Posts for Warepire

Warepire
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Highly entertaining. And what a balance on that 1-wheeled rail-platform. The voice of the main character was ... I can't describe it, but the way he says "oh yeah" (or "booyeh"?) alone makes this publish worthy in my book. Yes vote.
Warepire
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The De Hack Ed Microstorage is for hosting WIPs and such files. So post whatever DSMs you wish. For the desync I have no idea, I never TASed anything DS.
Warepire
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Warepire wrote:
I love this game, used to play it all the time when I was little. The SDA run I find quite impressive. Will have to watch this once the encode download is complete (I don't have access to the [U] disc).
Watched it now and I am impressed, I doubt it is possible to complete the game any faster unless some memory manipulating glitches are found. BIG yes vote.
Warepire
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You can submit your DSM movie files directly to De Hack Ed Microstorage. Not saying that youtube is not appreciated but this saves a lot of encoding and uploading time. Also the ones who have the ROM do not need to stream the video.
Warepire
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I love this game, used to play it all the time when I was little. The SDA run I find quite impressive. Will have to watch this once the encode download is complete (I don't have access to the [U] disc).
Warepire
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Don't really have any input, but it's entertaining enough and some neat shortcuts. Yes vote. Oh... And those annotations where really useful, you would have lost me without them.
Warepire
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Nice manipulation on the cubes but it was mildly boring to watch. Meh vote.
Warepire
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Tompa wrote:
I have been thinking about doing a full run of it as well. My main idea was to wait until V2.0 was released and then start it. But as the project was cancelled, I could as well do it on the original version. There are some annoying things in it though, like having to climb the Parallel Tower three times and things like that. But if there's some interest for it, sure!
Interested! The hack could use some bug fixes and better grammar but ... nothing one can do now. :(
Warepire
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FractalFusion wrote:
Warepire wrote:
Google Translate cannot translate into Taiwanese yet.
Taiwanese people can (in general) read and write in Chinese (Traditional).
You learn something new every day.
Warepire
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Warepire
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Derakon wrote:
I suggest you use Google Translate to help you explain your run. Some information is better than no information.
Google Translate cannot translate into Taiwanese yet. ============================= Voting no from bad hack choice. Everything has already been said. I did like some of the new enemy behavior though but it is not enough to make up for the flaws of this hack. Also all those missed shots make the run look poorly executed.
Warepire
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henke37 wrote:
Warepire wrote:
If I understand it correctly the counter starts overwriting the flags for collected crystals.
But how? It's just a number, it's not like it's a string that is too long for a string buffer.
I have never disassembled the game so I am not 100% sure of the program design but from what I can tell from the video and descriptions by pirohiko the jump counter is also an offset. This offset is then used to decide the reward for picking something up or serial-stomping enemies/breakable boxes. And as I said in a previous post the levels are not designed for it to be possible to serial-stomp over 200 enemies / breakable boxes. But as the counter is incremented on unbreakable boxes as well...
Warepire
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henke37 wrote:
I understand it better now, but I still don't get why the high numbers give the results they do. Do they overflow and read random data? It is a little too predictable for that to be likely.
If I understand it correctly the counter starts overwriting the flags for collected crystals.
Warepire
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henke37 wrote:
I'd love to hear how the heck they managed to screw up like this. What exactly is happening? Full details please!
There is a counter on how many times Crash has stomped an enemy or how many boxes Crash has broken in a row by jumping on them. This is mistakenly incremented on unbreakable boxes as well. All levels are designed so you shall not be able to stomp 199 enemies/boxes in a row. But due to the fact that it is incremented on unbreakable boxes you can stomp on these for a suitable number of times. Now if Crash does something special while he hits and is on the ground the counter will not reset (explained in the submission text). So even if unbreakable boxes do not give a reward the enemies and breakable boxes will. So all the runner has to do is hit 24 enemies and/or breakable boxes while maintaining the counter and he has received 24 crystals. (The 25th is the Snow Go level crystal). Naughty Dog is known for dodgy programming. The current all levels TASes of Crash 1 and 2 and the SDA speedruns of Crash 2 and 3 shows this rather well. (That the games are broken, not this glitch that this TAS used).
Bezman wrote:
So it sounds like by bouncing for longer, you'd get all the gems and colored gems necessary for a 'best ending' run. I understand the only difference may be in extending the bouncing at the start, the delay in recieving the items and in the ending but it seems worth doing.
The problem with this is that he will either have to hit 246 enemies and/or boxes to gain all the crystals or do 2 or 3 different or the same level(s) abusing the same glitch in order to get the gems... Where 2 or 3 depends on wither he wants to collect the gems and colored gems together or not. Either way it would be quite boring to watch all that bouncing. =========== I'm sorry if it seems that I hijacked the thread... I just love Crash Bandicoot games.
Warepire
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Bezman wrote:
A quick explanation of what Crystals, Gems and Collor Gems are in this game would be appreciated. Wikipedia wasn't particularly forthcoming regarding the mechanics.
Crystals: The item that must be collected in every stage, when you have the crystal from every level in the warp room you are allowed to visit the warp room boss. What this TAS is doing is that it collects all crystals from all levels at once (In the level Snow Go) using the glitch explained in the submission text. Gems: Reward for collecting all boxes from a level or for beating a gem/death route, they are not trivial to beat the game but collecting all of them (including the colored ones) unlocks the best ending. Colored Gem: Reward for completing a secret goal or a hidden region in a level, a few of these regions are only available from a hidden warp room. (These along with the ordinary gems unlocks the best ending)
Warepire
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I think that the award image in the signature is reward enough. Sure, I have not made a single TAS yet but I plan at attempting some as soon as school gets less hectic. Save the money for future server fees or use it to improve the site or server somehow instead.
Warepire
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Thank you for posting these news henke37. While Java may not be the best language for an emulator it is better than no emulator at all. The JavaVM itself might actually cause a few desyncs due to the fact that it runs the final compile pass on the code as the code is executed. I have seen Java applications that slow down or act strange when the CPU is under heavy load. For sound emulation I think that there should be a general audio processor that all soundcards are mapped to. If I am not mistaken this is mainly what DOSbox does.
Warepire
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I liked the graphics and music better in this TAS compared to the original NES TAS. However: 8400 re-records for a 20 minute movie ? This sounds rather low... Also the run gives the impression to be improvable quite a bit with luck manipulation. There where several bosses that had very high or even the highest possible clear points. Is there absolutely no way to manipulate this in the GEN version ? Also the robot masters seemed to have control of their own movement unlike the NES TAS where they are manipulated into moving a certain way. Also I doubt that the zip glitches where patched up this good in a "porting project". It feels like it should be tested in more detail. I also think that it would have been more interesting if you showed all 3 games in the TAS. I'm sorry but I'm going to have to say no.
Warepire
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Xkeeper wrote:
I was under the impression there was a rule against using the JP version of a ROM when the only change was text, especially when there is a US published movie. Also re: blah blah blah unskippable, in games like this the text can actually be followed along if you're a fast reader. This should have been done on (U) ROM.
The only reason that it was OK for the TASer to use the J rom was that the run was initially made for nico video and someone here told him to submit it here as well. As it is explained in the submission text...
Warepire
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Yes vote, mainly due to the awesome luck manipulation on the blocks but also due to the 1-shot-win levels, there where some that where a tad unexpected.
Warepire
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The only thing that was entertaining in this TAS was level 4-3, the rest was kinda meh. Very weak yes.
Warepire
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Here is a video showing how to do this: http://www.youtube.com/watch?v=S2xwwnIN5fQ I am guessing that all the bounces causes an overflow somewhere in the memory giving you gems/crystals instead of wampa fruit when you do a chain-kill.
Warepire
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Yes vote, it's an improvement of an already incredible TAS.
Warepire
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From what I can tell from that error it seems that someone snuck a slash into the filename, this is not appreciated by most programs.
Warepire
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I've heard of this glitch but I've never seen it pulled off in Snow Go, and I've never seen it pulled off in a way that grants you more than one extra crystal. Yes vote, I was either amazed or laughing through out the whole TAS. @Patashu: If I am not mistaken too many bounces causes a memory corruption/manipulation, and the number "too many" bounces decides where the corruption happens. So in this case the crystals addresses where corrupted/manipulated. If anyone knows exactly how this glitch works, please explain it. EDIT: Should be published separately instead of obsoleting the other run, due to the fact that this glitch breaks the game into smithereens.