Posts for MESHUGGAH

MESHUGGAH
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Very nicely done! I don't see any obvious potential improvements by watching the encode.
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MESHUGGAH
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Experienced Forum User, Published Author, Skilled player (1892)
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Very nicely done TAS! My observations based on my memory and watching the encode: - Level 1 getting hit at 0:50: I!ve thought its possible to manipulate projectiles (when does the enemy squid or jellyfish shoots), dont know what was my strategy. IIRC something like shooting at random time to manipulate jellyfish shoot... Needs more investigation. - Boss 1 "hittable" or noninvulnerability seems wonky, but I've thought there is a memory address that shows if he will be able to get hit... I've thought that there is 2 type of boss fights. One screen boss fights (boss 1) and between screens boss fights (camera locked). I guess that the number of objects (jellyfishes) interfere with this window. Needs more investigation. (similar issue for boss 2) - WTF at 05:31 garbled enemy sprite, dont remember this - Angry lightning clouds on level 5, what an obstacle... isn't its possible to take dmg to save time? Also garbled sprite at 7:47 Overall, good job Lobsterzelda! Going to edit this comment later
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MESHUGGAH
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This movie might be improvable, however the rules haven't changed IIRC since the discovery of this potential. The potential improvement would come from using NTSC region. More details: http://tasvideos.org/forum/viewtopic.php?p=464686#464686
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MESHUGGAH
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Experienced Forum User, Published Author, Skilled player (1892)
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This movie can be improved by 1 lag frame. The improvement comes from changing input and enemy order, to reduce 1 lag frame near the end of the TAS.
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MESHUGGAH
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Couldn't find the last submission of this game, so writing it here: This movie can be improved using the sms pause spam glitch, to reduce the waiting time after starting the game. Edit: I'm talking about literally starting the game, as in loading the ROM. Sms pause glitch thread http://tasvideos.org/forum/viewtopic.php?p=452580#452580
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MESHUGGAH
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Experienced Forum User, Published Author, Skilled player (1892)
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This TAS might be improvable. There is a 5 frame possible improvement right before the ducks at @ 1:00 in the encode. However the ducks gets desync on the next stage. Requires debugger/trace logger to verify, does the 5 frame improvement can be carried on.
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MESHUGGAH
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Experienced Forum User, Published Author, Skilled player (1892)
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This TAS can be improved with optimized positions and input.
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MESHUGGAH
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Every feedback (issues and feature ideas) written to this thread (even that one posted on the new site) has been collected and they are under investigation. And thank you for posting your feedback in the first place!
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MESHUGGAH
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Congrats on your first TAS! Regarding the movie rules: It means the final input which required to beat the game and reach an ending screen should be the end of your submission file.
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MESHUGGAH
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dart193 wrote:
Incognito, cleared cache, tried a different browser (Edge, which was never used before) - its slightly purple light cyan on light cyan; requies tilting the screen to read that. Specifically, its RGB 0xC2D6FC on 0xCFF4FC.
The text shouldn't be that color. The background color is right. Text color which I believe was the same before you mentioned your problem is #055160. There is a "fallback color" which probably would be #C2D4FC. Are you sure you don't see two mega man in the top left corner, which indicates some cache remain? Ctrl+Shift+R should resolve it.
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MESHUGGAH
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CasualPokePlayer wrote:
The spreadsheet is asking for access.
Fixed it. Soon will watch your movie and edit this post. edit: I can't find the bizhawk version you use @ https://ci.appveyor.com/project/zeromus/bizhawk-udexo/history Movie says GIT update_gambatte#ec2baf17a edit2: checked it with https://ci.appveyor.com/project/zeromus/bizhawk-udexo/builds/40714103/artifacts and yes, this is the problematic input polling stuff I'm interested in! edit3: I'm not sure how it supposed to work, but does 0 length is valid? Fastest start seems to be: 0763 --> 3605 A 0764 --> empty 0765 --> 0 S or 28163 S Not yet... okay, thank you for your help! I will have fun with this tomorrow! edit4 probably final: ok looks like you are just another TAS god as you already uploaded the fastest start. The requirement is this: 0763 --> empty non-lag frame 0764 --> press any button 0765 --> 28163 S 0766 --> 2937 empty 0767 --> press S or s or B or A 0893 first non lag frame
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MESHUGGAH
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Pro tip: If you see two mega man, you forgot to clear cache. So far so good! Here's my newer (redacted as in removed 2 potentially severe issue) sheet. Yellow means not tested against the new version. Probably finish it tomorrow. edit2: fixed link again to be sure https://docs.google.com/spreadsheets/d/1cFwtpOcOPZDuBo40SsbcBBGyH-otumh5-Ra_4OCzvZk/edit?usp=sharing edit3: finished testing, will need to parse some bigger posts in this thread and check them against github issues. And oh boiiii, that "return to previous site at the previous location vertically" after logging in (or just navigating to another page) is so fucking sweet!
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MESHUGGAH
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GB The Addams Family has a ridiculous way of processing sub frame inputs which changes the time takes to start the game. I discovered this bug using Ilari's lsnesrr1-18e3 triangle epsilon 13... whatever version. I can hardly imagine if that kind of sub frame inputting would be console verifiable, but since nobody ever tried it, I guess this should be the thread to start verifying the bug. Latest TAS using BizHawk: [2871] GB The Addams Family "warp glitch" by Kyman in 01:29.51 My sheet from 2014 with inputs and their differences by pressing them at frame 576: https://docs.google.com/spreadsheets/d/13f9KWy35O3qA6uudvNheh7EtDYv8QrgH1_iFtrBbmKU/edit?usp=sharing If you need a usermovie, I can create one for you. edit: I'm not sure which thread should this be posted, feel free to move it to the appropriate thread! edit2: I have more of these kind of "does it syncs on console? cause it seems weird" issues mainly because of the difference between fceux and bizhawk, namely: [2340] NES Driar by MESHUGGAH in 05:14.45 (console verified) vs BizHawk User movie #5197490535444251 (I've already asked this since a month maybe but can't find the thread... ?!) [2373] NES The California Raisins: The Grape Escape by MESHUGGAH in 04:51.50 (not console verified, obsoleted) vs BizHawk (adding 2 frames before the start and 1 frame for starting the level at the level select screen. Can't recall if you need to do this for each level but I guess it's required to). edit3: notes to myself: NES Battletoads FCEUX vs BizHawk NES Kirby's Adventure FCEUX vs BizHawk
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MESHUGGAH
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If I could understand what you guys thinking.... Ok, I will wait until the rules have been changed as I won't go through every submission each time the rules changes that affects unfortunate TASes. And yes, I will check every submission once the rules are final so I can continue my cry for punished TASes since 2013.
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MESHUGGAH
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I guess you missed my linked post suggesting wheel of fortune.
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MESHUGGAH
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PhD in TASing 🎓 speedrun enthusiast ❤🚷🔥 white hat hacker ▓ black box tester ░ censorships and rules...
MESHUGGAH
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I advise to not start creating a dark mode CSS before a design standard is being created, as it would be twice the work to reflect changes between normal and dark mode CSS. At least I guess you are referring to an alternate CSS. If it can be done in different way which will affect both normal and dark mode, it's ok to start working on. edit: In other words, it would be better to have a complete design of what and how should be displayed considering the functionality and user scenarios rather than having "another" (dark mode css) aspect of the site being revamped after concluding on visual stuffs. edit2: note that you can export DarkReader's CSS, another reason for to not work on this right now.
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MESHUGGAH
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(edited message) This movie can might be improbable. It's unknown whether it's possible to maintain/preserve the improvements before the boss rng desync. Refer to my old WIP: User movie #13155260348751573
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MESHUGGAH
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This movie can be improved more than 37 frames. Refer to my old usermovie here: User movie #6680009224806609
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MESHUGGAH
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Experienced Forum User, Published Author, Skilled player (1892)
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My old, 48 frames faster at 1st level WIP: User movie #9599895835758127 More notes in the games thread http://tasvideos.org/forum/viewtopic.php?p=356325#356325
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MESHUGGAH
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This TAS can be improved a lot, but it's not that simple. Theoritically it might be possible to dodge every single blocks. However it seems that there is only a maximum number of avoids to be abused. Refer to my old usermovie here for more info: User movie #6679761040043330
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MESHUGGAH
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Experienced Forum User, Published Author, Skilled player (1892)
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This movie's menu actions can be optimized but leads to desync. Old usermovie: User movie #41174839326530219
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MESHUGGAH
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Experienced Forum User, Published Author, Skilled player (1892)
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According to my old notes, this movie can be improved by better luck manipulation to reduce the number of switching columns.
PhD in TASing 🎓 speedrun enthusiast ❤🚷🔥 white hat hacker ▓ black box tester ░ censorships and rules...
MESHUGGAH
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Experienced Forum User, Published Author, Skilled player (1892)
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This movie doesn't uses the pause unpause trick after each stages. Old WIP for the previously published TAS demonstrating the trick: User movie #41211150738858593
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MESHUGGAH
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According to my notes, I have a usermovie of the quadra hit abuse (hitting 4 times the boss with 1 single punch) way far in the TAS. However I can't find this particular movie from 368 usermovies I have. edit: Until I find it, Since I couldn't find among my usermovies nor my recovered lost movies, it looks lost forever :( Some notes I have in my memory: - Majority of improvements comes from reducing lag frames as much as possible and optimized movement - Order of level selection changes the position of lag frames around lagging areas. My main strategy was switching level orders and leaving the snake boss for the rest of the TAS. - The L+R lag is not affected by above trick - Quadra hit abuse... so my lost TAS suspended on the hovering gloves boss (3:20 at encode), where it's possible to use 1 punch after jumping and hitting the boss 4 times. This seems to be a huge bug, however I have no info if this could be applied to other bosses as well. The trick is totally unreliable and I believe it has something to do with the stack or some hardcoded shit regarding this particular boss (the previous bosses in the game doesn't have multiple entities). The confirmation of bug comes from watching boss HP. The reason quadra hit abuse saves a lot of time is that the starting position of the boss is way to high vertically and our hero can't punch that many right at the start. With great timing and manipulating the factors that enables this bug would mean that you can kill the boss in a 1 jump / 4 dmg and spamming the punching for the remaining health as the boss starts floating downward. My final conclusion was there could be a hidden hitbox that's appears wildly different each frame and somehow attached to the boss for whatever reason. One last memory I have is that the motion of my quadra hit abuse was jumping and punching near the top of the boss head, while his health dropped down 4 times within the next 4 frames after hitting it in the first place. Here's my spreadsheet of fastest frame times: https://docs.google.com/spreadsheets/d/0BzzBXzk5TnLYbEx1cU9aQVN3aDQ/edit?usp=sharing&ouid=111054984793222235914&resourcekey=0-ghrjN4McO4p2MBL6qM8IYQ&rtpof=true&sd=true lua script from before 2017:
Language: lua

local px, cx, py, pxs, pys local lpx = 0 local lpy = 0 local function axis(x,y,color) gui.box(x,y,x+32,y+32,color,"#000000f0") end --[[ 4A5 background tile 0 row even columns 4A6 next row ]]-- local function objects() --[[ 402 glitch box? 403 glitch box? 1A difference 41a y pos 41c x pos 434 y pos 436 x pos 44e 450 ]]-- for i = 0, 15 do axis(memory.readbyteunsigned(0x41C+i*0x1A),memory.readbyteunsigned(0x41A+i*0x1A),"#FFFF0010") gui.text(memory.readbyteunsigned(0x41C+i*0x1A),memory.readbyteunsigned(0x41A+i*0x1A),string.format("%X %d %3d %d",i*0x1A+0x41C,memory.readbyte(0x401+i*0x1a), memory.readbyte(0x403+i*0x1a), memory.readbyte(0x415+i*0x1a)),"#000000","#ff0000f0") end end local function Stuff() cx = memory.readwordunsigned(0x34f, 0x350) px = memory.readbyte(0x203) py = memory.readbyte(0x204) pxs = px - lpx pys = py - lpy gui.text(60,100,cx) gui.text(px,py,string.format("X:%3d (%3d)\nY:%3d (%3d)", px, pxs, py, pys)) lpx = px lpy = py objects() end emu.registerafter(Stuff)
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