Posts for Sanqui

Sanqui
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Joined: 4/25/2011
Posts: 33
MrWint wrote:
I looked into the coin case glitch a little, it isn't the position that decides where your jump goes, but the window location of the background tile buffer. The details are somewhat technical, I probably post a more in-depth explanation in the glitch city forum thread when I have more time for it, but basically you get the jump from virtually anywhere on the map, not just New Bark, which makes the glitch far more useful and in particular would make this run faster.
Yeah, I know. I just walked around New Bark until I saw a jump opcode in wram. I wouldn't say it's virtually anywhere, it did take some seeking—around 10 minutes, but I might've been unlucky or just blind. Also padz looked into it and found a better vector too, iirc.
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Sanqui
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Joined: 4/25/2011
Posts: 33
Hi, I'm the person who figured out and documented the coin case exploit. I still think that using it, werster's glitched speedrun can be beaten, but I haven't gotten around playing with different vectors than the one in New Bark yet (which is obviously undesirable).
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Sanqui
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Joined: 4/25/2011
Posts: 33
Well, what license are TASes on this site licensed under? I would hope something like CC BY-SA. EDIT: As per http://tasvideos.org/SiteLicense.html, all content, including TASes, is CC BY. Therefore, the uploader should mention the author.
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Sanqui
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Joined: 4/25/2011
Posts: 33
jlun2 wrote:
What about runs of games that never end? Or those that use a password system to resume prgress? Does that mean we should unpublish all of those kind of runs? Edit: I don't mean runs that uses passwords. I mean runs of games that uses a password system to resume where you left off.
If the game ends (i.e., stays stuck) on the endgame screen, then that's the expected behavior. However, it's not the expected behavior for Pokémon Red. I don't care in particular if the run gets published or not or any precedents, I'm just stating what's on my mind.
However, what I can say is that the game executes a code specifically made for THE END.
Code specifically made for displaying that message on the screen, yes. However, that's only a part of the credits. The game doesn't execute other assorted code, such as the one to save the game and the one to restart it following the credits. The game is left in a broken state of an infinite loop. In my opinion, those contribute way more to "completion" than the THE END image does. I do realize the line is very blurry, though.
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Sanqui
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Joined: 4/25/2011
Posts: 33
While this run is impressive, personally, I think that if the game isn't left in a regular post-credits state after the movie, it doesn't count as beating the game. In Pokémon specifically, I would expect the game to create a 'game finished' save, and restart after the credits.
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Sanqui
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Joined: 4/25/2011
Posts: 33
jlun2 wrote:
Sanky wrote:
With regular timing, you'd need to hit Mew over nine times per second. This is clearly impossible to achieve for a human, and probably out of TASing's scope, too. No catching Mew, I'm afraid!
Is it possible in a TAS to somehow shake the board to manipulate the ball to keep hitting mew?
It's possible to keep the ball on top of the Mew, but I think the maximum hits you can achieve with this is one or two per second. However, I'm neither a TASer nor a frequent pinball player, so somebody may prove me wrong.
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Sanqui
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Posts: 33
A month ago, nineko posted two videos on Youtube proving that Mew cannot be caught in Pokémon Pinball. This got me curious, so I actually disassembled the hit routine and figured out what's going on. (I also commented this on the second video) At 8:40FB, which is a part of the Pokémon hit routine, you can see a check for Mew in place. Turns out, when you hit Mew, a counter at D5C5 gets incremented. And if that counter overflows? The hit gets regarded! That means that if you manage to hit Mew 256*4 times, you can actually catch it. With regular timing, you'd need to hit Mew over nine times per second. This is clearly impossible to achieve for a human, and probably out of TASing's scope, too. No catching Mew, I'm afraid!
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Sanqui
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Joined: 4/25/2011
Posts: 33
There is no guarantee that VRAM writing occurs in a safe (to a real GB) manner; it does not check for status of FF40-FF41…
To achieve this for the graphics, you can call CopyVideoData ($1848). Put the graphics offest in de, the VRAM offset in hl and number of bytes divided by 16 in c first. The tilemap tiles may be more complicated. Pokémon Red keeps its own an internal tilemap buffer, which is however only activated when you're in a menu, so because you're in overworld mode at the time of exploit your current writes don't get overwritten each vblank. To enable it, I think you have to write 1 to H_AUTOBGTRANSFERENABLED ($FFBA) and then just modify the tilemap at starting at $C3A0. This may or may not be enough. Check out pokered (project page) for code which may be helpful; keep in mind it's not yet complete, however. I feel like this would have been better if it could run flawlessly on an actual Gameboy, instead of relying on known emulation inaccuracies. Anyway, I have to say the method by which you write arbitrary code with just a few (limited!) bytes is really impressive. Kudos! Happy half tau day, everybody.
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