Posts for CardsOfTheHeart

Post subject: Yu-Gi-Oh! The Falsebound Kingdom
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Joined: 5/15/2013
Posts: 21
If I ever get the time, I would like to attempt to TAS Yu-Gi-Oh! The Falsebound Kingdom to see how low Yugi's story could go. Due to my other priorities, I do not know if I will ever get the time. I estimate that the TAS would be a half-hour faster than my current RTA time due to manipulating critical hits.
I have the tendency to post a few too many Kappas.
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I remember seeing this in Mario Golf Advance, as well. Maybe it's a Camelot thing?
I have the tendency to post a few too many Kappas.
Post subject: Re: Definition of "Playaround"
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Warp wrote:
I think that's stretching the definition of "play". I think "playaround" means actually playing the game in question. It does not refer to the game's executable code, the console hardware itself.
You think "playaround" means actually playing the game in question. This is my problem. Everyone has their own interpretation of the word. As far as I'm concerned, a "demo" would be a subset of the playaround category. Real time speedruns aren't constrained by developer intent. Why should a playaround be constrained by the original game? This is the kind of ambiguity that I need cleared up before I can even see grounds for a debate.
Warp wrote:
Anyway, what word you use and how you want to define it doesn't really matter. It's just a word. No principles and criteria should be formed by taking some word and trying to assign new meanings to it. The words and terms themselves are not the point. It's the intent behind them.
Again, I don't know what the intent of the term "playaround" actually is because I don't see a good definition for it on the site.
I have the tendency to post a few too many Kappas.
Post subject: Definition of "Playaround"
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Do we have a clear definition of "playaround" somewhere? I think the lack of consensus on ACE comes from people applying their own definition. I, for one, believe that a "demo" "plays around" with a game's coding, thus it could fall within the playaround guidelines. At the same time, a demo could be considered "an unusual TAS concept" fit for the demonstration tag, but I don't see that defined that well, either. I don't know how you debate this competently without first defining those terms. Or maybe I just overlooked something. (It's morning for me and I haven't completely woken up yet.)
I have the tendency to post a few too many Kappas.
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Posts: 21
This glitch does unlock other postgame features. A new area called the Mystic Land becomes accessible (which, as I understand, you can only get to after beating the game). If you reset after doing the glitch, the background in the title screen is purple (which you can only get by beating the game) and you can toggle it between blue and purple with the Konami code. I don't know much more, myself, as I've only done a little bit of my own work with this glitch after seeing gcah monkey around with it. Try buying 27 of everything at the start. Then prepare to say goodbye to your SRAM.
I have the tendency to post a few too many Kappas.
Post subject: Yu-Gi-Oh! The Sacred Cards / Reshef of Destruction
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I have almost given up completely on re-routing Yu-Gi-Oh! The Sacred Cards for RTA. I can't even begin to think of the limits of how fast the game could go. Both Sacred Cards and Reshef of Destruction stand out from the rest of the GBA Yu-Gi-Oh! series in that you are able to "stack the deck" against your opponents via overworld movement and deck sorting. I would love to see TASes of both of those games. I would have thrown 7 Trials to Glory into that mix, but that has a credits warp that can be (and has been) done by humans in less than a minute.
I have the tendency to post a few too many Kappas.
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If there's anything that I've learned from real-time runs of this, it's pretty much the previously mentioned idea that ball flight is slow and rolling on the ground is slow. Neil's height goes up as he levels up and Ella's goes down. Also, some clubs seem to have magical anti-rolling properties on flat ground with super backspin. I remember 3I and 3W being particularly good with that, but slopes will certainly have an impact on that. There's something to be said for adjusting the impact marker as high as feasible on every shot and setting up the lowest lofted club possible for each shot. I find myself not adhering to the second part as often as I would like due to lack of precision and increased risk. I do wonder if you need to get any custom tickets, though. I only put points in control for consistency. Perhaps the extra points you can afford to put in distance will allow you to not bother with other clubs. Besides, there are always power shots. However, I am confused by the lines "my goal is speed" and "I probably won't skip holes as it's not really fun to watch." Is the primary goal speed or entertainment? If the goal is entertainment, then you wouldn't necessarily focus on getting as many eagles as you could--the general audience probably won't find that entertaining for a golf game. Personally, I'm most interested in seeing how low the time could go. That reminds me: I should probably finish my re-route.
I have the tendency to post a few too many Kappas.
Post subject: Re: Mario Golf: Advance Tour soft reset
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Joined: 5/15/2013
Posts: 21
endrift wrote:
CardsOfTheHeart wrote:
Is it just me or is the ingame soft reset broken in Mario Golf: Advance Tour? (GBA, A+B+Start+Select) I can't do it in 1.11.6 or 1.11.8. Worked in VBA-rr. Works in Pokemon Emerald.
Which core? If it's the mGBA core, that might be my fault.
I never thought to check the core. I always used VBA-Next. In any case, it happens with both cores.
I have the tendency to post a few too many Kappas.
Post subject: Mario Golf: Advance Tour soft reset
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Is it just me or is the ingame soft reset broken in Mario Golf: Advance Tour? (GBA, A+B+Start+Select) I can't do it in 1.11.6 or 1.11.8. Worked in VBA-rr. Works in Pokemon Emerald.
I have the tendency to post a few too many Kappas.
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Posts: 21
As evidenced by my new RTA record, d-boosting correctly does have a noticeable impact. I am also leaving this here to show my new Megadactyl boss strats which has another nice improvement over what I have done so far. Link to video
I have the tendency to post a few too many Kappas.
Post subject: Re: First Completed "Draft"
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CardsOfTheHeart wrote:
1. World 1 bone pits / world 2 boss thickets; they are the only two things in the entire game that have knockback when you touch them. They push you in the direction opposite of your facing and the push is quite sudden. There may be multiple opportunities to squeeze a few frames out of 1-2, 1-3 and the world 2 boss.
Some quick testing in 1-2 of the bone pits suggests that if you turn the opposite direction in midair for one frame four frames before you take damage from it, then you will shoot forward enough to get to the same point 18 frames earlier than if you didn't d-boost, though the first one I was able to test on garnered a 54-frame save. Hold on a second. D-boosting through one of the thickets in the world 2 boss saved 31 frames? There's more to this than I first perceived and I'm too sleepy at the moment to sort it all out.
I have the tendency to post a few too many Kappas.
Post subject: First Completed "Draft"
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Bumping this because I have finally made enough progress for a complete run. Compared to my current record RTA, this playthrough is almost 20 seconds faster. Get the movie file here. There are two things I know of that still need exploring: 1. World 1 bone pits / world 2 boss thickets; they are the only two things in the entire game that have knockback when you touch them. They push you in the direction opposite of your facing and the push is quite sudden. There may be multiple opportunities to squeeze a few frames out of 1-2, 1-3 and the world 2 boss. 2. World 3 boss has at least one known improvement to it, as explored here. The idea is to maximize the death warps while still getting in the double-hits. This probably needs quite a bit of work still and I can think of a scenario where the first point of exploration will have noticeable impact on this one.
I have the tendency to post a few too many Kappas.
Post subject: The Land Before Time (Collection)
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Posts: 21
Note: the word "Collection" appears on the box art and on the cartridge--nowhere to be found in the game. Hmm... As a fan of the series as a kid, I eventually found myself gravitated towards this game for how simple it was to play. I don't tend to like platformers, but I liked this one enough to actually find a cart and speedrun it about a year and a half ago. The more I played it, though, the more help I got in examining the game and the more it became clear that this was more than just a simple platformer. The final product of my adventures with this game can be found at Speed Demos Archive. I have managed to get this game a showcase at Summer Games Done Quick 2016 based on the runs I have done, but there is still quite a bit that I do not fully understand so I have decided to TAS it to see if I can find anything further. Fortunately, this game is simple enough to play around with since your movement speed while dashing is the same whether you are on the ground, jumping or bouncing off of most enemies. I have completed World 1 of 5 so far, but I don't want to go too far in case I have missed something fundamentally obvious. This is my first time trying to TAS something seriously so I expect to make plenty of mistakes. I would love some assistance with this before I get to the bosses that really make this game interesting. Let's just say that the scorposaur is the LEAST broken boss... 4/24: World 2 is now complete. Now it starts to get good. I am finding myself mimicking my existing route as a baseline. I don't know if anything else is broken and worth using. 5/22: World 3 is now done. I have been distracted by other things so this took longer than it needed to.
I have the tendency to post a few too many Kappas.
Post subject: TAS = Tool-Assisted Superplay or Tool-Assisted Speedrun?
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As a relative outsider looking at this discussion as a real-time speedrunner, I ask myself what TASVideos is really supposed to be. To me, this comes down to whether the "TAS" in TASVideos should stand for "Tool-Assisted Superplay" or "Tool-Assisted Speedrun." A quick Google of "TAS" shows the TASVideos homepage as the first result, the second being the Wikipedia entry for "tool-assisted speedrun." Yet, the Welcome to TASVideos page refers to TAS as "tool-assisted superplay." There is a difference between a "superplay" and a "speedrun." A superplay can justify making a tradeoff within a given category for entertainment over speed. A speedrun cannot. The primary aim of the speedrun is to go as fast as possible. I can't say I have been involved in this community long enough to make an informed opinion, but I wanted to share my perspective as this discussion has begun to question my expectations of what I look for in this site.
I have the tendency to post a few too many Kappas.
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This was not directly expressed prior to publication, but as a future reference to those who may question why this movie starts from SRAM, the speed at which the first stage is completed and the size of the chains and combos done would trigger a bonus battle to unlock one of the Pokes. This movie more accurately represents what real-time runners of this game would do, though the large combos done here would be far too unreasonable to expect in real time. As an aside, for those who don't know, I did the run of this game that was published on SDA.
I have the tendency to post a few too many Kappas.
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I also made a rough theory TAS of any% during the two weeks or so I played around with this before I got distracted by other things. There isn't much to any% that I am aware (though I never did see that super jump), but maybe 100% could prove to have some entertainment. At least there would be room to play around in the Galaxy stage after collecting all of the fruit.
I have the tendency to post a few too many Kappas.
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...which is why Bizhawk can't boot the game. And CEN64 isn't even far enough in development to have TAS tools. (sigh)
I have the tendency to post a few too many Kappas.
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Does anyone know of a TAS emulator that can run this game remotely accurately? The N64 emulators I know of are all based on Mupen, which has never been able to boot the game. Dolphin has a timer problem which actually affects gameplay. I want to attempt some real-time RNG manipulation due to the horribly random nature of the real-time runs at the moment, but I don't have a reliable environment to work in.
I have the tendency to post a few too many Kappas.
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This game doesn't get a lot of love, but its soundtrack I find to be AMAZING! This piece has become my favorite in any video game: Link to video
I have the tendency to post a few too many Kappas.
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I think that's 7 Trials to Glory? I'm not certain, though--this is the first I'm hearing of it since I've barely played 7 Trials.
I have the tendency to post a few too many Kappas.
Post subject: Yu-Gi-Oh! The Sacred Cards
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Hello, everyone. I am a real-time speedrunner of this game with the current fastest time on record. It just so happens that the game is completely luck-manipulable in real-time. However, the route through the game I developed expanded upon a prior runner's work and was made through trial-and-error without any real idea of what was optimal. My efforts to re-route the game for real-time have also been made through trial-and-error without any real idea of how card order in each duel is generated. Here is what I know: -The RNG state is changed by randomized (read: not scripted) NPC movement. -The RNG state is changed by winning ante cards. -The RNG state is changed by destroying monsters in battle. -Cards are stored in memory by their card numbers, from 1-900. -The order of the cards in your deck (even sorting and how you sort) matters. Removing one card from the deck moves other cards below it up one slot. -The RNG pulls cards from specific slots of both players' decks. -I have found several locations in memory where card numbers are loaded. The one thing I cannot find anywhere is how the game determines the order the cards are pulled from the deck. I'm not entirely sure I know exactly what I am looking for in this regard because I have been looking for where the order is loaded into memory and I feel like that's the wrong approach. I have been flying completely blind here and am now out of answers. What I have been doing, currently, is cross-referencing the cards in the deck with the order of the cards in each duel to determine the deck slots being pulled. This only works if I don't have duplicates in the deck, but having duplicates is necessary to get through the game with minimal deck edits... unless Exodia gets involved, which cannot be used right away because of the way the Deck Cost system works. This makes it very difficult to replicate the proper RNG state from duel to duel. Any assistance anyone can offer with this game is greatly appreciated.
I have the tendency to post a few too many Kappas.