Posts for jlun2

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Movies that use secret codes to unlock new characters, game modes, level sets or other entirely new content not obtained during regular play and not available from the start, are not eligible for this category.
Dashed my hopes for that secret Denjuu TF2 TAS. rip A different question to avoid future drama, if there's a run in vault right now, and it uses a slower difficulty, am I allowed to obsolete it with a lower difficulty aiming solely for speed, no questions asked? How about moons+? Similarly, anything goes for languages right? Like use the fastest language if possible is fine? Along with naming all characters "a" or something if it ends up faster? Also this is talking about real time right? Edit: Not trying to start drama, just want to clarify for future runs personally. Edit2: I would really love to see that SMB3 completed in 0 seconds that was done during a TASBot session in GTQ that one time submitted with this flag, regarding what Warp said. I'm really curious how many games can have this done.
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I'm just really curious if there would be anything using the movie style animations in the future.
Post subject: Re: SNES games that are bad at initializing RAM
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Masterjun wrote:
As an example I used Super Mario All-Stars where SMB3 reads one of the uninitialized values and if that is 0x80 (so you basically have a 1/256 chance on a real SNES) allows you to change the powerup status when pressing select: https://www.youtube.com/watch?v=eSdFdJGr5xA
Late, but is it possible to obtain that value of 0x80 anywhere in the All-Stars game itself, without relying on a different game?
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TiKevin83 wrote:
It would need to be done with gbc mode and gba as gbc mode set to true to match the game boy player. But the current Gambatte core has some sync issues outside of the Pokemon Gen 1-2 so we're nit sure how well it will work even with that configuration.
Is the GBHawk core good enough instead for sync purposes?
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Before I completely forget: On Aqeum stage 1 This blue box must destroyed, with it's contents obtained in the order of the run due to the platform enclosed in red border being slow as hell to move. Doing it in a different order makes the blue crate unreachable for couple hundred frames+. This brown thing has no use; none of the blue crates are reachable in time, and the blue switch thing below this needs a different brown thing from earlier to reach this platform. On Aqeum, stage 2 Edit: WIP http://tasvideos.org/userfiles/info/53229993813143093 Notes: * It is faster to delay the "celebration" animation of Aqeum, stage 3, due to how slow it is using the fish compared to human. * You cannot immediately move down after attacking as the fish; you must move horizontally for at least 1 frame after the 36 frame long attack animation is over to move vertically. * The 2nd boss seems to follow a timer for its attacks. It will only attack if you're in range, or very far away, so if you were say, near the floor it won't attack. * Uh...this: * You cannot swim with Mouse nor Gorilla. You are not able to even touch the water as a Horsefly. This means if you were said fly, you have to fly over the water, transform into a human, then transform into a Fish to swim. You can transform into a Fish directly as a Mouse or Gorilla, but you must be a bit further away from shore (ie. walking to water directly as Mouse or Gorilla will forbid you from turning into a Fish). * As a Fish, you need to turn to a Human, then to a Horsefly if you want to fly. * Climbing out of the water is so slow such that it's 21 frames faster to go to the water surface, transform into a Human, transform into a Horsefly, then move a bit to the shore and immediately transform back into a Human than it is to climb out of the water "normally". * While turning after 2 frames of no input is faster for Human, Gorilla, and Mice, For Fish and Horsefly, it's faster to have no input for 5 frames before turning. * The boss doesn't spawn unless you gained the minimum amount of objects for the level
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Not TAS related, but is it possible to corrupt a pokemon's XP in the daycare to be a very large value? Or any quick way to get to level 99 outside quick dupe rare candies for casual play?
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I just noticed while attempting to play it back on Gamebatte core, that outside the BIOS screen, this game adds ~9-18 frames of lag on each loading screen compared to GBHawk. I don't want to create some situation where a run is almost impossible to improve due to emulation differences. What core do I use? Also, this run still seem to sync on the latest interim build at least. Edit: Also noticed I made some mistakes, such as holding "A" 1 frame later than possible in frame 553. Fixing that results in difference in both luck and lag later, so leaving that for now. Turns out that was just me turning on hard mode. :P Hard mode Boss 1 - 160 HP (10 hits) Easy mode Boss 1 - 96 HP (6 hits)
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I have no idea if it affects anything, but in the latest BizHawk build, using Gambatte core with bios, the start up screen doesn't "lag". In the GBHawk core, it does. Picture: This also makes GBHawk like ~1 or 2 frames faster than Gamebatte core (the "Nintendo" is a bit faster than in GBHawk). Which one is "correct"?
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The dropbox folder on the first post is dead. Is there another location for an up to date version?
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Fire Attack: So...I accidentally deleted my notes for Classic, so instead, I'll just post this code, and figure out what I wrote: Download Fire Attack (Classic).lua
Language: lua

memory.usememorydomain("Combined WRAM") function move_fire(dest) local player = memory.readbyte(0x03C130) local hit = memory.readbyte(0x03C132) -- console.log(dest) if (player == dest) then if (hit == 0) then joypad.set({A = true}) return end else if (player == 0 and dest == 1) then joypad.set({Right = true}) elseif (player == 0 and dest == 2) then joypad.set({Down = true}) elseif (player == 0 and dest == 3) then joypad.set({Down = true, Right = true}) elseif (player == 1 and dest == 0) then joypad.set({Left = true}) elseif (player == 1 and dest == 2) then joypad.set({Down = true, Left = true}) elseif (player == 1 and dest == 3) then joypad.set({Down = true}) elseif (player == 2 and dest == 0) then joypad.set({Up = true}) elseif (player == 2 and dest == 1) then joypad.set({Up = true, Right = true}) elseif (player == 2 and dest == 3) then joypad.set({Right = true}) elseif (player == 3 and dest == 0) then joypad.set({Up = true, Left = true}) elseif (player == 3 and dest == 1) then joypad.set({Up = true}) elseif (player == 3 and dest == 2) then joypad.set({Left = true}) end end end while true do local fire_address = 0x03AB18 local fire local pos = {[4] = 0, [10] = 1, [16] = 2, [23] = 3} --positions of fire, and where the player should be at for i = 0, 7 do fire = memory.readbyte(fire_address+(0x7C*i)) --4 cases: top left, top right, bottom left, bottom right gui.text(0,60+15*i,i.." f "..fire) if (pos[fire] ~= nil) then --this means the positions exists move_fire(pos[fire]) end end emu.frameadvance() console.clear() end
Edit: The positions correspond to this: For the Modern version, I can't seem to figure out bomb "states"; ie. when does it become explosive. I did figure out the following tho:
Fire attack modern
Combined WRAM

03AAA4	1 byte	x mirror?
03AAA6	1 byte	y mirror?
03AAAC	1 byte	1 to appear in foreground 2 for background
03AAB4	1 byte	x, but changing the 2nd byte also affects x
03AAB6	1 byte	same as above
03AAC5	1 byte	sprite 
	14	chicken (face left)
	15	chicken (face left)
	16	chicken flattened (face left)
	17	chicken (face right)
	18	chicken (face right)
	19	chicken flattened (face right)
	20	bobomb walking (face left)
	21	bobomb walking (face left)
	22	bobomb flattened (face left)
	23	bobomb walking (face right)
	24	bobomb walking (face right)
	25	bobomb flattened (face right)
	26	bullet bill (face left)
	27	bullet bill (face left)
	28	bullet bill flattened (face left)
	29	bullet bill (face right)
	30	bullet bill (face right)
	31	bullet bill flattened (face right)
	32	apple
	33	apple flattened
	34	explode graphics
	35	explode graphics
	36	explode graphics
	37	explode graphics
	38	heart (left?)
	39	heart (left?)
	40	heart (left?)
	41	heart (left?)
	42	heart (left?)
	43	heart (left?)
	44	heart (left?)
	45	heart (left?)
	46	statue explosion effects
	47	statue explosion effects
	48	statue explosion effects
	49	statue explosion effects
	50	statue explosion effects
	51	statue explosion effects
	52	statue explosion effects
	53	statue explosion effects
	54	statue explosion effects
	55	statue explosion effects
	61	heart flattened (left?)
	63	apple flattened (after 33)
	64	bobomb glowing (face left)
	65	bobomb glowing (face right)
	66	bullet bill glowing (face left)
	67	bullet bill glowing (face right)
	70	bobomb glowing (face left)
	71	bobomb glowing (face right)
	72	bullet bill glowing (face left)
	73	bullet bill glowing (face right)
	74	chicken fleeing (was face right)
	75	chicken fleeing (was face right)
	78	chicken fleeing (was face left)
	79	chicken fleeing (was face left)
	80	chicken lay egg (face left)
	81	chicken lay egg (face left)
	82	chicken lay egg (face left)
	83	chicken lay egg (face left)
	84	chicken lay egg (face right)
	85	chicken lay egg (face right)
	86	chicken lay egg (face right)
	87	chicken lay egg (face right)
03AACC	2 byte	x speed; not sure how it works
03AACE	2 byte	y speed; not sure how it works
03AB02	1 byte	bomb timer
03AB20	1 byte	bomb 2 x mirror

each bomb offset each other by 0x7C

can hit bobomb after y <116>= 60 or x >= 179
bobomb seems to be triggered by its y address
enemy x of > 247 count as left of the screen for some reason

03CF67	wario pos
03D054	wario x mirror?
03D064	wario x
Wario can attack if x is 92, 148 (left), 80, 160 (right)


03CF62	1 byte	game "state"
	0	normal
	1	bomb explodes
	2	obtain heart
03CF67	1 byte 	wario's location
	0	top left
	1	top right
	2	bottom left
	3	bottom right
03CF68	1 byte	hammer hitting boolean (1 means it will hit something if said thing wanders to it)
03D075	1 byte	warior sprite
	0	wario facing right
	1	wario facing right leg out
	2	wario facing left
	3	wario facing left leg out
	4	wario facing right hammer up	
	5	wario facing right hammer down	
	6	wario facing left hammer up	
	7	wario facing left hammer down
	56	wario moving diagonally to bottom right
	57	wario moving diagonally to bottom left
	58	warior facing left climbing ladder
	59	warior facing right climbing ladder
	68	wario moving diagonally to top right
	69	wario moving diagonally to top left
Turns out when it explodes is based on X/Y; I made a script that bots the modern version of Fire Attack: https://github.com/lunjesse/GaW4-bot/blob/master/Fire%20Attack%20(Modern).lua
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Kinda late, but for anyone who cares:
World	Words
1-1	Ax
1-2	Dead Goose
1-3	Hair-Raising Car Racer
1-4	Sunglasses, Eye Serum
1-5	Cricket Ball, Lacrosse Ball
1-6	Itty-Bitty Iceberg
1-7	Teeny Tiny Cage, Slaughterhouse, Spacious Mansion
1-8	Lethal Marshmallow
1-9	Foot, Big Toe, Toe, Toes, Toenail, Tonsils, 
1-10	Sonic Wings, Corn-Colored Key, Sustainable Key, Well-Colored Key, Vermillion Lockpick
1-11	Potato Launcher, Pole Vault, Witch, Discombobulator

2-1	Shelled Dead Lion
2-2	Parachute
2-3	Tasty Tranquilizer
2-4	Spacious Dead Lion
2-5	Small Dead Lion
2-6	Cheesy Douchy Spicy Chocolate Bacon French Toast, Ham, Dumpster
2-7	Embezzeler, Mugger, Arsonist
2-8	Dead Metal Lion
2-9	Butterfly Wings, Chartreuse Basting Brush, Embiggening Gun

3-1	Florist, Sea Urchin, Pie, Dead Potion
3-2	Bloodthirsty Flying Dead Lion
3-3	Cavernous Giant, Old Dunce, Curmudgeonly Hero
3-4	Frosty Bongo
3-5	Electric Young Man
3-6	Ghastly Pale Car, Sinless Cardinal Sedan, Unholy Umbral Auto, Radioactive Green Forklift, Consolidative Colourational Car
3-7	Tiny Bulldozer, Mic
3-8	Swashbuckling Medicinal Unicolor Paintbrush
3-9	Four Oh Four, RPG, Sticky Skull
3-10	Chopper, Medicinal Urchin, Paddywagon, Slammer

4-1	Fiery Flower, Tame Green Raptor
4-2	Comet
4-3	Seaborgium Sea, Organic Gazelle
4-4	Placebo, Sea Slug, Slop, Animal, Deadly Rutabaga
4-5	Fattening Celery, Mild Habanera, Bitter Churros
4-6	Fireman, Foreman, Cop, Barber, Spacious Iron Maiden
4-7	Surgical Gas Mask
4-8	Quasi-Royal Gold-Filled Leopard-Print Livery
4-9	Princess, Endless Mermaid
4-10	Slow-Motion Classy Small Cold Black RPG
4-11	Ape, Ape, Ape, Ape, Archaeopteryx

5-1	Tiny Flying Limo, Flying Moustache
5-2	Sinful Dessert, Ugly Fruit, Brutal Test, Evil Eye, Dead Lion
5-3	Burning Immobile Bridge, Large Wide Box, Dark Matter
5-4	Chainsaw, Shaving Cream, Mustard Gas
5-5	Phoenix, Sooty Merman, Contagious Zeus, Cthulhu
5-6	Seaworthy Yak, Very Very Very Flying Yak
5-7 Caffeinated Milk, Lavish Gold Potion
5-8 Acid Rain, Ominous Handheld Nuke
5-9	Stealth Bomber, Rope
5-10	Crowning Sporty Flesh-Colored Ten Gallon Hat
5-11	Blizzard, Driftwood, Dapper Parsnip, Abestos, Do Rag
5-12	Einstein, Mozart, Aristotle, COO, Sean

6-1	Prehistoric Caveman, Clever Caveman
6-2	Cotton Dust, Taxidermist, Rainbow Necronomicon
6-3	Sea Sponge, Tumbleweed, Venus Fly Trap, Poison Ivy, Mandrake, Stinkhorn, Nightshade, Gnome
6-4	Sonic Flying Spacious Explosive Microwave
6-5	Funny Clown, Clown Nose, Timeless Clown, Winged Clown Nose
6-6	Kingly Witch, Attack Doctor, Filthy Rich Peasant
6-7	Nuclear Reactor, Nuthouse, Slaughterhouse, Fleabag, Dump
6-8	Twilight, Vampiric Cleopatra
6-9	Wok, RPG
6-10	Invisible Head, Pantry, Pancreas, Snow Fort
6-11	Veil, Gift
6-12	Wall, Chimney, Stairs, Stepladder, Cat Ladder, Ceiling Cat, Keyboard Cat, Monorail Cat
6-13	Easel, Nose Ring, Fake Fools Gold, Iron Maiden

7-1	BB Gun, Pistol, Rifle
7-2	Radioactive Waste, Elizabeth, Perpetual Motion Machine
7-3	Tornado, Cuckoo Clock, Counselor, Fearless Witch
7-4	Recreation Attendant, Prestidigitator, Explosive Shortcake, Explosive Nachos, Explosive Sarsaparilla, Pinata
7-5	Melting Lava, Grandiose Boulder, Nonround Mountain
7-6	Dead People, Thunder, Kimchi, Birdseed, Horse Flesh, Argon
7-7	Tapir, Dingo, Menagerie, Longcat
7-8	Flying Livery, C Four, 

8-1	Dead Chrysalis, Dead Dodo, Dead Plantain
8-2	RPG, Polluted Revolver, Fiendish Fiery Flare Gun, Deadly Blowgun, Holy Pea Shooter
8-3	Matured Kitten, Bite-Sized Dead Lion
8-4	Moonbeam, Pulsar, UFO, Dyson Sphere
8-5	Sonic Flying Moustache
8-6	Feathery Haunted Aquatic Eyepatch
8-7	Bandage, Dead Despot, Striped Lapel, Grouchy Granny
8-8	Shovel, Handheld Yacht, Sonic Flying Goatee, Anti-Aircraft Gun, Brass Knuckles, Grenade

9-1	Rideable Dead Lion, Splintery Dead Lion
9-2	Combustible Coalscuttle, Detonative Dish Rag, Exploding Electric Broom, Flaming Face Cloth, Gourdlike Go Kart
9-3	Twin, Judical Dead Lion
9-4	Bomb, Small Potion, Normal Potion, Flesh-Colored Zombie Potion, Acid Rain
9-5	Square Root, Microwave, Battered Sausage
9-6	Mugger, Ski Mask, Dead Lion
9-7	Green Paintball Gun
9-8	Seaworthy Dead Lead Lion, Fine-Grained Bleached Dead Lion, Macabre Cabbagy Dead Lion
9-9	Air Vent, Colossal Handheld Box, Handcuffs
9-10	Spacious Cooker, Bull, Tuna, Chicken, Candied Scorpion

10-1	Disco Dancer, Pastry Chef, Hacker, Dictator, Insurgent, Psychiatrist
10-2	Gun, No Parking Sign, Cow, Eyebrow, Dandruff, Cyanide
10-3	Sextant, Libra, Paper Airplane, Entertainment, Emulator, Jacks, Poker Chips, War Paint
10-4	Face Mask, Gun, Cowbell, Garbage
10-5	Handheld Flying Dead Lion, What Is The Question
Lion is used 16 times. Dead is used 24 times.
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How does the RNG determine which attack an enemy uses if it can have multiple attacks?
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Nice work! I don't have time to watch it now, but I did enjoyed the original glitched TAS, so hope this would be as good as that. Do you have plans to work on Earthbound 3?
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On the latest interim build, do the following: 1. Open a gba game. 2. Start TAStudios 3. Let it play for a while. (Don't need to let the game start, but if you do, it's more noticeable) 4. Under markers, click on the 0th frame with the title "Power on". The emulator will now show a white screen, while lagging every single frame forever. Edit: Additionally, using the "State History Integrity Check" will give: "Bad data between frames 0 and 8", even if you cleared state history.
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This game has 13 stages; 1 Intro stage + 4 Worlds each with 3 stages. While it has a percent counter, along with items to collect, for some reason, said counter counts towards stage completion rather than items collected. Lua code for positions and other things:
Language: lua

memory.usememorydomain("Combined WRAM") --EWRAM local player_ptr = 0x047E18 local speed_ptr = 0x047E20 --u32_le local speedx = 0x040B7C --u32_le local speedy = 0x040B80 --u32_le local crush_timer = 0x040800 --Addresses; all IWRAM local player_id = 0x0BB6 --Transform local atoms = 0x1BA6 --Number of atoms collected local health = 0x0BAC function update(address) local pointer = memory.read_u32_le(address) if pointer > 0x2000000 and pointer < 0x3000000 then return pointer-0x2000000 --Minus (0x2000000) since BizHawk memory domains end return nil end --For display things relevant everywhere else function display_position_info(last_valid_address) local l_playerx = 0 local l_playery = 0 local l_atoms = memory.readbyte(atoms,"IWRAM") local l_player_id = memory.readbyte(player_id,"IWRAM") local l_player_hp = memory.readbyte(health,"IWRAM") local l_speedx = memory.read_s32_le(speedx) local l_speedy = memory.read_s32_le(speedy) local ptr = update(player_ptr) if ptr ~= nill then l_playerx = memory.read_u32_le(ptr+0x78) l_playery = memory.read_u32_le(ptr+0x7C) gui.drawText(0,30,"X"..string.format('%.6f',l_playerx/65536.0).." Y"..string.format('%.6f',l_playery/65536.0).."("..l_player_id..")",null,null,10,null,null) end gui.drawText(0,40,"Speedx: "..l_speedx.." Y:"..l_speedy,null,null,10,null,null) gui.drawText(0,50,"Items"..l_atoms,null,null,10,null,null) gui.drawText(0,60,"HP"..l_player_hp,null,null,10,null,null) end local last_ptr = nil --Since transitioning areas glitch ptr address for some reason while true do display_position_info() emu.frameadvance() end
Tricks include: * Immediately stop: Transforming sets both your vertical and horizontal speed to 0. So if a spring makes you overjump, sometimes, it's faster to transform to another character * Quick turning: There are multiple ways to quickly turn outside transforming. ** Landing: Right before you land, release the direction input. Upon landing, this makes you do the "land" animation while also setting speed to 0. You cannot enter doors during that animation however. ** Letting go: Outside icy floors, letting go of both left/right directions makes your speed drop by 1/2. The initial movement makes your speed +/- 256. So taking this account, let go for 2 frames, then move the opposite direction for 2 frames. Your speed would go like: 2048, 1024, 512, 256, 0. Bumping into walls/objects: Bumping into certain things such as crates, doors, or walls instantly drops your speed to 0. Transform: There are 5 different transformations, with the human and mice being unlocked initially. You unlock the ability to become a fish, gorilla, and fly after beating worlds 1,2,3 respectively. Some buttons can only be pushed by certain forms. The button with a hand symbol is human only; a square button with a dot in the middle is mouse only; underwater red buttons are fish only; the fly cannot attack, so it has no buttons. Max Speeds: 2048 for Human, mouse, fly. 1536 for fish 1034 for gorilla The only form which can attack while moving and in mid air is the human. It also has the lowest cooldown time, with the ability to rapid fire attacks by holding B for 2 frames, then let go for 2 frames. The gorilla and mouse can attack once per ~28 frames. Fish attacks once per 36 frames. The fly cannot attack. The fish can move after the 36th frame if you pressed left/right, but not if you hold down; hence you should move diagonally for 1 frame at least. For breaking the blue crates, it's better to shoot the creature as soon as possible, so as you can turn earlier.
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Nice find. I have no idea if there's any memory corruption OoB, but if anyone could figure it out, it would be nice, since it's possible to go OoB at the very first stage.
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Walker Boh wrote:
Only a few days left before this event is done. Has anyone taken the opportunity to read yet? :)
Sorry, nope; . I hope you're not discouraged by the lack of responses here however, and write more in the future. Good luck! 🙂
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p4wn3r wrote:
This decision is one more reason why speedrun.com needs to add a tool-assisted category in their leaderboards.
I never visited that, so can someone please explain how would that make things better?
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Nice work! What was the main difference memory wise that allowed this to be possible on console v. the other run? Nothing against this run; just curious.
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Dolphin supports disk swapping during recording (not sure about complete disc removal, with no swap however). DeSMuMe has the option to pull the cart out, but not sure if it works in recording. If Dolphin doesn't support removing the disc during the game, feel free to suggest it I guess on their git or forums.
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So apparently, in order to unlock all stages for challenge mode, you have to beat the story stages twice for it to be available in challenge mode. At least this means more chances for GP. That still only gives 800 GP however, but at least it lowers the amount needed from other sources to 1270. Completing the story stage again does not seem to affect the % counter at least. Edit: In most areas, the loading zone doesn't exist until you have the requirements. For The Campsite's loading zone to Blackwyche Village and Entombed Swamp's loading zone to Mount Knightlore, they exist, but for the latter, it won't have any stages appear. You can pass through these platforms if you somehow go fast enough vertically: There's a walkable, invisible platform on the top right corner of Entombed Laboratory.
Experienced Forum User, Published Author, Skilled player (1709)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
https://ci.appveyor.com/project/zeromus/bizhawk-udexo/build/artifacts On the interim build site, it says
Artifacts older than 6 months will be deleted after June 17th, 2018. For more details see Artifacts retention policy.
Is that a concern for this project, or nah it's fine?
Experienced Forum User, Published Author, Skilled player (1709)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Not sure where to ask, but are there any glitch moves that helps tremendously in contests? Also is the route mentioned in https://pastebin.com/GjPxMXGu still up to date? Not going to attempt it; just curious.