Posts for jlun2

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Well, I posted my opinion about this before, and I'll think it applies to here as well:
jlun2 wrote:
Derakon wrote:
There's other ways to be entertaining besides playing around in the game itself. In particular, providing commentary makes a big difference in the entertainment value of a run, especially for people who aren't familiar with the game.
Unfortunately, not everyone can spew out creative gold for like an hour straight, so it (usually) ends up being either lots of silence, or rambling. Mind you, I've seen it done before, so kudos to those who managed to pull it off.
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Bobo the King wrote:
boct1584 wrote:
Yes vote, suggestion Moons, and also suggesting that a Knuckles any% done on S3&K obsolete this.
I agree, although that's heavily dependent on whether the version differences are small enough to make this run redundant to S3&K. Can a run be demoted to the vault? I'm not adamant that this run be placed there, but I just see it as its most fitting long-term destination.
Uh...I'm not sure about the situation here, but:
Games on multi-carts are acceptable unless there is a standalone version available. (For instance, Duck Hunt is okay, but not Duck Hunt on the Mario/Duck Hunt combo cart.)
Is that the case here?
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Coel wrote:
Oh yeah, I forgot to post that here. :/ Thanks anyways. :D
Since I can't seem to reply on Youtube atm for some reason, can I ask will you ever submit the runs to SDA?
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Ok, so as much as I like to see a random 10 year old going around DOSing other people's accounts, I'd gotta say, this run was far too boring for my liking. To motivate myself into watching the entire thing, I went and made a tally every time a battle begins. By the first credits, there were already 97 battles, with pretty much the same enemies again and again. Given how it took more than 90 minutes to get to the credits, I assumed there wouldn't be as much battle for the post game section. Unfortunately, it seems there are twice as much battles for the final half, totaling 150 battles from the first credits to the end of the encode. What made it simultaneously better and worse is that it uses the same moves over and over. It's better since this makes the battle a lot faster. Unfortunately, it's 149 battles too much. >.>
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arflech wrote:
Masterjun wrote:
Also, this here: DO NOT ASK ABOUT XY RNG ABUSE
I got a 403 Forbidden error when I tried to go to that thread, or anywhere else on the Smogon forums, although the main site works fine.
Here's the contents:
Every new set of games brings people asking when they will be able to RNG abuse and where to find information on the subject. Well not this time. We are asking people to please be patient about this as the 3DS is looking to be a challenge to do any form of in-depth rng research so we have no idea when we'll have that information available and useable in any feasible manner. Please do not make threads, posts, or pester researchers about the subject or you will be infracted and have your post/thread deleted. When the time comes, if it does, a new thread will be made much like we have done for the previous gens and information will be kept there and you may ask questions there. Thank you for reading this post.
Post subject: Re: Video of the metroid TAS with map zooming
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Pasky13 wrote:
I remember someone made an awesome video of NES metroid that had the entire map laid out as the TAS played and it would zoom in and out showing the rooms and areas. Anyone have a link to it and how it was done? Thanks.
Link to video And the thread itself.
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You know, Since the current any% of M64 is verified, I've been wondering how far back through the previous movies until it desyncs. Or heck, would all of them actually manage to sync. :P
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while true do

	Stage = {
	[5]	=	"STAGE 5",
	[6]	=	"STAGE 5",
	[7]	=	" FINAL ",
	[16]	=	"STAGE 1",
	[17]	=	"STAGE 2",
	[18]	=	"STAGE 3",
	[19]	=	"STAGE 4",
	[20]	=	"STAGE 5",
	[21]	=	"BOSS #1",
	[22]	=	"BOSS #2",
	[23]	=	"BOSS #3",
	[24]	=	"BOSS #4",
	[25]	=	"BOSS #5"
	}
-- Don't display the following
	Blacklist = {
	[0]	=	"NO",
	[1]	=	"NO",
	[2]	=	"NO",
	[3]	=	"NO",
	[4]	=	"NO",
	[5]	=	"NO",
	[6]	=	"NO",
	[13]	=	"NO",
	[53]	=	"NO",
	[55]	=	"NO",
	[57]	=	"NO",
	[60]	=	"NO",
	[61]	=	"NO",
	[76]	=	"NO",
	[77]	=	"NO",
	[89]	=	"NO",
	[90]	=	"NO"
	}

-- Determine whether or not in field
	if Stage[memory.readbyte(0x00F2)] ~= nil then 

-- General Info
		gui.text(107,8, Stage[memory.readbyte(0x00F2)])
		--gui.text(0, 0, "Health:"..memory.readbyte(0x00B0))
		--gui.text(0, 8, "Ammo:"..memory.readbyte(0x00B1))
		gui.text(25,8, math.abs(memory.readbyteunsigned(0x0406)-memory.readbyteunsigned(0x0506)))
		gui.text(25,16, math.abs(memory.readbyteunsigned(0x0400)-memory.readbyteunsigned(0x0500)))
		gui.text(25,24, math.abs(memory.readbyteunsigned(0x0420)-memory.readbyteunsigned(0x0500)))
		gui.text(25,32, math.abs(memory.readbyteunsigned(0x0430)-memory.readbyteunsigned(0x0500)))

-- The player
		p = 0x0500
		px = memory.readbyteunsigned(p+6)
		py = memory.readbyteunsigned(p+7)
		
		--gui.text(px+4, py-7, p .."("..memory.readbyte(0x030037F0)..")")
		--gui.text(0, 16, "Character: "..char[p] .." (" ..p ..")")
		--gui.text(0, 16, p)
		gui.text(px, py, "X:"..memory.readbyteunsigned(p).."."..memory.readbyteunsigned(p+1))
		gui.text(px, py+7, "Y:"..memory.readbyteunsigned(p+2).."."..memory.readbyteunsigned(p+3))
		--gui.text(memory.readdwordsigned(0x03003950),memory.readdwordsigned(0x03003954),"P")



--The enemies (mostly based on MUGG's Wario land 2 script :P)
		for i = 0x0400, 0x04F0, 16 do
			if memory.readbytesigned(i+15) ~= -1 and Blacklist[memory.readbyte(i+8)] ~= "NO" then	
				local x = memory.readbyteunsigned(i+6)
				local y = memory.readbyteunsigned(i+7)
				if ((memory.readbyteunsigned(p) >= memory.readbyteunsigned(i) and px >= x) or (memory.readbyteunsigned(p) <= memory.readbyteunsigned(i) and px <= x)) and ((memory.readbyteunsigned(p+2) >= memory.readbyteunsigned(i+2) and py >= y) or (memory.readbyteunsigned(p+2) <= memory.readbyteunsigned(i+2) and py <= y)) then
					gui.text(x, y-7,memory.readbyte(i+15))	--HP
					gui.text(x, y, memory.readbytesigned(i+8).."("..memory.readbytesigned(i+9)..","..memory.readbyte(i+10)..")")	--ID(Action,Timer)
					gui.text(x, y+7, "X:"..memory.readbyteunsigned(i).."."..memory.readbyteunsigned(i+1))
					gui.text(x, y+14, "Y:"..memory.readbyteunsigned(i+2).."."..memory.readbyteunsigned(i+3))
				end
			end
		end
	end
	emu.frameadvance()
end
Very "hacky" lua script that despite all the patches, still has some bugs regarding off screen enemies. Also, 2 bugs: Pausing and dying after getting an item http://www.youtube.com/watch?v=eLBax15zgQg
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Ilari wrote:
jlun2 wrote:
BB Code glitch:
Did you disable HTML? That thing being enabled causes no end of problems if posting code containing <or>.
:o Alright. Thanks!
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BB Code glitch: Compare what I wrote: http://i762.photobucket.com/albums/xx262/jlun2/Originalpost_zpsfdaadaa9.png
Language: lua

if ((memory.readbyteunsigned(p) >= memory.readbyteunsigned(i) and px >= x) or (memory.readbyteunsigned(p) <= memory.readbyteunsigned(i) and px <x>= memory.readbyteunsigned(i+2) and py >= y) or (memory.readbyteunsigned(p+2) <= memory.readbyteunsigned(i+2) and py <y>.> See?
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Experienced Forum User, Published Author, Skilled player (1709)
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Enemies 0400 - Unsigned 1 byte - X.Pos 0401 - Unsigned 1 byte - X.Sub 0402 - Unsigned 1 byte - Y.Pos 0403 - Unsigned 1 byte - Y.Sub 0404 - Unsigned 1 byte - X Speed 0405 - Unsigned 1 byte - Y Speed 0406 - Unsigned 1 byte - X.Cam 0407 - Unsigned 1 byte - Y.Cam 0408 - Signed 1 byte - ID 0409 - Signed 1 byte - Action 040A - Unsigned 1 byte - Timer 040F - Signed 1 byte - HP 0411 - Unsigned 1 byte - X.Pos 2 .... 04F1 - Unsigned 1 byte - X.Pos 16 Player data: 00B0 - Unsigned 1 byte - HP 00B1 - Unsigned 1 byte - Ammo 0500 - Unsigned 1 byte - X.Pos 0501 - Unsigned 1 byte - X.Sub 0502 - Unsigned 1 byte - Y.Pos 0503 - Unsigned 1 byte - Y.Sub 0504 - Unsigned 1 byte - X Speed 0505 - Unsigned 1 byte - Y Speed 0506 - Unsigned 1 byte - X.Cam 0507 - Unsigned 1 byte - Y.Cam 0509 - Signed 1 byte - Action 050A - Signed 1 byte - Walking Animation Frame 050B - Signed 1 byte - Walking Animation Delay 050C - Signed 1 byte - IsTurning? 050E - Unsigned 1 byte - Invincibilty timer 050F - Unsigned 1 byte - Death Fadeout Timer With that discovery, I hope this leads to better manipulation :P
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Slowking wrote:
I'm not. Buuuuut Grunz and Bloob are because the TAS was started long before bizhawk had the N64 core and m64s can't be easily ported. Which I did say already on this page... so why are you not reading?
No. I'm just wondering why not redo on a more stable emulator than continue on one that's crap. And before you ask, I have restarted runs like that on other games several times before, and despite the annoyance, it's still sometimes better to do so.
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Experienced Forum User, Published Author, Skilled player (1709)
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Slowking wrote:
If you believe that that will then sync when you do the same input on the rerecording mupen, you don't know mupen. * * It might work, but is unlikely.
Why are you still using mupen though?
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Post subject: Re: Technical ratings
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thatguy wrote:
The technical rating seems basically "How hard was it to make this TAS?" And I don't know because I've never TASed - even if I had, it's hard to make a judgement unless you've attempted to TAS the same game. So for me it seems like it should just be the number of rerecords (lots of them = high technical), with maybe a few modifications for if the TAS does something really crazy/slightly sloppy.
Luckily, it's ok to simply rate on entertainment and leave the tech rating blank; in fact, if you clicked on the ratings for a movie with x.5 votes, you'll usually find one or more users who didn't leave a tech rating.
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Uh..... NES Dragon Warrior 3 (USA) "item glitch" in 48:28.08 by dave_dfwm NES Dragon Warrior 3 (USA) in 1:50:36.18 by dave_dfwm Given the number of people who rated and the ratings themselves make both the movies invalid for moon tier, the item glitched run should obsolete the glitchless one since the vault is supposed to be the fastest time.
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Odongdong wrote:
Every time spongebob says 'WOO', it gets better. I like the speedrun overall. Maybe the length is a bit long but numerous glitch abuses keep it entertaining. I throw my yes vote here (though it's pointless now). I just wonder how did you keep in track and find the exit when out of screen, like in Sea Cave or Trench Bottom.
Trail and error while still recording the input on a copy of the movie file. :P Although this means probably shorter exits exist; though I fail to find them.
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Mothrayas wrote:
I found out it is possible to beat the final boss after all: User movie #10498514182923544 My apologies go to adelikat for proving him wrong. At least now the game has a much more acceptable ending point.
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Patashu wrote:
Devil's Advocate: The J version of SM64 is harder than the E version because it fixes BLJ (and I think some other things). If a well done run came along of SM64 120 star on the J version, would it obsolete the currently existing run because it is a 'harder difficulty'? Or are 'harder difficulty by design' and 'harder difficulty due to less glitchiness' different?
http://www.youtube.com/watch?v=kHop9Ao3qMQ Er......what?
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Radiant wrote:
Vykan12 wrote:
On the other hand, I fear this sets a bad precedent if every movie on the site could theoretically be obsoleted by those clever enough to find the best initial hardware state for their TAS,
That's not actually the case, since the vast majority of games do initialize their hardware properly before reading from it.
Also, if that was indeed the case, I'm just surprised how runs like Tetris was able to be console verified several times by different people. :P
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Vykan12 wrote:
I don't care whether the game gets technically finished or not, from the encode it clearly appears that Cheetahmen dies on the final boss and restarts at stage 3, then the encode abruptly cuts off. http://www.youtube.com/watch?v=JPoLBTaJ2JU I could understand if Cheetahmen dies and you reach a credits screen or something, but that's clearly not the case.
From here:
The game has no ending, it was not programmed in the game. The fixed version simply transitions to a game over screen as if you died. I achieve that same "ending" by....dying.
Vykan12 wrote:
On the other hand, I fear this sets a bad precedent if every movie on the site could theoretically be obsoleted by those clever enough to find the best initial hardware state for their TAS, which increases the amount of technical knowledge required to make a TAS. We should be looking to decrease the learning curve for new TASers, not increase it, make it as accessible as possible.
If that honestly is a concern, then simply ban RTC while you're at it since knowing how RNG is affected by system time " increases the amount of technical knowledge required to make a TAS."
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BrainStormer wrote:
Can we see the movie so far? I mean how many frames ahead are you? It would be sad for all this tasing to go unseen I mean I doubt you'll tie your previous manipulation (according to your post)... I remember getting huge differences in lag during cutscenes with majoras mask but when I would play the file back I would get a bunch of desyncs back then so I don't know if what you are observing is actually true or just the emulation being buggy...
I'm just curious now on what emulator is the TAS using. :o
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jeffsledge wrote:
http://www.twitch.tv/jeffrosledger/c/3201569 Why isn't this trick used in your TASes? Shouldn't you be using all of the techniques available from the NES and SNES versions?
The GBA version isn't the same as the NES or even the SNES versions. >.>