Posts for jlun2

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No vote. I just wasn't entertained by the fact I had to watch it slowed down just see what's going on, and for the actual video, I never played this game before, and had no clue what I was watching. Sorry about that.
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Patashu wrote:
FractalFusion wrote:
Provided that we are permitted any starting initialization for 0x780-0x7FF that we choose, then I have confirmed that sub-1:56 is possible. I still need to check a few things.
Would this choice of RAM initialization become part of the input file? (Would a NESbot be able to follow up on this?)
Unrelated, but would this also allow Cheetahmen II to play back using the original rom?
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hegyak wrote:
Again,
Puyo Puyo (and Dr. Robonick's Mean Bean Machine and Kirby's Avalanche) do NOT have the offset mechanic. What that means is that an attack from the opponent or your own attack, can be countered if you remove (pop) Puyos. Puyo Puyo 2 (Tsu) and any Puyo game after, have this mechanic.
Puyo Puyo, Dr. Robonick's Mean Bean Machine and Kirby's Avalanche are NOT the same as Puyo Puyo 2.
Well, has this been resolved yet? :o
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Masterjun wrote:
I have a question, why would submitting an input file to TASVideos suddenly allow anyone on earth to manipulate RNG in online battles?
All I'm wondering is how does "Kaphotics" expect no one to ever find out about it especially after he already uploaded proof (and also posted) that it's possible in real time.
Zowayix wrote:
It's not something I need to know exactly; it's just somewhat disheartening to realize that if Game Freak doesn't change how their in-battle RNGs work (and they have no reason to), then it will basically be impossible to, in good conscience, ever submit a TAS of a Pokemon game post-Platinum here (since doing so would essentially allow any players of that game to cheat others on Wi-Fi almost undetectably).
Uh....
Kaphotics wrote:
dem questions-- input file: The battle RNG can be abused online; for this reason I won't upload it because I do not want to openly share the information on how the battle RNG operates. I've demonstrated this to my friends at Smogon and we've decided to keep battle RNG under wraps due to BW being the active game.
That doesn't sound like "good conscience" whatsoever. Heck, looking back, it sounds more like he's abusing it with his group of friends. :P
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Malleoz wrote:
Hopefully someone can help me, but does anyone know why the movie playback stops when I load a state sometimes? The state was saved during the playback of the run, so it wouldn't desync it at all I wouldn't think...
Try asking this either in the dolphin development thread or site for help from people who know more about the emulator. I don't know about the dolphin code, so I can't help you much. =/
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From here:
Edit by FractalFusion: Removed embed because of a bug that causes it to autoplay.
Embed video was: http://video.sina.com.cn/v/b/116098306-2813396734.html?qq-pf-to=pcqq.c2c
Experienced Forum User, Published Author, Skilled player (1709)
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pirohiko wrote:
I make brand-new run in Lsnes.
A new run? :D Is it going to be a new version of the debug run, or an improvement of the debugless version you made?
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True wrote:
It's working, the board functionality has been verified (already have a lot of changes simplifying the board and making it easier to solder for REV4). Still struggling with USB firmware and bootloader, and the only games it will run are SMB (verified complete with SMB+DuckHunt) and Duck Tales. DT goes farther than NESbot but still has problems, I've been able to manually edit about 5 inserted frames total to get it halfway through stage 2 though. But the hardware does work =) So the hardware seems to work, USB works (just not with my firmware), now I just need to fix the firmware and implementation bugs :) Once I'm satisfied with the FW and board layout I'll order a bunch of boards.
I wonder if you tried adding a very specific input to the movie file that would have otherwise no effect on the run if it syncs, but can be easily spotted if the run desycned. For example, opening the menu with "Start" on a laggy frame. This can help narrow down the points where the run starts to desynch.
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Malleoz wrote:
Chapter 1 in 43:20.5 http://www.youtube.com/watch?v=lzebVOB0Jyg&feature=youtu.be
Nice! I got 2 questions. How do you manipulate luck? Also, would it be faster to get the first castle key to use it to skip the Ms. Mowz dialogue?
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Bernka wrote:
Here is an encode. To understand, I changed in-game language to English.
http://video.sina.com.cn/v/b/116098306-2813396734.html?qq-pf-to=pcqq.c2c Embed. ---- Edit by FractalFusion: Removed embed because of a bug that causes it to autoplay.
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ais523 wrote:
I'd say beating Lance and beating Red are different categories, sort of like beating the Elite 4 versus beating the Elite 4 Round 2 in FireRed/LeafGreen.
No. It's not the same as Firered/Leafgreen. In this game, the 2nd credit route doesn't affect anything done in the 1st credit route. In Firered/Leafgreen however, you must also take account with the fact at least 60 pokemon must be caught just to access the rest of the Sevii islands. This makes the any% route to be quite different for the 1st credit section.
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PikachuMan wrote:
What do you say?
I'd say an official game would be nice. :P
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Warp wrote:
It's not a question of it being a ripoff. It just looked horrible on its own right. For some reason when people make a MLP game (or a ripoff), the only thing they can think of is small mini-games, collecting stuff, dressup and things like that. I don't watch the show because of collecting stuff and dressup. I watch it because of the story, the character development, the action, the humor, and the quality of the animation. If I were to like a MLP game, it would have to be like that. I couldn't care less about minigames and virtual paperdolls.
....... 3810 and 3811, why can't you stop taunting me??? But I do agree with your points, Warp.
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Uh...kinda late, but can I suggest Kirby's Adventure as one of the TAS's to showcase? It's nice, short, and breaks the game into pieces. I know it uses hard reset, but I think it was mentioned somewhere that it could be resynched to work with an ingame soft reset.
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FractalFusion wrote:
This is a pretty useful TAS to study how to use the coin case glitch. That being said, I really want to see another version. There seemed to be a lot of time-wasting, such as when going back and forth to get a random encounter, and backtracking to areas already visited just to get an item that could have been bought or obtained the first time. Also, I wonder if there is a way to glitch to the hall of fame without requiring so many items.
Since you have seen the TAS (and also have done one for this game), do you think using (only) the instant win glitch would be faster or a combination of both this glitch and the win glitch?
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Since VBA has problems with emulating the Real Time Clock while recording a movie, and correct RTC values are crucial for the run, the RTC emulation was turned off. All other settings were left at their defaults.
http://tasvideos.org/Bizhawk/ReleaseHistory.html#Bizhawk150
rtc is pegged to emulated elapsed time. maybe. don't know what to test it with. time at core restart is always 1970, or something like that, which isn't as bad as it sounds, because the GB rtc doesn't keep track of anything past days
Not sure if it's better, but hope it helps?
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feos wrote:
Where it says vault can have different region versions at once? Or you mean one in moons and another in vault? I was referring to the fact that the audience already had a say, and that's what it decided exclusively - that they are similar enough while one of them is better.
I meant the later, and more about this line from the article:
Its purpose is to fulfill the site's goal of being a TAS records site, and a central repository of tool-assisted literature and information.
For example, if a Doki Doki Panic TAS were ever to be submitted, it would be placed in the vault and the SMB2 run would remain on the moon/star tier, or vice versa*. *Or both on the same tier, depending on the audience's decision.
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feos wrote:
[1920] NES Battletoads "warps, 2 players" by feos & MESHUGGAH in 11:04.72 was unobsoleted, making me a Skilled player. I know I deserved it :P
jlun2 wrote:
Movie Super Puyo Puyo 2 obsoletes Kirby's Avalanche despite looking completely different except gameplay. Just because "Kirby's Avalanche" is pretty much an "Amercianized" version of "Super Puyo Puyo 2" doesn't mean they are the same game. =/ Infact, with that logic, a "Doki Doki Panic" TAS can be submitted to obsolete the SMB2 run.
This question was already set back in 2009:
mmbossman wrote:
I'm setting this back to "new" status so that more discussion can take place regarding whether we need this movie and Kirbys Avalanche published
There were 2 answers that agreed with obsoletion: Post #211052 Post #212110 And one that was against was late to the show by 2 weeks: Post #213250 ...despite of it being in the bench for 2.5 months. So the audience already had a decision and I don't see any need to revise it, since anytime later enough people may appear to contradict ANY decision, it doesn't mean it must be revised each time.
I thought we had a vault tier for runs of similar games and their ports. :o
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TheAngryPanda wrote:
Regarding the "only test 3-4 strategies" thing, for the game I'm working on (Secret of Evermore).
Wait...isn't that an RPG? Wouldn't it be better to use a bot or lua script to brute force it, rather than manually trying out every frame? 0_o
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Patashu wrote:
Isn't there a precedent on tasvideos where two different games with identical gameplay but differing graphics/console/whatever, only one can have a published TAS?
I thought we allowed ports and stuff like you described in the vault now. Although it doesn't seem to explicitly state so and I'm only basing this on recent port publications of mario games, so the article needs some clarity.
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Movie Super Puyo Puyo 2 obsoletes Kirby's Avalanche despite looking completely different except gameplay. Just because "Kirby's Avalanche" is pretty much an "Amercianized" version of "Super Puyo Puyo 2" doesn't mean they are the same game. =/ Infact, with that logic, a "Doki Doki Panic" TAS can be submitted to obsolete the SMB2 run.
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Experienced Forum User, Published Author, Skilled player (1709)
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deuxhero wrote:
Description mentions Yoko, but she is never recruited in this run.
Yoko Belnades and Alucard easily pick up the slack, though... or they would, but this run skips Yoko.
:P
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Derakon wrote:
jlun2: there are kill planes that will cause you to fall off the map, but they're generous enough to enable you to get really far away from the map without failing. In particular, I've seen a video of someone doing the last portion of Windy Valley unassisted, after having memorized the positions of the kill planes with a cheat code that draws them. That said, I have no idea how Ice Cap worked.
Just looked at that part again. Why did the timer suddenly gained 10 seconds as soon as sonic reached the ground?