Posts for TASeditor

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I think you should have a closer look at the dot I wrote.
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FUCK YEAH!no
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Don't give a fuck and finish this!
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jlun2 wrote:
rodrigozanatta wrote:
Hum... No one know who was the Super Mario beta test? After 30 year that he did the job, you can say: Look, you did a bad job! I found a bug in your game! hahaha... And there are A LOT OF BUGS in the game! You just need to be a machine to play it.
Well, that's the problem. Most of these bugs are frame specific, and I don't think they had emulators with frame advance to test bugs on back then. So it's not really the bug tester's fault. :P
But they have the scource code, that's the only thing they need for finding bugs.
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Don't forget: We accept TASes which uses the easiest difficulty, but only for good reasons.
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That's interesting. Thanks for showing this little trick. I think it happens, when Link faces to the left when he exits the screen. I also managed to go from palace 2 to Saria with 0 encounters, but I delayed so much frames, that it turned out slower.
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So far I'm done. I ended up saving 8 frames, which is weird because it should be 10. I lost 2 frames on the Dark Link battle, because I don't know how to manipulate him. I also could save 5 more frames in the cave where the hammer is. On the first enemy where Link gets hit, I manage to get a better position after getting hit. But I lost those 5 frame in the death cutscene due to a frame counter. User movie #13188609833547530
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Your strat looks faster. I can get an UFO from the enemies trapped in the stairs and then attack with the UFO.
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Here's World 2: User movie #13097112541689833 Saved 30 seconds.
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That's not allowed! Cheat codes at TASing are not tolerated when you create a TAS for a game. Even not for savegame transfer. When you cheat on one game, i.e. getting all high stats which are not possible under normal condition, and then transfer it to another game, it acts like you would cheat at this other game. But what you can do is a TAS of the one game, and then of the another. A smiliar example would be Pokemon, where they can be changed between different versions. But when you cheat on one version, the cheated Pokemon is transfered to a "clean" version and thus has also a cheated Pokemon.
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grassini wrote:
Well,given the fact NK found a way to manipulate luck in prebattle,i suppose there's no point in arguing but i have my doubts to how much faster it could be since enemies rarely use such fast moves(91f) while putting themselves in positions to get killed and i don't know how to exhaust the luck possible to cooperate.Is TASing only for people who can program bots to test thousand combinations?
I don't know the game, but anyway... You don't need to necessary know programming for TASing. Most of the TASes here are done without bots. TASers only test combinations that are logical and make mostly sense, but you have use a bit of out-of-the-box thinking. For luck manipulation you have to understand how the outcome changes, when you do something. Search for a RAM address, that shows RNG values. Depending on the game, it's more or less difficult. You should think about botting, when you have to test many combination thus the TASing process of a segment gets really boring, or you're just interested in programming a bot.
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I didn't mean, you need it to glitch out, that you only see weird graphic glitches etc.. I meant you need to make it a bit more perfect looking. For example: When you inhale the balls, make it so that it looks just in time. You started inhaling it 3 seconds before the ball appears.
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Fast, but not entertaining.
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Very sad. I have also experienced emulators not registering inputs, mainly frame-advance, while I tried comparing different runs at the same time. Running multiple games in one emulator is a good approach to solve this problem.
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got4n wrote:
I did a testrun of stage 1 with 30 rerecords (1199 of mine - 1169 of yours) and it beats your WIP by almost 30frames
When your time is 1199 and his 1169, Jok is 30 frames faster.
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Thanks for trying. Very sad you couldn't succeed. Trial and error is the most effective method I can think of. It isn't to hard to delay inputs and such, also it seems it is useful to walk against blocks to manipulate enemies. Edit: I delayed more frames in Mido and got into the Palace 3 frames faster than in the published movie. I think it is possible to save a few more frames. Edit: Done with Palace 2. Is preventing random enemy battles possible after Palace 2 without losing time? This is the best I got so far User movie #12786554823417224
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I tried as much as I can to manipulate the enemies in the swamp, but couldn't succeed yet. I don't want to delay to many frames and not start a battle. Maybe someone will give it a try. http://tasvideos.org/userfiles/info/12651027257276382
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Here's a very short WIP. This saves 3 seconds, but it is very hard to get it. When you inhale the second enemy (the first trapped one) you have to be in a x position less than 241 to manipulate the enemies position and then when you inhale the third enemy a very specific subpixel position is needed in order to move right below the corners of the block without loosing speed and not to get hit by the attack. There's also a shitload of lag frames. Link to video
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You should use BizHawk. It uses the mupen64 plus core and should be more stable.
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The video was just a demonstration to show off the glitch, not the locations where the glitch is possible.
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Yes. Yes. Yes. Everytime the run will be different than the normal version, it is completely fine if you use different characters or secret weapons you obtain after beating a game, etc.
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franpa wrote:
As it is now, getting the compass/map seems extremely superfluous and a complete waste of time where as without the magic key they'd still be pointless to obtain, but they would more or less able to be gotten along the way with minimal impact on progress (Collecting them in such a playthrough would feel more natural).
Ignoring the magic key and getting the small keys instead is a waste of time too. I collected maps and compasses, because they stay in the inventory and add some rooms which are not shown in other runs, without getting to pointless with collecting stuff. You can't really tell if it's a waste of time since there is no counter for percentage of collected items.
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franpa wrote:
Once you have the key it's just straight to the items in each dungeon and then the boss, no deviating at all which is kinda meh. It would've been way more interesting if the Magic Key was collected last or never collected at all as it would've involved doing the dungeons in more interesting ways as well as showing off the complete dungeon design better.
Then it would be more like a playaround TAS. It wouldn't increase the entertainment factor, because the fighting techniques would be the same.
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