Posts for jlun2

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http://tasvideos.org/userfiles/info/44858263236234342 I managed to trigger the warp on the mGBA core on the latest version of BizHawk, so at least the run's core route works on a more accurate emulator. Unfortunately, the glitch isn't quite the same; I'm forced to use the 2nd room instead, and for some reason visually, it appears different; on the vba run, I appear on the 2nd stage, but the game treats it as last. On BizHawk, the NPCs for the 2nd stage appear, but the background and all is still from the final stage. I'm not sure if it's because the reset timing is different, or if it will work if subframe reset is implemented, but I'm not sure how to trigger the boss in the first room like the current run. I have no idea if it's truely impossible due to my lack of (assembly) knowledge, but I hope not.
Alyosha wrote:
EDIT: Another interesting case is [2821] A2600 River Raid by Lord Tom in 1:22:47.90 The version of BizHawk used in this case has an error in the timer. The error is slight, but over an hour, it adds up to several seconds.
How much difference gameplay wise is that? Does it affect the RNG (or syncing)?
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I tried syncing this back on BizHawk 2.2.1 on mGBA core. I "sorta" managed. As in, I managed to trigger the boss, just like the obsoleted movie, which requires going through at least 1 room in the final stage. I'm still trying to trigger the final boss at the first room, but the glitch sometimes works, sometimes fails. Edit: 0x040D84 in Combined WRAM is the cutscene/dialogue ID.
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Hey, just curious. If it's possible to "magically" trigger Arceus with the void glitch, would it be possible to trigger other pokemon such as Regigagas WITHOUT needed requirements? Same with Heatran.
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So.... [2285] GBA Densetsu no Stafy "demo glitch" by jlun2 in 03:28.68 Ok, so the glitch is that if you restart when opening the menu, the temp save messes up, and you end up loading wierd things. Reset must be done on a lag frame, which means it's a hard reset, so the BIOS will play back every time the glitch is used. This movie isn't technically "impossible", but IF you do this on console, the last boss makes zero sense to restart over and over due to the BIOS playing back over and over. The glitch REQUIRES a hard reset since it occurs during a lag frame, so if this run were to be done on mGBA, it must beat the last boss "legit" simply due to the BIOS taking too long. tl;dr An updated TAS of it will be forced to be slower due to BIOS if reset; last boss cannot be glitched without significant slowdown. Also the run resets like 3 times to reach the boss, so the BIOS will be forced to playback more than once anyways. If it's any help, I can try remaking it in BizHawk and submitting it. I hope it doesn't cause too much issues. Edit: This same scenario also occurs for Dementium the Ward TAS, but for 1 single situation during the mouth room boss, where skipping the cutscene causes crashes after the chapter and forces a reset. The BIOS on a console would make this slower than simply viewing the cutscene.
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Does the main Dolphin revisions support lua yet? I recalled reading lua support for some Zelda TAS (TWW?) but I don't remember if it was mentioned ever about porting it to main Dolphin. If it exists, may be able to display values without using 3rd party software or cheats.
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I'm still working on the run. Managed to resync up to 2nd last boss, and also decided to time each map in terms of input. Input is done on the earliest frames you are able to move, and stops at the last frame needed to reach the next area. https://docs.google.com/spreadsheets/d/135odGXTdEpMx455atPVrGcSG3I2el6C7vNt9r3CVPGU/edit?usp=sharing From my notes, I got this mess:
Bandit hideout: 39+23+47+28+7+2+3+4+1+11+14

Desert: 372+22+1(wtf,ruins)+3(map 78; npc suddenly moved differently wtf)+16(ruins again)+1(fucked up a bit on Scrippa run, map 108)+9-3(map 109, worse luck)+0(map 78 suddenly cooperated. ok)+59(rival fight)

17379 frame diff with scrippa v rupicola so far now

Uraani: 5+7+4-4(map 68 luck)

17324 frame dif with scrippa v rupicola by map 24

Mountain: 2+1-12(shit luck)-8(map 91; bee npc wont move), +8(map 31)

-1(map 29 lag),-1(npc moved late),+6 (map 31), +5 (map 36), +2 (map 31), +1(less lag), +3(map 29),+6(map 33), +2(map 34), +2(map 35),+2 (map 31),+1 (map 32),-2(map 90; more lag + wierd npc shit)+274(map 37 + 8 due to jump)

outside: +3 (map 133)-2(map 6 shit luck),+5 (map 7)

Karatsumu Cave: +7(map 116)+343 (didnt get drink, map 120)+3(map 123),+8(Map 127),+12(map 126),+1(122),+4(map 119),+5(map 117),+24(map 118),+9(map 121),+23(map 125)+9 due to jump,
Annoyingly enough, I ended up losing 300+ frames due to waiting during the Ryuugu fight, but it appears I'm still ahead. The run was improved from AFTER the Hermit fights, since optimizing movement from Map 25 (Hiero Loophole) ended up only saving 2 frames, but completely changes the Hermit RNGs. Edit: Run so far is 288634 frames (1:20:10.57) but can probably be improved. Edit2: Ok, in case anyone wonders why I havent submitted it, I'm trying to redo the 2 rival fights to get them to drop drinks. So far, the 2nd fight requires 125 frames of delay at best. Edit3: Common pitfalls to while TASing 1. Do not hold A/B, nor spam them during dialogue. Doing so loses 1 frame per new dialogue box, and this game talks a lot. 2. For sanity sake, only move during allowed inputs. The game occasionally lags an extra or so frame during transitions during movie splicing, so just holding down a direction can easily confuse the hell out of you when splicing improvements 3. If you're not familiar with the game's RNG, do not try to gamble and manipulate all the DP drinks in the latter fights; the beginning fights often only need to take account into a critical hit, followed by a drop, while the last fights need a series of lucky events all at the same time. 4. When running through caves, be sure to avoid "bumps" on the ground which slow you down once you unlock the ability to jump. 5. Be sure to check what ally your denjuu has once recruited; only 2 allies have the ability to 2TKO Ryuuguu; the rest are useless in a TAS 6. Be sure to have at least 70 attack stat for Cotta, since you won't be able to 2TKO Ryuugu. 7. Sometimes, it's worth getting hit just to have less delay waiting for a crit or some event. 8. Getting hit, missing an attack, and NPC choosing a non-damaging move all advance the RNG differently, so make sure to try all 3 if possible 9. Write down how many drinks used so far, and how many more are needed. It's very easy to mistrack them, and end up getting stuck Final nonspecial : 04:51.38 (17,483 frames) slower than with special.
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Kurabupengin wrote:
So apparently the Spanish text is the fastest text in this game. https://www.speedrun.com/The_SpongeBob_SquarePants_Movie_GBA/thread/dafua I don't know if it's any faster on a TAS since you have to select the language first at the start of a TAS timed run. It seems a cutscene is missing on the non English versions as well.
That's awesome. I guess that's one motivating factor to resync it in BizHawk lol
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Experienced Forum User, Published Author, Skilled player (1709)
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Hey, if you're interested in this game, good luck! The run can be synced back to BizHawk, since it's "only" 1 stage, but I had trouble on the first menu last I checked.
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Can someone please make a speedup version of the video?
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"no phone numbers"
I have no idea how OP this is compared to the sequel, but iirc (need to recheck notes at home), for the sequel at least, surprisingly not using the phone "only" wastes like 20,000 frames (or around 5 mins) by the mid point of the game. Apparently, it was because the special attacks were super OP, so even if you were like 20 levels lower, you could still KO opponents very fast. Now I'm curious how faster it would be for the original to use phone, and without warping. Edit: It was actually 17379 frames, or 04:49.65. Close I guess.
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I'm not sure if it's fixed in the latest interim build, but when using GBHawk, 2 things: 1. When I first changed cores, I noticed I had to reenter my controller settings again. 2. For the game Bishoujo Senshi Sailormoon R (Japan), in TAStudios using this core, sometimes the audio mysterious becomes mute, and the only way to make it on again is to reset the core. Edit: Also it appears the input file generated by Gambette v GBHawk is a bit different. In Gambette it's
[Input]
LogKey:#Up|Down|Left|Right|Start|Select|B|A|Power|
GBHawk
[Input]
LogKey:#P1 Right|P1 Left|P1 Up|P1 Down|P1 A|P1 B|P1 Select|P1 Start|P1 Power|
It's just a minor change, but makes copypasting a bit trickier. Probably could autoconvert between the 2 with a script.
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If your computer cannot handle a newer version of an emulator, and you're stuck with an accepted, but pending deprecated one, what's the stance on that?
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EZGames69 wrote:
grassini wrote:
Bizhawk doesn't run in my computer.
What OS do you use if I may ask?
BizHawk 2.X is 64 bit only according to it's release page. I have no clue how many people here are still in 32 bit.
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From #3714: AlejaKaiser's GBA Digimon Battle Spirit "Enemy don't get any red orb" in 15:11.58
Hello AlejaKaiser, and welcome to TASVideos. Unfortunately, I'm going to reject your movie, for the following reasons: The play doesn't look as optimized as a TAS should be. This is also shown by the low rerecord count. The game doesn't seem to be a good choice for speedrunning, because all opponents except the final boss take the same amount of time. The play doesn't offer a lot of entertainment either, because the player frequently opts to stand still for long periods of time, in far off spaces where the enemy AI fails to reach the player. The playaround in general is lacking entertainment value. It starts from a savestate for no explained reason. For these reasons, I'm rejecting your movie. Better luck next time!
In other words, you should probably try making a playaround for most of the fights, since literally only 1 single area can be improved. Also I made a test WIP thing before here, but it's in vba, and that's becoming deprecated, so you might want to restart it on BizHawk. Good luck!
Post subject: Re: Please explain your votes.
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ThunderAxe31 wrote:
DrD2k9 wrote:
Also, is "warpless" as the branch a reason this couldn't be a vaultable title? If so, that again doesn't set precedent against RPGs in general.
To be accurate, this submission is aiming to beat the game while forgoing the use of warp glitches. For this reason, it cannot be accepted for Vault. In my opinion, having the label "glitchless" would be more explainatory. There are some minor exploits used for skipping some secondary battles, but I consider these more like a legit workaround than a glitch abuse.
I voted meh, due to it's length, unskippable fights, and the fact I have legit no idea what is actually going on storywise due to being all japanese. If it's any comfort, I don't actually mind too much, given I do actually play (and TASed) some japanese games, but it certainly makes the length a bit less bearable. I have no idea would a somewhat shorter run that goes through all bosses, but uses that phone glitch would make it "better", but due to the mandatory random encounters I don't exactly envy the person attempting to try that out to see. I didn't vote no however, due to mostly the reasons you mentioned above.
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http://tasvideos.org/userfiles/info/44410363131303135 So spent an afternoon figuring out how the story mode is like. Turns out its like 5x longer due to tons of dialogue. I'm not sure if the route is optimal (ie. talks to bare minimum amount of ppl) but I tried. Edit: So something I forgot to write/missed on the submission: 1. Speed is 2 bytes, and in C028 2. X/Y is actually 3 bytes, so to meaningfully display it use lua read_u24_le() 3. Jumping has a max speed of 288. Walking is 256. This is also the reason why the run jumps a lot. 4. Waiting 1 frame after landing to jump accelerates you faster than immediately hopping again. 5. Pressing B to fire may or may not lose frames, depending on the scenario. 6. For story mode only, pausing before an NPC spawns affects its direction later. Edit: Turns out RNG does have an affect in battles. For instance, the first boss does somersaults, which can either be a "long" one that goes across the entire room, or a shorter one that doesn't. The shorter one is like 40 frames faster, so delaying hits to make sure the shortest one is always used can improve the run.
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Not sure if this will ever be used, but I just realized the "Hold A+B and respawn" glitch can be used in other places. If you just entered the floor and hold A+B then walk over a hole or water, you'll respawn in coordinates 0,0. Turns out however, holding A+B completely pauses the current position in which you're supposed to respawn in. In other words, if I moved to a corner, then held A+B and walked off a hole, I will respawn in that corner rather than next to the hole. This also applies to literally any place in the floor (eg. hold A+B, then move 5 rooms to a room with a hole, then fall off it. You'll respawn in the first room you started holding A+B in). A limitation of this however is that there's no way to open doors with R if you held A+B. Edit: Would anyone be interested in a all bosses run using glitches?
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Masterjun wrote:
Yes locals are faster. Yes they are faster everywhere. Yet I don't understand your question.
Thanks. I meant I was wondering if something like this makes sense:
Language: lua

while true do local memoryreadbyte = memory.readbyte local emuframeadvance = emu.frameadvance --Using "localized" functions: local test = memoryreadbyte(0x0000) emuframeadvance() end
for every single BizHawk function as well.
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How come this submission isn't listed under http://tasvideos.org/RejectedSubmissions.html Also some of the recent rejected runs all have reasons listed as "NA". Is that a site bug, or intended?
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Experienced Forum User, Published Author, Skilled player (1709)
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Recently, I encountered this: https://springrts.com/wiki/Lua_Performance Basically, it recommends localizing globals for faster performance. Does anyone have knowledge on should that be naively done inside a while true emu.frameadvance() loop like the ones for BizHawk?
Experienced Forum User, Published Author, Skilled player (1709)
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hejops wrote:
Well, trying to get every trainer to disappear that way would probably be unfeasible, especially in dungeons with a lot of them. But perhaps the glitch could be used when there happens to be a trainer around while receiving a call. So I take it there's no way to intentionally trigger phone calls?
Don;t recall any way to make phone calls trigger outside waiting. The most blatant use of the phone call iirc was skipping talking to the Cat and Gummy in Kurinon Village along with the 2 NPCs blocking from Alice to Trippa Village. There's likely more, but I cannot recall what they were at the moment, sorry.
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hejops wrote:
Updated. Are there are any videos of this phone glitch? That would save a massive amount of time.
It's literally the glitch that the current "warped" TAS uses: https://www.youtube.com/watch?v=u2f32VvmcAs Post #269861 I legit have no idea how people would find a run of that, compared to doing this game as "intended" however; unlike the sequel random fights cannot be skipped. This can only be done if you recruited some Denjuu, and only in intervals of approximately 5 minutes each (since that's when the phone rings) so good luck on routing. Doing a run without it would be more "pure" since there will be no chance of warps, but if people find it entertaining enough to publish it could work as well.
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1. Holy shit nice! I always wondered how a full game TAS would look like, but due to my lack of knowledge then (and stuck on sequel for years) I wasn't able to make one. 2. Can you please expand the notes a bit? Like memory addresses, tricks, etc? 3. I haven't checked the entire video yet, but I do recall that the phone glitch could be used to remove NPCs. I wonder how would a run like that look like now. Edit:
Generally, I can't believe this game doesn't have a legitimate equivalent to Pokemon's Fly. A good portion of this game is spent traveling previously visited routes.
I can totally relate; the sequel as well is like an hour worth of running in a "casual" play the skips all NPCs.