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MESHUGGAH
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Regarding the stack: your observations are right. More info: https://wiki.nesdev.com/w/index.php/Stack It shows how does values get in to the stack and how it works basicly. E496 is the subroutine you want to check I guess.
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MESHUGGAH
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Bizhawk 2.2.1 Gambette Cheats crash 1. Open GB ROM 2. Add a cheat using the Cheats tool 3. Save a state 4. Load that state 5. Press CTRL+R for crash Was trying to check some stuffs in Super Mario Land to generate lag frames with the Cheats tool. Don't know if it's only Gambette issue (tried A7800, no crash)
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MESHUGGAH
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Why do I have a feeling that he manipulated the final boss, which is actually insanely hard without tool assistance? Some comments maybe useful for RTA: - P1 and P2 is different right before and after doing the jet death glitch. This means that one could be easier to pull of. - there are 2 buttons I know that isn't advised to press after respawn: L and B. L (left) can fix the glitch (restoring original game logic) if it was pressed within the first 5-10 frames after respawning. B can kill you and/or remove objects (jet). - while it's a bit cumbersome, you can try and hold the pause button right when you die (so you get 4 lag frames before respawn) and then input your stuff by holding down the buttons and unpause the game using the other joystick. This way you have much higher success in stepping 1 frame at a time instead of trying to press the pause button on 1 joystick (pause down, pause up, pause down is 60) which is very unlikely.
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MESHUGGAH
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The difference probably comes from different stack. In FCEUX you can check it out in the debugger. The change start at PLA. PLA: pull accumulator ASL: arithmetic shift left
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MESHUGGAH
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Dev build fixes this, thanks
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MESHUGGAH
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BizHawk 2.2.1 no gameboy firmwares crash: 1. Open a GB ROM (drag and drop) 2. Set "use BIOS" to true and place GB Bios in firmwares 3. Open a GB ROM (drag and drop) 4. Open a GBC ROM (drag and drop) Using the above steps it should always crash. After writing this post (while doing these steps), GB ROM doesn't have BIOS however it says "True" in bold letters. This also works revers (GBC ROM, place GBC BIOS, GBC rom, GB ROM)
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MESHUGGAH
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(Couldn't find any appropriate thread where this should be posted instead) I saw that http://tasvideos.org/5339S.html uses NTSC (60 fps) because the game is released also in Brazil. While there is http://tasvideos.org/4208S.html using PAL (50 fps) and also identified as an (E) ROM while it's actually also USA in the submission (while I only found an EBK, Europe Brazil Korea). Now the "maybe bug but have no idea": - using NTSC region (for 60 fps) for Aladdin, many frames' input denied but pause (something like 30% randomly) - I probably experienced the same only once in thousands of frames using PAL for Aladdin (and maybe it was a random bug) So... explanation? How am I supposed which region should and allowed to use? User movie #44651887238440612 - NTSC movie with some frames listed where input does nothing edit: more info SMS Aladdin with NTSC: - Input works correctly until starting the game. The 1st cutscene already has the input issue. - Input works correctly in the test mode (Press Up, Right, Down, Left, Up, Right, Down, Left at the title screen to acces a test menu which contains several options, including a level select and music test.) - The input denied frames doesn't seem to have a pattern. edit2: video showing NTSC bug, for example when it polled 5 times/frame (event.oninputpoll) and the next frame only 1 time, the input is denied. Added PAL to see difference. Link to video edit3: this issue doesn't happens with SMS Tom and Jerry, both PAL and NTSC has the same type of polling rate (1, 1, 1, 3 per frames after gameplay started)
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MESHUGGAH
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The dev build 0.0.0.1991 syncs perfectly (tried twice the above method), so it's a good news :) Case solved.
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MESHUGGAH
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A7800 Water Ski TAS desyncs when using TAStudio AND going back to a previously emulated frame. 3 out of 3 replication steps: 1. Download the movie file http://tasvideos.org/5705S.html 2. Open it in BizHawk 2.2.1 3. Open TAStudio 4. Emulate movie up to f158 (U R 1) 5. Click on the f155 (first lag frame) row and play it until the end (you can use turbo button) 6. Movie desync right at the end, colliding with the log which shouldn't be the case. The resulting file won't desync and syncs perfectly without step 5. Also extra note: no extra input needed, so this isn't the ghost button bug.
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MESHUGGAH
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dwangoAC: as always, thank you for (primarily) the one who represents TASVideos at GDQ events! 1. My feelings/observation of this year presence: - demonstrating DKC glitch was great. Similar demonstrations in the future could have some memory addresses on the screen (if there's any that could be useful) - yoshi's island: perfect (show the route, try changing, fail :) ) - super monkey ball: perfect (especially the "bad day" ones) - rockman forte: okay, nothing to say - super dram world: I think you did everything ok I can't bring up any negative points, in my opinion, showing the basics of TASing as well as abilities (and it's consequences) very well covered! 2. Regarding "asking for assistance": I think this is the right forum where you should be allowed to ask for decreasing your expenses that requires to represent the site at these events. Those who don't want (or can't) donate, probably won't cry out there. 3. For future events compared to this year AGDQ events (my opinions written with the twitch chat and reddit reactions in mind): a. Demonstrating TASing can be (and it was!) interesting and instructive. Both your segments with the piano roll editor probably well recieved. Enough visualisation for understanding a new concept is crucial, which I believe was very important for the Strider live tutorial (keypad shown of currently pressed button highlighted with a teacher's instructions) b. Making new rules / restrictions to a known (for both viewers and speedrunners) through TA(S) can be (and it was!) funny and confusing. While I was somewhat concerned about Masterjun's "another smw engine freeplay", it was actually delivered amazingly. If "everyone" can enjoy the party, they will! c. Console verifying live is good for TASes that completely out of this world and/or demonstrate something that requires heavy commentary (and the commentary can be done on the fly or with some explanation). All I wanted to say regarding this is unfortunately a desync ruins more than a sync finishing. Make sure there's an incentive / interest in replaying it on a console or "it's enough" to replay it in the emulator or show the encode (video). d. My list of ideas that might work or at least I would really like to offer my help: - demonstration of TASing from home streaming the screen. I think I could draw some TASes in FCEUX or push buttons madly in BizHawk (probably will try to record some footage cause it's talk for itself visually). The main idea is that if there's a submitted speedrun for GDQ, a TASer could get involved with creating new rules or explaining a glitch discovery/history or demonstrate something related - TASing contest. I know it's a pain to find the right platform, game, judges and the "hurdle of a contest", but as GDQ races are funny to watch (2-4 screen at once). Imagine a puzzle game's 1 (preferably final or custom ROM) level being TASed by 4 guy (independently) at once with a time limit (having all informations is crucial for this idea). TL;DR: Good job :)
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MESHUGGAH
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My sore opinions. More awards? Don't know. Maybe no need. Award for most research? No. Too much ambiguity. Award for highest technical value? No. It will probably already have a TAS of the year / Platform TAS of the year / TASer of the year.
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MESHUGGAH
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I started both rechecking my TASes and organizing my projects per platform. Starting with vboy teleroboxer, I actually checked a lot of different strategies, but none of them worked except the crotch punch from the other side. This TAS goes to vault of course. No need for temp encode.
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MESHUGGAH
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jlun2 wrote:
How come this submission isn't listed under http://tasvideos.org/RejectedSubmissions.html
I see it on the bottom of the list. It's also in the Subs-Rej.html.
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MESHUGGAH
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To be fair, you have to have a very high IQ to understand Math Blaster. The gameplay is extremely subtle, and without a solid grasp of arithmetic assignments most of the TAS will go over a typical viewers head. There's also Blasternaut's nihilistic outlook, which is deftly woven into his characterisation- his personal philosophy draws heavily from education, for instance. The serious TASers understand this stuff; they have the intellectual capacity to truly appreciate the depths of these additions, to realise that they're not just calculator- they say something deep about VAULT. As a consequence people who dislike education truly ARE idiots- of course they wouldn't appreciate, for instance, the platforming in level 2 "Caves" which itself is a cryptic reference to dressed up homework. I'm smirking right now just imagining one of those addlepated TASers scratching their heads in confusion as qflame's genius wit unfolds itself on their monitor screens. What fools.. how I pity them. 😂 And yes, by the way, i DO have a Sesame Street tattoo. And no, you cannot see it. It's for Carmen Sandiego's eyes only- and even then she have to demonstrate that she is within 5 player points of my own (preferably lower) beforehand. Nothin personnel kid 😎 edit: this is famous copypasta with different keywords to fit this "debate". This is just a joke.
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MESHUGGAH
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You can also... 1. Find the right addresses (also needed for a script) with Ram Search 2. Add them to Ram Watch 3. Ram Watch > Options > Display on screen
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MESHUGGAH
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1. you can recover deleted files depending on how you deleted it and what OS/filesystem you use. for example https://www.piriform.com/recuva 2. if you have any error dialog that pops up after starting BizHawk, post it here. 3. Since you mentioned antivirus, it could deleted .dll files from the dll directory. Here's my dll directory list of files:
7z.dll
BizHawk.Bizware.BizwareGL.dll           BizHawk.Bizware.BizwareGL.GdiPlus.dll
BizHawk.Bizware.BizwareGL.OpenTK.dll    BizHawk.Bizware.BizwareGL.SlimDX.dll
BizHawk.Client.ApiHawk.dll              BizHawk.Client.Common.dll
BizHawk.Common.dll                      BizHawk.Emulation.Common.dll
BizHawk.Emulation.Cores.dll             BizHawk.Emulation.DiscSystem.dll
bizlynx.dll                             bizswan.dll
blip_buf.dll                            cgc.exe
CSharp-SQLite.dll                       ELFSharp.dll
ffmpeg.exe                              ffmpeg_readme.txt
freetype26.dll                          GongShell.dll
gpgx.wbx.gz                             ICSharpCode.SharpZipLib.dll
Ionic.Zip.dll                           libc.so.gz
libco.so.gz                             libdarm.dll
libgambatte.dll                         libgcc_s.so.gz
libgcc_s_seh-1.dll                      libpng16.dll
libquicknes.dll                         LibretroBridge.dll
libsnes.wbx.gz                          libspeexdsp.dll
libstdc++-6.dll                         libstdc++.so.6.gz
libvbanext.dll                          libwinpthread-1.dll
lua51.dll                               LuaInterface.dll
mgba.dll                                mupen64plus-audio-bkm.dll
mupen64plus-input-bkm.dll               mupen64plus-rsp-hle.dll
mupen64plus-video-glide64.dll           mupen64plus-video-glide64mk2.dll
mupen64plus-video-GLideN64.dll          mupen64plus-video-rice.dll
mupen64plus.dll                         Newtonsoft.Json.dll
ngp.wbx.gz                              [nlua]
octoshock.dll                           OpenAL32.dll
OpenTK.dll                              OpenTK.GLControl.dll
pcfx.wbx.gz                             PeNet.dll
picodrive.wbx.gz                        sameboy.wbx.gz
SDL.dll                                 SlimDX.dll
snes9x.wbx.gz                           ss.wbx.gz
System.Data.SQLite.dll                  uzem.wbx.gz
vb.wbx.gz                               Virtu.dll
wrap_oal.dll                            zlib1.dll
4. if you don't have any error dialogs, try (backupping, and then) deleting your config.ini file
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MESHUGGAH
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I wasn't checking the links, just answered to your quote I quoted as working example. I'm talking about the difficulty of finding the developer especially for very old homebrews and also getting the "right" information ("cancelled"). It's obviously not a problem if we are talking about newly developed homebrews or those made during a contest, whatever. The problem is mostly about pre 2000 homebrews.
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MESHUGGAH
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Mothrayas wrote:
1. If the developer affirmed it's cancelled but does still provide an open release for it, then it can effectively be considered a finished game.
- Affirmation of the developer: I think it's a bit hard (finding the developer, contacting him, getting an answer). Of course it's a really good idea to add as many informations as possible about the homebrew game (you TASed) to "judge" it's development status. - Cancelled: you rarely see this when we are talking about a really good quality game. I believe there should be some "aging" rule or something more clear. You know, projects sometimes disbanded, other thing happened, etc. edit: in this specific case, I think you have great chances at contacting the developer: Official account https://twitter.com/morphcat Personal, active in last few days account https://twitter.com/miau6502
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MESHUGGAH
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Didn't read the posts.
Specifically: this game mostly consists in doing math fast, and in fact most of the efforts showcased in this run are actually just manipulating and predicting the answers in order to solve the problems fast.
1. What about Brain Age? A TAS that does very similar what you wrote is rejected for a totally different reason (= it wasn't a problem for that TAS what you reasoned here): http://tasvideos.org/5757S.html 2. What about wheel of fortune? http://tasvideos.org/4160S.html That "game mostly consists in remembering words fast, and in fact most of the efforts showcased in this run are actually just manipulating and predicting the answers in order to solve the questions fast. I'm pretty sure there are other TASes that would be reject worthy using the same rejection. edit: forgot to write it, I'm against this rejection because it makes no sense. edit2: Posts regarding this TAS that applies to my 2 examples: http://tasvideos.org/forum/viewtopic.php?p=462860#462860 http://tasvideos.org/forum/viewtopic.php?p=462890#462890 Post regarding (showing an example of flawness) for the previously mentioned posts: http://tasvideos.org/forum/viewtopic.php?p=462901#462901 http://tasvideos.org/forum/viewtopic.php?p=462907#462907 And also the question I have without an answer "If you want to argue the above is a game, that's fine, but TASVideos will not accept such a thing as a game, as the staff does not see it that way. " Because... ?
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MESHUGGAH
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Here's my very short list from 2015 with example of a specific technique: https://docs.google.com/spreadsheets/d/1B56T744UA_6ddM1cUFy8TaXNkCg7cbrNprUaa4zAgf4/edit?usp=sharing The original idea was something like feos thought it's a good thing to have my ideas with examples listed, and I also wanted to make a cheat sheet so you could test things step by step. Obviously the problems are that: 1. I couldn't make it both simple and elaborated. The list either serves as "all techniques with some examples" or "some techniques with lot of examples". This arises from video games being "unique", even if they use the same engine, it won't guarantee that you won't find another trick between two revisions... So I stick with Game Resources, as it's serves much more insight about how does specific games work with the TASing tricks 2. The negative aspect is "oh, here's all tricks good", so you won't make attempts or trying to break rules on your own, as "if that guy tried everything, there might be no more things to do..?". Nevertheless, I'm going to write down my own ideas about how to discover something: 1. Record your input. Both for yourself and for others to let them investigate too. 2. Upload the result. As MUGG mentioned, a simple forum post could be golden in the right hands. I also saw impossible things mentioned in FAQs that probably nowhere else is listed/discussed. More eyes, more conclusion. 3. Understand what happened and exploit it. Sometimes a "simple" trick could lead to a bigger one (ACE) More ideas that time consuming: 1. Understand how does the platform works. Why there are limits and how does the game handles various things. You don't need to learn the whole assembly language nor disassemble everything. Just be aware of possibilities and how developers coded down things at that time. 2. Test things. If a game requires to be completed in 9 hours, the developers probably didn't tested it for that long, usually they had built-in cheat codes to make sure "game can be beaten" and then they remove it usually. 3. Try to beat yourself. Try optimizing positions without losing and with losing. Try to fail and let's see what happens. Try pressing many buttons as well alternating patterns. 4. Document what you know about the game and try to challenge it both in head and in game.
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MESHUGGAH
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I also tried to improve without success. The only possible improvement I see is maximizing the Y/X pos from final horses to final soldiers. Will edit this post if I give up :) edit: I give up, couldn't improve it furthermore. We are done :)
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User movie #43929394789958781 3279, Removed the 2nd B-B-B with different ascending
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Currently investigating remaining possibilities. Some notes: 1. delays on world map can be mixed up with same world map movements, sometimes resulting in a 5 frames faster start of a battle. Unfortunately, when this happens, the enemy horses won't start running as soon as possible (an easy way to watch this is adding 4 - 5 or 6 frames delay before last movement) 2. the B-B-B trick to manipulate soldiers: I don't see other way to manipulate them higher without losing more time (for example moving soldiers forward yields in same enemy soldiers Y pos after descending) edit: User movie #43908987289889514 3299 frames - improvement statrs after slashing the final horses, chaining the last attacks as soon as possible on the soldiers while ascending and retreating (y/x pos)
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Good idea! Here's my fastest so far for shortest input (so artilleries/cannons retreat after a while, only when there's no other remaining units for the enemy) User movie #43866985264920821 3402 frames edit: 3379 frames User movie #43867160968384273 edit2: 3370... will upload when I can't find more edit3: 3366 final version! User movie #43867517969696939 Optimization points: - killing soldiers as soon as possible - enough U (Y pos) and R (X pos) to kill the final horse - going down and right to kill the remaining soldiers - the final 3 slashes (final horse, first 2 soldiers, last 4 soldiers) are done in chain (as soon as I can fire again). Considering these, I don't think any other frames could be saved. Also I kindly accept to be co-author, despite you destroying the game :)
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First of all, awesome find! - the cloud is required for this setup as the left side army of the enemy (north) would go for the train station - grouping up or doing any other route on the world map would lead to either: 1: left side enemy going for train station 2: right side enemy attacking you if they are adjacent tile So your movie route (for cloud manipulation) is - 2 frames delayed start (1 lag 1 non lag) - 9 frames delay before grouping - 2 frames delay before last movement It looks like it's already best one. Will edit this post if I find something battle-wise. edit1: - 1 frame can be saved by using the pause trick later (f2495 T, f2498 T) so last soldier update is at f2644 - 1 lag frame can be avoided when using soldiers by attacking earlier (f2865 A) - few frames can be saved by killing the 1st soldiers ASAP, so they respawn earlier Regarding spawn... I think that the middle-bottom spawn could be faster (1 extra delay before last world map movement) because we don't need to use our soldiers and also the soldiers will be closer to our horsies. edit2: unfortunately it's not faster, because soldiers will spawn on top next time, so it looks your route / spawn is better, will upload movie and link here edit3: User movie #43866451346025576 key points: - 3028 soldier respawn instead of 3033 - 3116 horse respawn instead of 3117 Also I slashed the bottom cannon while slashing the remaining soldiers
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