Posts for jlun2

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While that sounds interesting, having never played one, what would (type of) game you suggest that would benefit from this? For the ones you listed, given how glitchy they are, I doubt randomizing would do much TAS-wise (ie. a TAS would likely skip almost everything still lol).
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I never played a game that requires switching disks, so can someone please explain how does it skip things, and why, or why not should it be used? Not trying to criticize the choice, just out of loop. Is there some exploit or something?
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CoolKirby wrote:
Since that ammo in Chapter 10 is unreachable, is it possible that the Chapters 2 and 14 maps are as well, due to a design oversight? Has this game ever been successfully completed 100%?
This is really awkward, but I finally found the chapter 14 map. It's in the room right after the wheelchair boss, in those opened closets. It looked like ammo from a distance, so I initially missed it. Still no idea where the rooftop map is however. Also: * The banshees at chapter 10 don't respawn on defeat. * The zombie with the leeches over it in chapter 13 don't respawn on defeat.
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jlun2 wrote:
jlun2 wrote:
http://dehacked.2y.net/microstorage.php/info/909917951/test2.dsm Wrong warped from chapter 14 to chapter 9. No idea why it happened. Delaying 1 frame prevents that.
Encoded in hopes someone might figure out something one day.
Things I tried that preserves the warp: * Delaying before entering the hall in which it occurs. * Save, reset the game, then messed around, before reentering the hall. Hall input is spliced exactly like the input file. * Entering the hall, leaving, then reentering and splice input * Kill that leech that falls down on me in the hall, all input same So it appears it isn't some one off thing. It doesn't appear you can warp in the chapter 9 hall.
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Experienced Forum User, Published Author, Skilled player (1709)
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If you (or anyone else) want an idea on a playaround, there's this glitch that allows you to change to any status. I'm not sure if it's possible at the moment without unit RAM (ie. is it possible to get a save file legit with those values by normal play) but if so you could make something different than current runs.
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While I don't have time to watch it right now, I'm really impressed on how you (and anyone else who helped) route this; the game dungeon is a giant map that links both light world and dark world (did I get those terms right?). How did anyone even approach routing this at start?
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Iirc I remember a post saying swapping blank memory cards for a certain Zelda game was "fast" in game wise due to shorter message regarding saving. Does anyone know more about this, or did I just dreamed that?
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Adeal wrote:
As for ideas to get past the 50 star door as Yoshi, this is not even doable with jumps. The only thing that could clip us OoB are the toads, but they are too far away from the walls, and there's also a missing triangle under Wario's painting, but Yoshi can't do midair jumps (with no ennemies) to avoid falling to the castle grounds. Even if you COULD mid air jump... well, it's a jump.
Are there any heaven's portals there that may be useable to get OoB as yoshi? If not, that's unfortunate. Any other ideas on the last stage with Mario that may seem plausible at least?
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That was interesting. While the movement at times looked clunky, having actually played this game I can confirm moving with dpad is....not fun. The mechanics certainly seem quite different than the N64, given for instance you can go off poles without B, yet that's literally one of the obstacles stopping a N64 "jumpless" run without waiting 3 days. Some of the glitches such as water storage and the snowman heaven's portal was new to me. Is there any possible ideas on how the 50 star door would be skipped with Yoshi, or are there no leads so far?
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Is there an explanation again for each category so far? Like what Fortranm said I'm getting rather confused of what the runs exactly do differently outside reaching credits in different ways.
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I hope this doesn't stop you (or others) from making more runs of this game in the future. If it helps, I was entertained.
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Experienced Forum User, Published Author, Skilled player (1709)
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jlun2 wrote:
It gives me a glitched amount of ammo, all weapons, all maps, all valid entrances for said maps (including glitched ones) and all items. Saving and resetting at this state won't save it. Also it allows the map screen to scroll to the courtyard and basement, even though that normally isn't allowed/ I was looking back at this post, then realized I have no idea which steps they were. So after messing around, here they are: 1. Go to the battery folder. Delete the .dsv for this game 2. Open DesMeMe 0.9.11 and open the game 3. Play the movie from this submission 4. After the first cutscene, stop the movie. 5. Pause the game, then try and restart the chapter. You will now have everything unlocked after it says "Backup save corrupted". Also, since everything has been unlocked, they will not appear again for you to pick up.
I briefly explored this again. Turns out it makes items such as health and ammo (and some notes like newspaper clips) not appear anymore as well. Additionally, cutscenes don't trigger, and if you made it to the room after the password door and reset, you keep this state. Some enemies also stop appearing (such as the zombie in the washroom that I didn't enter in the run). I wonder if it's possible to get this state legit? Edit: Also the maps in game doesn't seem to quite reflect the rooms. I can try updating them and see what happens. Edit2: In the hall with the beds where you first find zombies on the floor, while I only ever managed to get 2 of the 3 zombies on the floor to rise up at once, it turns out you can kill the ones on the ground, inactive, by circular saw. Pointer for the first enemy seems to be 0x20DC3A8 with offset -0x190 for x, and -0x190+0x8 for y. This doesn't always seem to work however.
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Experienced Forum User, Published Author, Skilled player (1709)
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Are there any games where a section requires insane amounts of luck to progress? If so, that may count as pretty much TAS only. The only thing I can think of right now is that mirage island in Pokemon R/S/E, but that place isn't required for completion, so there's that.
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Not sure if this is a good place to ask, but is there a custom zelda build ported to the latest dolphin? Would that help in the future in case another person makes a zelda run?
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Alyosha wrote:
There are 2 examples I know of: [2599] A2600 Seaquest by morningpee in 01:39.80 [749] NES Paperboy by Randil in 11:30.78 These are emulator bugs. Last I checked the FCEUX one is still present.
Can you please elaborate what you meant by emulator bugs? I went to the submission threads, and I don't seem to see any mention, at least for SeaQuest. The Stafy run technically works on console: https://youtu.be/iiTe6hF9twM?t=161 The problem is that the behavior in that video matches that on mGBA, rather than vba, so even disregarding the game bios, it would be slightly slower due to reaching moe a bit later. I feel kind of bad knowing this now after submitting the run years ago, given how this run isn't sync friendly either.
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Now that this is apparently accepted to the site, I wonder would it be allowed to obsolete some movies done on Windows with the Linux ports (if exists)?
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Alyosha wrote:
@jlun2: frame count is inconsistent between the cores , so don’t worry about that too much. As for input lag frames I’ll look at it when I get a chance since I forget what I did. I’ll be back to working on BizHawk / GBHawk again in a couple weeks I think, hopefully not too much has piled up and my code isn’t all foreign to me now
It's not just the opening: First stage of Sailor Moon R done in GBHawk core: http://tasvideos.org/userfiles/info/49783067853082890 This took 14389 frames, or ~4 mins. Resyncing it to Gamebatte: http://tasvideos.org/userfiles/info/49783054584388133 The same route, with most of the input exactly the same, took 15129 frames, or 13 seconds slower due to increased lag between every screen. I don't know which one is more "correct" either. Please help.
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I'm not sure if this counts, but there was that instant win SMB3 show case during one of the TASBot events. I can't seem to find the video right now, however. Anyone with info on it?
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Good luck on v2! I'm curious; given DK is the fastest character, is there seriously no other stages that he could be used to save time? Sure, it may take time to swap to him, but if he was used for more than 1 stage consecutively after swapping would that help?
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Experienced Forum User, Published Author, Skilled player (1709)
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Fortranm wrote:
jlun2 wrote:
I noticed so far the run resets every single level. Is that applicable to real time runs, or is that slower due to start up time?
https://www.speedrun.com/yids/guide/n9l91
J_duude wrote:
Soft Resets: Can be executed by holding L, R, Start, and Select. Soft resets will reset the game, but there are certain moments that these can be used as an advantage. When you finish a level, right as the results screen appears, you can do a soft reset, and head right back into your file. For most of the levels, this skips 3.5 seconds of loading, which adds up over time. Not only that, but if anyone wants to run 100%, soft resets can skip ALL bonus games, making it a lot less tedious. You just have to execute a soft reset as you always would.
It is.
Nice. Thanks for this. Are there any plans for that challenge mode TAS, or a 100% (eventually) as well?
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I noticed so far the run resets every single level. Is that applicable to real time runs, or is that slower due to start up time? Or does this game support some soft reset? Nice run so far; never knew some of the tricks there.