment trade-off?
Iirc it wouldn't even considered be a speed/entertainment trade-off since it doesn't happen during gameplay
TASVideoAgent wrote:
Mothrayas: While the viewers generally seem to prefer stereo sound, I don't see it as something worth rejecting runs over. I do recommend picking stereo sound for any future runs (time lost selecting it will not be counted for judging, as it does not slow down gameplay).
(From this page)
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AntyMew
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Kurabupengin wrote:
Kingdweeb wrote:
Except you can't do a bunch of things on the Wii-Mote alone, like DACUS.
Ok, wats that exactly? BTW if you can explain that to me, can somebody please explain me what strats are used for the game too please? Hugh... yeah i said that.
DACUS = Dash Attack Cancel Up Smash Basically, sliding forward while doing an up smash Link to video I'm not sure what you mean by the second question, sorry :/
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AntyMew
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ALAKTORN wrote:
TASeditor wrote:
ALAKTORN wrote:
Finding the RNG means finding the address in memory.
To be correct it should be "Finding the outcome of the RNG means finding the address in memory".
But that is wrong. The outcome of the RNG is its value in memory, not its address in memory. “Finding” something doesn’t mean “figuring out”, “understanding”, or any such synonym anyway. You can’t “find” the RNG’s formula. You reverse-engineer it, you figure it out, you understand it. Not find.
As an American, "found out" can be used as a synonym of "figure out." I'm not sure if it's the same way in Britain or just a colloquialism, though (Apologies for being off topic) I'd love to see a tutorial on finding RNG addresses as well, it's been something I've found difficult for some reason
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AntyMew
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Kurabupengin wrote:
PikachuMan wrote:
I also found out that runs of hacks are ineligible for the Vault category.
wut. What about Mario Adventure? That hack is Moon tier.
You misunderstand; hacks are fine in Moons, but not in Vault. A hack TAS has to be entertaining to be accepted
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AntyMew
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feos wrote:
Zeupar wrote:
Uh... Sometimes I wonder if we visit and spend our time on the same TASVideos.org.
I have the same feeling. On my copy of TASVideos, people who want to tell some idea like to give examples. Not because someone is being proved wrong, just for the sake of productive discussion. They also believe that no one can perfectly know everything beforehand, and care to tell people things they didn't know.
There's a few. Ex. Symphony of the Night, Crash Bandicoot 2, V^6 (Not sure if PC counts, though) On the relative lower end of broken-ness, there's a lot more games which Zeupar may have been thinking of (practically every Sonic game), but I don't think it sounds like you meant that
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AntyMew
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feos wrote:
Anty-Lemon wrote:
The new images are actually smaller than the old ones :P (Except for Mr. Nutz, somehow)
THE NEW MrNutz SCREENSHOT IS 1 BYTE SMALLER!!!!!!!!!!
Really? I'm getting 16.17 KB old and 16.85 KB new from view image info feos what are you doing
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AntyMew
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The new images are actually smaller than the old ones :P (Except for Mr. Nutz, somehow)
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AntyMew
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MUGG wrote:
Really nice run. I enjoyed it. Can screen wrap be done to reach the right side of the screen?
Yes, but:
TASVideoAgent wrote:
The right side of the screen is much farther away and the screen doesn't like to scroll to the left, so going in that direction has no use in this run.
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AntyMew
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jlun2 wrote:
@MUGG
A simple debug mode remains in the game, accessible by pressing Select 16 times while the game is paused. A blinking cursor should appear. Hold B and press Left/Right to move it. Press Up/Down to change the values of your number of lives, coins, hearts, and the timer. Holding A + B and moving the cursor all the way to the left will highlight the Wario head; unpausing will change your current form (in the order of Small, Normal, Bull, Jet, Dragon). (Note that pressing Select a 17th time will make the cursor disappear. However, if you press Select 256 times after the initial 16 presses, the cursor will appear again. This happens because memory address AC85 which stores the Select presses loops after 256 presses.)
I don't think the debug menu this TAS enters and the one described are the same. :P
Yep, they aren't the same at all. The easy debug mode only allows you to modify lives, coins, time, etc. and has no effects outside of the pause screen. The debug mode accessed in this TAS has numerous weird effects, such as fixing the background in place, pressing select to go to tiny Wario and back to Jet, and of course, skipping to the ending in the pause menu.
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AntyMew
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I am very close to figuring out how to replicate this glitch from scratch :D There are 9 addresses which are important for triggering the level selection glitch, 8 of which are related to the jet powerup, and one which has something to do with hitting blocks. 0A05 - Oscillates between 13, 14, and 15 while boosting, else 0 (Must be 0) 0A09 - 1 for 3 frames after ending a boost, else 0 (Must be 0) 0A0B - Y Pos when boost starts (Must be 111) 0A0C - X Pos relative to screen during boost (Must be 36) 0A1B - Y Pos when first boost (while 0A09 = 1) starts (Must be 50) 0A1C - X Pos relative to screen when first boost (while 0A09 = 1) starts (Must be 50) 0A2B - Y Pos when second boost (while 0A09 = 1) starts (Must be 45) 0A2C - X Pos relative to screen when second boost (while 0A09 = 1) starts (Must be 52) 0AFB - Changes after hitting a block; pattern unclear (Must be 217) Every single one of the values specified must be correct while Wario is on the world map for the glitch to work. Normally, the game sets all these values to 0 whenever he goes through a door, but when he exits the level from where he came, the game forgets to do so. Then you just move Wario to another level on the second possible frame, press Down+Left+Right+Select on the fourth frame Wario is facing forwards, and press Start the next frame. Wario should enter the level, but the screen position will be messed up. Once you get in the level, pause, then input Down+B+Start two frames afterwards. If the addresses were not the correct values, the game sends you to the main menu instead. Also, none of this seems to work with anything but exiting stage 3 and moving towards stage 2. Pressing Down+Left+Right still does glitchy stuff, but nothing like the game end glitch. I haven't tested moving towards stage 4 instead, but that would be slower anyways.
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AntyMew
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jlun2 wrote:
So....since this is a reresynced version, and you accidentally found a game breaking bug, would you also optimize it and ask a mod to replace the previous submission?
Surprisingly, the desync is pretty damn optimized as far as I can tell. Without knowing more about why the level selection glitch happens, it can't be improved. Wario enters the stage 3 exit door on the perfect frame, and even inputs down+b+start while paused (the input which causes the wrong warp) frame perfectly. Any other optimization I tried caused the glitch to fail.
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AntyMew
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I second Guilmon :3
Patashu wrote:
EDIT: Or you could package the movie with a lua script that picks a different character at random every time you play the TAS again. This is obviously the best solution
What would happen to the encode in that case? My first thought was that there would be three listed encodes, but the only alt encodes I've seen were for things like camera hacks
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AntyMew
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I found one error changing the answer to 32x33, hopefully it's the only one r+m=15 (m+1)+m=15 2m=14 m=7 r=8 o=9 y=10 d=y+8 d=10+8 d=18 w=o+r+g w=9+8+15 w=32 h=d+g h=18+15 h=33
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AntyMew
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I got 34x34, but knowing myself, I could have made a number of silly mistakes :P r=m+1 o=r+1 y=o+1 y=m+c-1 y=m+3 m+c-1=m+3 c-1=3 c=4 b=y+4 d=b+4 d=(y+4)+4 d=y+8 d=g+m-4 d=y+8 g+m-4=y+8 g=y-m+12 g=(m+3)-m+12 g=15 r+m=15 (m-1)+m=15 2m=16 m=8 r=9 o=10 y=11 d=y+8 d=11+8 d=19 w=o+r+g w=10+9+15 w=34 h=d+g h=19+15 h=34
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AntyMew
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No, that's really not what I meant... hp-(damage+x)=(hp-x)-damage The fix would have been changing the second increasing to decreasing, since that was a typo. Whoops :| Though looking back, I must have thought I was talking about a different game or something, considering the only change in hard mode is less player health. In that case, you have a point. Sorry if I sounded a bit arrogant or something ^^' Anyway, from what I can tell, the extent of the logic here is that damage boosting is more interesting than not, and that's the only difference between difficulties, so why not play on easy? (I don't know if there are any other differences, so feel free to correct me about that)
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AntyMew
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xnamkcor wrote:
I watched the entire run, and at no point was Luke ever a boss. Luke is the Player Character. "I also can't agree with the difficulty chosen here, because it does not affect the gameplay, it only increases the player's damage." Are you referring to Damage Dealt by Player or Damage Received by Player?
Uh, increasing the player's attack damage has the same exact effect as increasing each enemy's health in this case, so that's just semantics
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