Posts for Denial140

Experienced Forum User, Published Author, Player (216)
Joined: 8/18/2013
Posts: 148
Location: location, location!
The processor executes commands from the ROM. ACE is not when you make the ROM send something from it when it wouldn't normally at that point. ACE is when you make the processor execute your OWN commands that you wrote yourself.
Current TAS: [SNES] Jelly Boy [NES] Street Fighter 2010
Experienced Forum User, Published Author, Player (216)
Joined: 8/18/2013
Posts: 148
Location: location, location!
Dyshonest, by your definition of ACE, any single glitch is arbitrary code execution and memory corruption. For example, take the walljump in SMB. In order for it to happen, the Y speed has to be 0. But hang on, aren't you in the air? Is that not the memory not being what it's supposed to be? MEMORY CORRUPTION. The jump code is executed in the air, ARBITRARY CODE EXECUTION. By your definition of ACE and memory corruption, every glitch is ACE and MC.
Current TAS: [SNES] Jelly Boy [NES] Street Fighter 2010
Experienced Forum User, Published Author, Player (216)
Joined: 8/18/2013
Posts: 148
Location: location, location!
Link to video I didn't realise TehSeven had posted his Speed Expiation movie here, but since he has, I'll post mine as well. 0.52 seconds faster than TehSeven's movie.
Current TAS: [SNES] Jelly Boy [NES] Street Fighter 2010
Experienced Forum User, Published Author, Player (216)
Joined: 8/18/2013
Posts: 148
Location: location, location!
Potato Stomper wrote:
Isn't a lower subpixel value better?
No, the higher the X subpixel value, the closer you are to being at the next pixel = further ahead.
Current TAS: [SNES] Jelly Boy [NES] Street Fighter 2010
Experienced Forum User, Published Author, Player (216)
Joined: 8/18/2013
Posts: 148
Location: location, location!
thelegendarymudkip wrote:
In 1-1 (and other levels I believe) an extra right input can be added on the frame after the jump+L+R to get a subpixel value of 96 instead of 80... doesn't save any frames but I like to get the subpixel maxed :P
After testing, I can say that with the correct subspeed value as well as the added right input, the subpixel value can be increased to 112. Which still doesn't save a frame, but another subpixel might (or should, depending on.) For the flagpole glitch to work, many things need to correct. After testing, this is the new list that I believe to be correct: Pixel Sub-Pixel X-Speed Y-Speed X-Sub-Speed Trajectory of jump I will work on getting a list of what these values need to be in order for the flagpole glitch to work with the correct input.
Current TAS: [SNES] Jelly Boy [NES] Street Fighter 2010
Experienced Forum User, Published Author, Player (216)
Joined: 8/18/2013
Posts: 148
Location: location, location!
Marx wrote:
prove -12 = 12
Fake Proof: a = b a^2 = ab 2a^2 = a^2+ab 2a^2-2ab = a^2+ab-2ab 2a^2-2ab = a^2-ab 2(a^2-ab) = 1(a^2-ab) => 4(a^2-ab) = 2(a^2-ab) => 1(a^2-ab) = -(a^2-ab) => 12(a^2-ab) = -12(a^2-ab) => 12 = -12 Fake proof by dividing by zero.
Current TAS: [SNES] Jelly Boy [NES] Street Fighter 2010
Experienced Forum User, Published Author, Player (216)
Joined: 8/18/2013
Posts: 148
Location: location, location!
TASeditor wrote:
The thing you're looking for is called Debugger. Another choice would be the Trace logger.
Thanks. I guess when I ran them I just failed to recognise them as what they were xD
Current TAS: [SNES] Jelly Boy [NES] Street Fighter 2010
Post subject: 6502 ASM Output from FCEUX
Experienced Forum User, Published Author, Player (216)
Joined: 8/18/2013
Posts: 148
Location: location, location!
I'm not sure if I'm missing anything incredibly obvious, or if something just isn't working for me, but I can't find a place in FCEUX to view the direct input of 6502 ASM code to reverse engineer on the NES. By this, I mean view the commands sent to the registers from the game. As a simple example: LDA #57 Is there a way to do this kind of thing in FCEUX, and if so, how do I get to it? EDIT: On second thoughts, this would most likely have been better off in the FCEUX or general subforums.
Current TAS: [SNES] Jelly Boy [NES] Street Fighter 2010
Experienced Forum User, Published Author, Player (216)
Joined: 8/18/2013
Posts: 148
Location: location, location!
Would this also count as any%? (rather than glitched or 11 exits)
Current TAS: [SNES] Jelly Boy [NES] Street Fighter 2010
Experienced Forum User, Published Author, Player (216)
Joined: 8/18/2013
Posts: 148
Location: location, location!
Warepire wrote:
Demand console verification.
Get me a cart and I'll do it.
Current TAS: [SNES] Jelly Boy [NES] Street Fighter 2010
Experienced Forum User, Published Author, Player (216)
Joined: 8/18/2013
Posts: 148
Location: location, location!
I would like to suggest a screenshot: Frame 1337
Current TAS: [SNES] Jelly Boy [NES] Street Fighter 2010
Experienced Forum User, Published Author, Player (216)
Joined: 8/18/2013
Posts: 148
Location: location, location!
Spikestuff wrote:
thelegendarymudkip wrote:
jlun2 wrote:
Twisted Eye wrote:
Good job everyone we did it
except for Nach it seems. ;)
This. If they'd just give me the fucking recognition I'd deserve in this case :@
But you did nothing.
I helped manipulate the RNG for the "yes votes". That hardly counts as nothing.
Current TAS: [SNES] Jelly Boy [NES] Street Fighter 2010
Experienced Forum User, Published Author, Player (216)
Joined: 8/18/2013
Posts: 148
Location: location, location!
jlun2 wrote:
Twisted Eye wrote:
Good job everyone we did it
except for Nach it seems. ;)
This. If they'd just give me the fucking recognition I'd deserve in this case :@
Current TAS: [SNES] Jelly Boy [NES] Street Fighter 2010
Experienced Forum User, Published Author, Player (216)
Joined: 8/18/2013
Posts: 148
Location: location, location!
Spikestuff wrote:
thelegendarymudkip wrote:
I had the idea to submit it on april fools just in case by whatever reason it got rejected so we could call it an april fools joke to avoid embarrassment? surely that was me?
No, me. For quite some time now, I discussed it with Coojay.
How can you ignore the yes vote RNG manipulation???!?!?!?!?!???
Current TAS: [SNES] Jelly Boy [NES] Street Fighter 2010
Experienced Forum User, Published Author, Player (216)
Joined: 8/18/2013
Posts: 148
Location: location, location!
Spikestuff wrote:
thelegendarymudkip wrote:
I uh... had the idea to turn on the console? I'm sure the run would've desynced without that.
That was Moth who did that.
Oh yes, I remember now. uh... I had the idea to submit it on april fools just in case by whatever reason it got rejected so we could call it an april fools joke to avoid embarrassment? surely that was me? And I also helped influence the yes vote RNG, surely that was a useful part of the run, no?
Current TAS: [SNES] Jelly Boy [NES] Street Fighter 2010
Experienced Forum User, Published Author, Player (216)
Joined: 8/18/2013
Posts: 148
Location: location, location!
I uh... had the idea to turn on the console? I'm sure the run would've desynced without that.
Current TAS: [SNES] Jelly Boy [NES] Street Fighter 2010
Experienced Forum User, Published Author, Player (216)
Joined: 8/18/2013
Posts: 148
Location: location, location!
Patashu wrote:
ForgoneMoose wrote:
do you fucks know where this TAS would be if I didn't find fuckin wrong warp from BIOS to press start screen? exactly, you're fucking welcom fuckers
I would call that a 'right warp'
I added the left input there, it was CLEARLY a left warp.
Current TAS: [SNES] Jelly Boy [NES] Street Fighter 2010
Experienced Forum User, Published Author, Player (216)
Joined: 8/18/2013
Posts: 148
Location: location, location!
I remember suggesting to press start on the game menu, could you add me on the authors list please?
Current TAS: [SNES] Jelly Boy [NES] Street Fighter 2010
Experienced Forum User, Published Author, Player (216)
Joined: 8/18/2013
Posts: 148
Location: location, location!
I don't know if you have, but have you tested all the positions on the flagpole to see which is the fastest?
Current TAS: [SNES] Jelly Boy [NES] Street Fighter 2010
Experienced Forum User, Published Author, Player (216)
Joined: 8/18/2013
Posts: 148
Location: location, location!
In 1-1 (and other levels I believe) an extra right input can be added on the frame after the jump+L+R to get a subpixel value of 96 instead of 80... doesn't save any frames but I like to get the subpixel maxed :P
Current TAS: [SNES] Jelly Boy [NES] Street Fighter 2010
Experienced Forum User, Published Author, Player (216)
Joined: 8/18/2013
Posts: 148
Location: location, location!
If they are valid RAM states, why shouldn't we, and why wouldn't we allow them? Voted yes.
Current TAS: [SNES] Jelly Boy [NES] Street Fighter 2010
Experienced Forum User, Published Author, Player (216)
Joined: 8/18/2013
Posts: 148
Location: location, location!
sorry for double posting, but after looking for an improvement in 1-1, I am almost entirely certain there isn't one. I managed to squeeze an extra subpixel out of the flagpole (be a subpixel ahead after the flagpole glitch) but it doesn't save a frame. I will have to check if it's possible to get another one out of it, but I pretty much certain that it isn't possible.
Current TAS: [SNES] Jelly Boy [NES] Street Fighter 2010
Experienced Forum User, Published Author, Player (216)
Joined: 8/18/2013
Posts: 148
Location: location, location!
Voted no on the basis of it being slower than the current unassisted world record.
Current TAS: [SNES] Jelly Boy [NES] Street Fighter 2010
Experienced Forum User, Published Author, Player (216)
Joined: 8/18/2013
Posts: 148
Location: location, location!
0 1 2 3 4 5 6 7 8 9 Give me another decimal single figure number. I'm waiting... Ok, you get my point.
Current TAS: [SNES] Jelly Boy [NES] Street Fighter 2010
Experienced Forum User, Published Author, Player (216)
Joined: 8/18/2013
Posts: 148
Location: location, location!
Everyone makes mistakes. But those mistakes don't matter at all. What does matter is how fast you can press your loadstate button.
Current TAS: [SNES] Jelly Boy [NES] Street Fighter 2010