Oh, I think I understand now :) it's any%
NO save corruption
YES memory corruption
NO game end glitch
If it was NO/YES/YES then you would brock through walls then do cooltrainer or inventory underflow and bring the credits up.
How is
'This list is terminated by an 0xff byte, and the game will continue copying bytes until it is found. If there is no 0xff byte in time, it will overwrite other memory areas, specifically $cd3b. This address is used to define joypad inputs that can override the simulated ones during a cutscene. The feature is (to my knowledge) not used in the game, and causes the cutscene to pause while overriding inputs are pressed, while still preserving all other effects of the cutscene, specifically the ability to walk through any object. Using any warp (e.g. entering a building) cancels the cutscene and the associated effects.'
not memory corruption?
What if someone finds an improvement to the TAS but it's mostly p0rtal_0f_rain's work (due to using a lot of his input)? Would that be publishable y/n?
If this gets moved to moons, can the old Chrono Trigger 21 minute memory corruption TAS be moved to moons on the same justification? http://tasvideos.org/Movies/ObsoletelyFabulous.html It's both more entertaining than this by far and any logic that would move this to moons would move that to moons too. Thanks!
Hi marko97_sx. TASVideos doesn't accept individual level TASes of games that can be played sequentially from a new game to the credits (such as this game, where you go start - angel island - ... - death egg - credits). For TASes that aren't intended to be TASVideos submissions/publications, post them in the relevant thread for the game. For Sonic 3 & Knuckles, you'd post it here, for example: http://tasvideos.org/forum/viewtopic.php?t=5904&start=1020
Enjoy TASing!
For youtube videos, read this: https://support.google.com/youtube/answer/2734698?hl=en
For the person who will make your official encodes, upload the .srt and link to it in the submission description and say this should be used for encodes.
I think if your optimization level is high it's worth trying. The worst thing that can happen is it's not accepted - if you're rejected for game choice it's not a black mark against you.
Also, you have a strange definition of arbitrary code execution, as the Cloud doesn't involve total control. It involves programming in an existing item, just like the orb glitch which is used in the TAS. I can't see how one is ACE but the other isn't.
If you don't understand what it means for something to be or not to be ACE, you probably shouldn't be discussing category definitions involving it. Sorry to be honest.
3) This alone saved almost 500 frames on Gangplank Galleon and is saving time everywhere.
I don’t think using a version with less lag is considered an improvement when comparing runs for obsoletion… so you should make sure that it’s faster without considering lag, too.
Correct. It needs to be faster due to better gameplay, e.g. ignoring lag, loading times and text.
If changing to a more accurate ROM or Emulator causes lag/loading times/text/etc to be slower, then when the TAS is being judged, differences not due to actual gameplay changes are ignored, so there's nothing to worry about.
N64 J 1.0 now beats VC in a lot of categories lol. I think every category you need bombchus in.
And I think swordless no RBA/WW is possible now.
any% is of course unaffected.
hegyak: Left please.
natt: So is more accurate, but accurate in what?
There isn't a 'best' palette.
Reason is that if you play a GBC game on a GBC, there is a relationship between the colours as chosen by the software and the colours as perceived by our eyes, due to how the pixel elements react to the chosen software colour, the quality of the screen, the lighting, etc.
If you play that same GBC game on a GBA, or a GBA SP, or an emulator, or a gameboy player via your gamecube, depending on your TV, etc. Then the relationship is different even though the software colours remain the same - you'll perceive them as brighter or darker, more or less washed out, etc etc based on what you're viewing it ON.
And now we have to reproduce that sensation of viewing it in the emulator Bizhawk. Well, what relationship do we choose? We don't even know what your monitor is like (as the emulator writers), so there isn't one true objective palette that looks the most like GBC, one true objective palette that looks the most like GBA SP, etc etc. Not only do you have to pick a target, but you have to guess how to best approximate it by guessing what your monitor is like.