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MESHUGGAH
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feos wrote:
I believe that using arbitrary images even for cases like this one should not be allowed under any circumstances. [...] No, you can very well craft an image that suits best your needs for a given movie.
While I also think there should be some kind of restriction for publication reasons (nudes, virus, justin beiber albums), I hope there is a plan to lessen the strictness of this... My opinion focusing in the sense of playing the game: 1. This particular game heavily encourages the player to try CD's he/she/xir owns for different effects in-game. So I don't see any problem in arbitrary CDs. 2. Texts from the official manual also states CDs you own, no restrictions.
page 8 - I want to generate a Monter from the CDs I own. Go to the Shrine and ask the priest about it. (See p9)
page 9 - With your own CDs, you can generate all kinds of Monsters. Install the CD into the PlayStation and do what the priest instructs you to do.
page 25 - In addition to generating Monsters from your CDs, [..]
page 25 - [...] in which you raise the Monsters generated from CD's [...]
page 25 - Try as many CD's as possible at the shrine.
The manual only have the requirement of "Installing CD" which actually just putting any CD. The gamefaq's manual mentions various examples of soundtracks and PC games to get a specific monster (however there can be minimal differences between the same product so it won't yield 100% the same monster). edit: So my opinion is that there shouldn't be any limit considering what CDs could be used. And yes, there are other video games where you will need external accessories aswell as data in some kind of format holding information made for being interpreted, for example http://barcodebattler.wikia.com/wiki/Barcode_Battler for NES waiting barcodes or https://en.wikipedia.org/wiki/Nintendo_e-Reader for GBA waiting also some barcodes. Probability of someone making a TAS for these is another question.
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MESHUGGAH
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This movie is 22 frames slower on the 1st level compared to my WIP http://tasvideos.org/userfiles/info/8940885000663654 Maybe because this submission skips powerups for pacifist reason?
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MESHUGGAH
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I'm not prepared to TAS SNES games but I advise the following: * implement optimisations after figuring out warping possibilities * debug and document warping quirks * figure out how stage 0 warp fills in times, maybe try getting negative time * check if we can warp multiple times * check what other abilities we can get, maybe our player mechanics got swapped with an enemy type one
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MESHUGGAH
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Didnt checked this TAS but few notes on my WIP: * opimized for fceux, lag frames on bizhawk are better emulated * autopia lag frames eliminated by combination of car speed and car objects mostly, I had only 2 lag frames * abandoned TAS after seeing horrible lag frames from Pirate stage By the way Ive thought I uploaded my WIP for link_7777's request but its not the case.
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MESHUGGAH
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A few notes about warping: * X and Y button usually ruins this glitch * Most of the times you are going to crash the gameplay (only audio plays) * Stage 0 looks like one of the rooms in the lower area of Stage 1 near the skeleton room. A bridge with no objects. Stage 0 warping also fills in the best time's table with random values (even breaks it minimally) * Stage 7 and Stage 8 is the most often warps * All 3 releases able to warp to "reset" (jpn: pegasus intro, eu/snes: konami intro) with the glitched state remaining * In the japanese release, I had no success with warping anything other than intro. * I believe warping after warping to stage 0 will make you instadie as soon as you start the game, leaving you in an unwinnable state edit: * warping mostly depends on the action how you leave the room. Stage 0: "hang" down from the platform. 1st room: go to the edge, face to left side, press down button or L/R. sometimes possible with falling down from standing position with down button. Crash: using B near the end of the platform. black screen with forever lag frames Stage 7: dunno exact steps Stage 8: dunno exact steps edit2: warping with the side effect of no time left usually comes with the abilty to walk through walls (for example I can go stage 8 right side and open the locked door after walking through it)
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MESHUGGAH
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Colecovision games not starting up (only tested interim build but probably same as BizHawk 2.3, edit3- these things doesn't happens in CoolCV): - Most of Daniel Bienvenu's games says "TURN GAME OFF BEFORE...": Bejeweled, DP's Valentine Game, Deflektor Kollection, Ms. Space Fury etc. - Some Opcode games crash straight at the very first frame or a few more: Yie-Ar Kung Fu, Space Invades collection, Pac-man collection etc - edit: Regarding opcode games, using Super Action Controller or Turbo Action controller moving the disc X/Y (your mouse) able to reset or crash the game. This seems to be a correctly emulated bug. edit3: CoolCV using Roller Controller doesn't crashes or reset in this case, only "pauses" emulation (I can't verify if they are just lag frames) - edit2: Sammy Lightfoot crashes after starting the game. Colecovision SGM: - according to SGM tests, the RAM's are correctly allocated - on various games I still only see the 1/3 of the screen (top) and not the remaining spaces (middle, bottom). For example Cosmo Fighter 2. - nearly all pixelboy games works perfectly and some newer homebrews from other authors
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MESHUGGAH
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Colecovision reset button: Observations: 1. In BizHawk and CoolCV, pressing the reset button usually corrupts the title screen depending on the game. Some games have very nice reset routine (cabbage patch kids maybe?) fully avoiding this corruption while others corrupt depending on the screen for example Tank Wars or donkey kong. 2. This kind of screen is different between the 2 emulator. edit: CoolCV doesn't delete RAM on reset (a fact shared by the author) 3. Burger Time has a glitch that abrupts game and jumps to the title screen. When this happens, the screen won't have any corruption. https://youtu.be/6pOF4qIK7_A?t=2984 4. Mike Matei recorded live stream also doesn't have corrupted screen when restarting. https://youtu.be/YhPaH30Yzo0?t=592 https://youtu.be/YhPaH30Yzo0?t=2033 edit: 5. A homebrew game Knightmare with a similar glitch as Burger Time also doesn't have any corruption and as the uploader says, his scores are zeroed https://youtu.be/15VdkrCFIpQ?t=314 (the audio playing after a crash is correctly emulated in BizHawk) So..... I believe that there shouldn't be this corruption.
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The english manual doesn't mentions these (password and cheat menu). The japanese one... well, I can't speak japanese.
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Lol, the glitch is amazing. Didnt watched encode but 30 minutes of using an instakill cheat is noz impressive. Conclusions for future TAS: - possible to manipulate starting level (8th) - anything can happen (geg?) - avoid using cheat code directly - theres a pause bug mentioned at gamefaqs
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It's worthy enough for it's purpose. Edit: Personally I use TAS Editor nearly with just the mouse, so for example clearing input very slowly backwards while emulating could be interpreted as additional rerecords per frames drawn depending where was the previous state. I also used to add rerecords between WIPs, so these includes rerecords from test routes not faster than my next version. In TAStudio I use hotkeys heavily but still using the mouse for drawing the next part after filling in R column (going right for 3 minutes) and watch and apply strategy. My latest submissions (no links cause on mobile atm) details: Street Fighter 2010 - 12773, it should be close B.C. Quest - 2286 and 2990. Doesn't includes my testing of the game in real time nor my first WIP. Would be 4000 maybe. Teleroboxer - 7049. The movie was made from scratch but after having the same times as Ryuto, Ive half copied half repainted in TAStudio. Water Ski - 535. I think it should be higher, will try to compare with ploaeed one. But its a game about going forward the river (without a forward movement). GGP - 4608. Maybe.
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MESHUGGAH
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BizHawk colecovision power on / reset... Galaxian has a hidden message after powering off and on a few times (https://gamefaqs.gamespot.com/colecovision/585496-galaxian/cheats). I believe the hidden text should be "I LOVE YOU, JENEANE" considering it's offset is much deeper (0x4645 in ROM) than the previous one (0x0302 in ROM) BizHawk 2.3: No success using power and reset ColEm 4.6: No success using hardware reset (no power on-off feature) CoolCV 0.6.6: No success using backspace (simple reset. no power on-off feature) Additional Tomarc tests: BizHawk: right side room always ColEM 4.6: right side room always CoolCV 0.6.6: Able to manipulate starting room by pressing reset!!!
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The sound you hear is a side effect of the probably defaultly enabled "Skip BIOS intro when applicable".
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Post subject: Re: Dealing with invalid publications
MESHUGGAH
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SmashManiac wrote:
Here are a few examples of how such situations happened in the past that I can think of on the top of my head:
I don't know how many submissions are we talking about, but since we have a discussion and trying to apply a strategy... 1. What is the site's stance about this? I mean there were already exceptions mentioned in the rules like Rygar holding buttons after TAS finished, and it's a lot easier to do then recheck every submission (similar to what you wrote: write it as an exception, never allow it for future uses, encourage TASers to obsolete it) 2. Any estimation of the amount of pubs/subs need to be rechecked? (retroactively ~6044 subs...) 3. Rechecking (as in "helping to verify the submission comply with tasvideos rules") requires knowledge of both history (former debates of the submission, how things were handled) and the game (board/sport game? dos/windows? doom? any%? 91%? warpless with warps?? taekwando kamehame iniyuchi?), so this is definitely a harder approach...
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^ The lower gravity is only present in the earlier arcade versions. In the fixed versions, it's harder to pull off (only tried in real life without emulator) infinite combos. edit: according to online informations, the fixed versions only apply it to the characters, so bosses still have low gravity
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MESHUGGAH
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For future references regarding fastest Mortal Kombat 1 any% TAS: - playing with shang tsung or goro requires a lot of time... Link to video - low punching with shang tsung results in instant finishing the game (the game end requires 3 minutes to load because of the giltch) Link to video Now there's also interesting posts in this thread, regarding player 1 score in 1 player game and pressing start on the 2nd controller to pick Goro at 15500 score. I wonder does it works after the bonuses? So having more values to test....?
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MESHUGGAH
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Alyosha wrote:
That R register is an internal counter that increments with each instruction fetch. I don't really see any way for this to be a value different then what it currently is. Extensive testing on ZXSpectrum seems to indicate that it is behaving correctly as well. So, I don't know how it could take any of the 3 values at power on.
Wikipedia article of Zilog Z80 mentions this. I don't know this helps at all, I just tried to search for it, sorry if you already know this.
Wikipedia wrote:
The instructions LD A,R and LD A,I affect the Z80 flags register, unlike all the other LD (load) instructions. The Sign (bit 7) and Zero (bit 6) flags are set according to the data loaded from the Refresh or Interrupt source registers. For both instructions, the Parity/Overflow flag (bit 2) is set according to the current state of the IFF2 flip-flop.
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^ above post: - it was Liu Kang and it was the 2nd player - I was expecting some... glitches? I only saw minimal anomalies with the fatality. - Maybe morphing gives you more playaround worthy content (shang tsung) - Reptile comes after doing double flawless and fatality on the bridge. Bridge is where you joined with Player 2.
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Loud beeping in Looping and other games: recorded with interim but same as 2.3 -> Link to video - It's a side effect of using "Skip BIOS when applicable" - Only happen when BIOS was skippable - The option skips BIOS for a few games, I should say it's maybe below 50% of GoodCol (GoodTools). Looks like I was unlucky in testing the right, compatible games for this feature. SGM Online information: "- 32 KB of RAM, disabled by default. Can be individually mapped as following: 24KB to address range 2000h-7FFFh, 8KB to address range 0000h-1FFFh (BIOS is disabled). - PSG AY-3-8910, increasing sound channels to 6 + noise." Observation: SGM RAM is 24KB. Super action controller - Fixed!
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BizHawk 2.3 Colecovision reset button (I probably reported this already maybe on github): On real hardware in Tomarc the barbarian you supposed to start in a random room of the map (the 3 bottom ones). - In BizHawk 2.3 there is no way to get any other room than the right side (only after suiciding and restarting the game with * at the right circumstances) - A youtube video claiming recorded on real hardware starting in the middle one: Link to video - A youtube video playing on the Colecovision Flashback starts at the left side: Link to video
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MESHUGGAH
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BizHawk 2.3 Colecovision sound bug: - "Looping (1983) (Venture Line) [!]" emits a loud beep constantly. edit: until starting the game - many other games for example "Heist, The (1983) (Micro Fun) [!]" also does the same beep but rather short when starting it Random youtube video with timestamp where this doesn't happens on console: Link to video
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BizHawk 2.3 Colecovision core: What does the "Use the Super Game Module" does? As far as I see, I don't see any change. According to online results, it should: - increase RAM (stays on 16k) - 4 additional sound channel (only tried on speakers, no difference) edit: And also "Skip BIOS Intro (when applicable)" seems to do nothing as well. Did I miss something special requirement...? I've tried many games with no affect.
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MESHUGGAH
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BizHawk 2.3 Colecovision Super Action Controller throws exception after boot recore
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
   at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
   at BizHawk.Emulation.Cores.ColecoVision.ColecoSuperActionController.UpdateWheel(IController c)
   at BizHawk.Emulation.Cores.ColecoVision.ColecoVisionControllerDeck.ReadPort1(IController c, Boolean leftMode, Boolean updateWheel)
   at BizHawk.Emulation.Cores.ColecoVision.ColecoVision.FrameAdvance(IController controller, Boolean render, Boolean renderSound)
   at BizHawk.Client.EmuHawk.MainForm.StepRunLoop_Core(Boolean force)
   at BizHawk.Client.EmuHawk.MainForm.ProgramRunLoop()
   at BizHawk.Client.EmuHawk.Program.SubMain(String[] args)
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MESHUGGAH
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Woohoo it's fixed in BizHawk 0.0.0.2285 for sure, thanks :) Also note that in BizHawk 2.3 (latest release) the above exception happened to me a few times with A7800Hawk + Audio throttle without TAStudio involved while drag and dropping various A7800 games. I don't think it's core related but who knows.
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MESHUGGAH
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Point me in that thread so I can post those links to youtube videos where people already achieves results on real hardware by cart swapping (gameboy nes genesis etc).
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MESHUGGAH
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The premise here is that I giggled on feos' response. While the linked libriaries seems to be enough for my automation projects, it also serves the maximum BizHawk can be beheaded. Stripping the whole UI is cumbersome. There would be a lot of things required to have an alternative form which isnt visual. What you mentioned in the opening post seems to be possible with the linked stuffs.
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