Posts for fsvgm777

fsvgm777
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feos wrote:
Here's what I've been thinking of. #4657: Lord_Tom & Tompa's NES Super Mario Bros. 3 "100%" in 1:04:36.90 defines the goal as: 1. All regular levels entered and completed 2. All World-Map Hammer Brother and Pirahna Plant levels completed 3. All World-8 Auto-Scrollers and Hand levels completed Regular levels are obviously fixed in count. World-8 Auto-Scrollers and Hand levels, I don't know what they are. But what is Hammer Brother and Pirahna Plant levels? Are they fixed in count?
The W8 autoscrollers and "hand" levels are the tanks, the ships, those small airships and the three "hand trap" levels in the second portion of W8. By the way, there's a total of fifteen Hammer Brother fights* (excluding W8-Tank 1, which actually hosts such a fight at the very end) and two Piranha Plant levels (both in W7). There's a total of 90 levels in SMB3 (regular levels, fortresses, airships, tanks, ships and Bowser's Castle are included in this count). *For simplicity, I'm referring to them as Hammer Brother fights, since SMB3 also features Bommerang Bros, Fire Bros and Sledge Bros.
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Post subject: Re: Movie label
fsvgm777
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ThunderAxe31 wrote:
DrD2k9 wrote:
Wait...doesn't this mean that multiple goal choices are valid for vault runs? Why can't there be both a glitched and non-glitched run in vault? EDIT: Unless you are claiming a glitched any% version is better than a non-glitched any%....that I agree with.
We only accept the fastest run for Vault. It's not about using glitches or not, it's about being faster. However, note that for full completion we have a rule that forbids glitching the intended completion progression: see below.
DrD2k9 wrote:
But I don't agree that a glitched any% should obsolete a non-glitched 100% or full completion run.
Indeed, a run that goes with "game end glitch, best ending" is not allowed for Vault, as we recently clarified in the rules text, explaining that for full completion it is not allowed to use ACE exploits or memory corruption in order to access the relative completion flags directly:
Vault wrote:
    • Full completion criteria must be reached through in-game actions.
      • Arbitrary code execution (ACE) is not allowed for any full-completion category for the Vault. Arbitrary code execution of ROM data, and memory corruption tricks to write to arbitrary memory are also not allowed.
      • If a game has a progress counter, it must be filled by actions that increment the counter in gameplay. Modifying the progress counter through ACE or memory corruption is not allowed.
      • If full completion is counted by obtaining a set of items, these items must be collected through in-game methods. Using memory corruption to place items into an inventory is not counted towards full completion.
      • If full completion is counted by fulfilling a set of flags, these flags must be set through in-game mechanisms. Using memory corruption to set completion state flags is not allowed.
      • If a progress counter is filled by collecting a set of items or fulfilling a set of flags, all individual components of this set must be collected or fulfilled. Collecting or fulfilling the same component multiple times to inflate the progress counter is not counted towards full completion.
However, glitches that don't modify the relative progress value or completion flags are allowed. As an example, see this recently accepted submission: #5910: luckytyphlosion's GB Pokémon: Blue Version "Gotta Catch 'Em All!" in 37:55.33. It makes use of heavy glitch abuse, however none of these are touching the flags relative to game completion.
Fair enough. Then it obsoletes klmz's run after all.
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Post subject: Re: Movie label
fsvgm777
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ThunderAxe31 wrote:
I just figured this movie should get an appropriate label, since it's skipping more than half of the route required for Ending 3... In my opinion "game end glitch" fits nicely. Any thoughts?
Then from my understanding, it no longer obsoletes klmz's TAS, since it performs the Ending 1 route without the "hut glitch" (which doesn't work in the USA release anyway). (and I'd have to re-do the encodes again...)
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Post subject: Re: hi ThunderAxe31
fsvgm777
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feos wrote:
ThunderAxe31 wrote:
[2810] GBC Super Mario Bros. Deluxe "warps" by negative seven in 04:55.99 Should be "warps".
Does the game even have warps?
Yes, the game has warps, as it's basically a remake of SMB1.
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fsvgm777
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Some users here seem to completely miss the fact that it originally didn't come with the e-Reader levels out of the box (in fact, these were never released in Europe to begin with and only saw a limited release in North America before the discontinuation of the e-Reader). For these levels, you'd need a specially crafted save file (which only holds up to 32 levels, I believe, which isn't even all of the e-Reader levels) or TAS the WiiU VC release of the game, which includes all of the e-Reader levels.
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fsvgm777
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JeyKey_55 wrote:
And what exactly should I do to make it work for everyone? (I'm new to all this emulator stuff)
As I mentioned in my first post in the submission topic, BizHawk's VBA-Next core yields the intended behaviour (of formatting saved data). However, it's also less accurate than the mGBA core (and vanilla mGBA also yields the intended behaviour, as I also mentioned, the issue lies specifically within the RetroArch and (by extension?) BizHawk cores).
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fsvgm777
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JeyKey_55 wrote:
Ok, should I just try to make it work with the preferred US version?
I believe every version of Super Mario Advance 4 is affected, even the USA (confirmed) and JPN versions. (of note that the USA and JPN versions won't have a language select, obviously)
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fsvgm777
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JeyKey_55 wrote:
BizHawk 2.0.0?
You actually used an interim release, namely this one (according to the movie header). However, even with this one, I'd get first "Reading", then "Saved data is corrupted". What's normally supposed on happen on first run on the European release is a language select screen to appear after the GBP logo, then, after the language has been chosen, formatting the saved data (this is explicitly mentioned in the manual on page 8, by the way). Now comes the screwed up part: I can't reproduce it in vanilla mGBA 0.6.1, as in I get the intended behaviour. This means it's an issue with the mGBA core in BizHawk (in fact, the wrong behaviour also happens in 1.13.1, 2.0, 2.2.2 and likely any version between 2.0 and 2.2.2). EDIT: RetroArch's mGBA core is also affected. EDIT 2: And I also get the intended behaviour (formatting saved data) on the VBA-Next core (alas). Bottom line: The issue is present in RetroArch's mGBA core and BizHawk's mGBA core (which I believe is based on the RetroArch core), not in vanilla mGBA.
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fsvgm777
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thecoreyburton wrote:
That was a great way to spend just over an hour, voted yes! Also, I'll take this for publication if this gets accepted. I'm currently checking emulator sync but haven't had any luck (on two separate machines). If anyone gets it working, please let me know (I'll edit this post once I've managed to get it working).
For what it's worth, it needs the proprietary DSP LLE roms (dsp_coef.bin and dsp_rom.bin), not those that come with Dolphin. These have to be put in (on a usual config) C:\Users\<user>\Documents\Dolphin Emulator\GC.
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fsvgm777
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You're slower than this RTA run, even: Link to video (ignore the timer at the top) In fact, you don't perform a particular glitch which this RTA run does. As a bonus, here's a ViewSync link: https://viewsync.net/watch?v=fC64xYTWmgs&t=0&v=GvRgq2pZJ5s&t=0.9&mode=solo Top is your TAS, bottom is the RTA run.
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fsvgm777
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boct1584 wrote:
dwangoAC has actually tried to verify it on a Analogue SuperNT reproduction console.
Yeah, no. The Analogue Super NT is still an emulator (albeit one that runs on hardware instead of software, due to it being an FPGA). Please do not call it a "reproduction console" when it isn't one. See this thread and these two articles by byuu. In fact, byuu's first article I linked to mentions the following:
Of course, [higan]'s not perfect. And neither is the Super Nt. You see, the Super Nt is not a real SNES. It is not a perfect transistor-level replication of the original hardware.
(emphasis mine)
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fsvgm777
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Why did you use the QuickNES core instead of the much more accurate NESHawk core?
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fsvgm777
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EZGames69 wrote:
That's because the languages are in alphabetical order
Your point? The Mega Drive version of The Smurfs, by the same publisher (Infogrames), to cite one example, had French first, then English, then German. Nevermind the fact that this particular game was developed by a British company (Rebellion Developments Ltd.) (also, after re-checking, Spanish comes before French in this game)
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fsvgm777
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For what it's worth, this game was only released in Europe. Kinda intriguing for an Astérix game to have German as the first language option, followed by English and then French, I must say.
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fsvgm777
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First off, I've un-embedded every single image in this submission. Please do not embed 83 huge GIFs. Secondly:
I choose this version, because I find than musics are perfect for this Shinobi. Japan and USA have only action musics type, the PAL version have Japanese music genre and for some levels I choose to play with music and I prefer doing this on PAL sound. This is just an aesthetic choice !
That's not a good reason for using the PAL version, especially considering the PAL Saturn runs at around 50 FPS, while the NTSC Saturn runs at around 60 FPS.
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fsvgm777
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Alyosha wrote:
I just added suport for korean BIOS. I'll try to make region choice a little more clear cut as well going forward.
Not sure if it's intentional, but I don't seem to be able to access the Korean BIOS in any way on the latest interim builds?
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fsvgm777
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Hrm. Was the TAS indeed done on 1.00b? I'm asking, because the MD5 hashes of th15.dat and th15.exe (provided with the verification movie) match with those of version 1.00a (Comiket release). EDIT: I can't even get the verification movie to sync... Could you show us how your configuration window looks like? Also, something very important that may be detrimental: There's no sound at all when playing back a TAS for this game within Hourglass. It is fine outside of it, however.
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fsvgm777
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Holy moly. I'm going to encode and publish it if it gets accepted. (but I might regret it later)
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fsvgm777
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Note to other encoders/publishers: I'll be encoding and publishing this TAS once it gets accepted.
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fsvgm777
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Ranking in full detail. (spoilers) And with that, I'm officially done with the Nicovideo TAS rankings. I will no longer provide the rankings in full detail in the future.
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fsvgm777
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ThunderAxe31 wrote:
And I can't set any higher resolution. However, after a quick check, I've found that this is probably caused by a YouTube bug. Still, this makes me totally unable to watch the encode.
It's more likely he uploaded the AVI straight to YouTube without resizing it at all (the GBA's screen is 240x160, and thus, if you upload a such a video to YouTube, it'll stay at 144p and horrendous quality forever)...so it's not really a YouTube bug.
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fsvgm777
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By the way, the movie ends mid-gameplay. It probably would be better to suicide the remaining balls to at least reach a high score entry. Though I'm myself curious about the odd buzzing sound you're encountering. Could you upload an encode with the audio?
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fsvgm777
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Something else I'd like to point out is that you forgot PIN13.TFP.
c-square wrote:
I also looked back at some old messages from Ilari. First, JPC-rr 11.2 doesn't work with general MIDI. You have to go with 11.6 or higher for that. That's not a problem if you need to. Use the upgraded 11.2 to create the movie file, then run the movie file on 11.6 or higher to get a dump of the midi audio.
Does it use MIDI audio at all, though? EDIT: Okay, I tried with the default configuration and the one matching with the CONFIG.PIN used in this TAS....but it loads the Deep Sea table (possibly because I included PIN13.TFP). EDIT 2: I actually get proper audio from a test dump I made (done on JPC-RR 11.8 RC2). But....yeah, the missing PIN13.TFP is an issue, as far as I'm concerned (pretty much akin to a "bad dump"). It is part of the game's files, after all.
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fsvgm777
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Hrm...of the files that I have, CONFIG.PIN and HISCORE.PIN (clean file) are different and SETUP.INT doesn't exist at all. The former changes every time I change the in-game configuration (Fast/Slow PC, Music volume, SFX volume), AFAIK. Could you post a screenshot of the in-game configuration?
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fsvgm777
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