Posts for jlun2

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Exxonym wrote:
It turns out the trick you found is more useful than I thought. I found a number of applicable places in level 1 and even though the lasers at the end caught me a bit, I still saved 32 frames. Here's the improvement: http://dehacked.2y.net/microstorage.php/info/786521149/Test_SSLCP4.0.vbm The next level undoubtedly has places to use this trick as well, as tedious as it may be. :S
I'm wondering why the place where the jump glitch is first abused is not an applicable place for this trick. I kept trying, but I'm always ~1 frame behind. I wonder what makes a place "good" enough for this trick to be useful?
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Nevermind, the laser at the end ruined it. But here's the .vbm on that part of the improvement. I think this trick could be applied to other places as well.
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Exxonym wrote:
I don't know about you, but I've given up improving the first two levels because I can't find any way to make them faster. Should we just move on to the racing level now, unless you've discovered something interesting about the difficulty, or found an improvement.
I found a small 3 frame improvement in the first stage. I ended up with 1 extra lag frame, so I'm trying to see what could be done.
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grassini wrote:
you guys pay attention to everything.
No we don...Hey! The description under the BizHawk subforum link sounds stilted and unnatural! Old and busted
Discussions about Bizhawk, an NES, SMS/GG/SG-100, PCE/PCE-CD/SGX, TI-83 Emulator
The new hotness
Discussions about Bizhawk, a NES, SMS/GG/SG-100, PCE/PCE-CD/SGX, TI-83 Emulator
;)
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Exxonym wrote:
I never thought about this until now, but is there a harder difficulty unlocked after you beat the game? I noticed that there are only "easy" and "normal" difficulties to choose from at the beginning. Also I never really bothered checking what changes with the difficulty so I'm not sure it would even matter.
There is no hard mode, or at least, not aware of yet; after you beat the game, the file starts off like a new game, but you have all the stars that you've collected so far. As for the changes with difficulty, I haven't been able to find any info on it, so I'm going to play through it to see what's different.
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FractalFusion wrote:
Lately, I've been experimenting with a new kind of run. The goal is to beat the game while having two Pokemon only (starter, which has to be Mudkip, and Castform), with evolution not allowed, and some other restrictions that I am not set on yet. For testing purposes, my current test run only allows the use of level-up moves and HM moves (necessary only), and absolutely nothing else (no TMs, no held items, no items used in battle, no bike, etc.). It's difficult but I made it to the E4 with Mudkip at Lv42 and Castform at Lv31 or so. However, the E4 is extremely difficult and I have not yet completed it or have a full idea of what to do.
Wow...that sounds really hard nearly immpossible. I wish you luck on the E4. :)
Also, I found something weird. At one point, Mudkip and Castform both had 60 Speed. Glacia's Sealeo (the one with Surf, Body Slam, and Ice Ball) had 65 Speed. Yet Mudkip and Castform had first attack. I do not know why this is so. The numbers are given according to my script. For comparison, the other Sealeo had 67 Speed and had first attack.
Is that particular pokemon glitched, or is it the stats that are glitched? Also, has anyone figured how pokerus is generated in this game? Maybe it would help this type of run?
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While trying to find some glitches, I found out that clearing the stage takes priority over death. Also, dying doesn't stop you from falling. .vbm
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Exxonym wrote:
Also I found a place in the ceiling where you can jump up in. I'm sure this is not intentional as you have to use the jump glitch to get in there at the max height. Again, however, I could find no use for this as it seems to be a closed off area. Here's that VBM for curiosity (occurs near the beginning of the second level): http://dehacked.2y.net/microstorage.php/info/1915127422/Test_SSLCP3.9ceil.vbm
For the past day, I was trying to get to this area, after I accidentally clipped in while playing around: Earlier today, I figured to use cheats to explore the area, and found out that its a dead end; you're trapped, and forced to exit the level. Which means I've wasted the whole day doing nothing useful. >.> I'm looking for improvements now for real this time. Sorry for the wait. Edit: I found a minor clipping glitch. It allowed me to fall into the floor for 1 frame. I can't find any use for it atm, but anyway, here's the .vbm, incase you want to check it out.
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This music of this game makes me fall asleep. Why? Because there is none.
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itsPersonnal wrote:
Well without loading time the non-TAS record could be improved my at lest a minute, game-time. I'd consider loading times a big part of this game <_<
Yea, just imagine: A TAS of Metroid Prime gets published, and ends up being unbeatable due to a latter revision of dolphin having more accurate load times. o.O
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Exxonym wrote:
About the run, I have started a test of the second level using spongebob (I think patrick would actually be slower because you'd have to switch to him and his pound attack is really slow). Have you started the second level or do you want me to post my results when I'm done?
Please post the results when you're done. I'm currently trying to find some tricks for this game, but it's hard, since I've discovered you CAN'T replay the levels until you beat the entire game, and even then, the game treats it as a "new game+", as in, you keep the unlocked minigames/stars, but every level is locked except the first. :P Tl;dr - You can only beat each level once per playthrough.
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Exxonym wrote:
EDIT: I saved one more frame by not turning around but canceling and reenabling the sprint. http://dehacked.2y.net/microstorage.php/info/644987429/Test_SSLCP3.82.vbm
Nice! I couldn't manage to manipulate the laser, so I went ahead and played through the entire game. In stages 2-1 and 2-2, its a platformer just like stages 1-1 and 1-2, except the levels are seperated by doors. In stage 2-3, its a driving stage like 1-3, but instead of a race, you're supposed to crash into the opponent several times. In stage 2-4, its the exact same thing as stage 1-4, where its like DDR but faster and slightly longer. Stage 3-1 is a platformer stage where you must not stop running, or you'll get killed by a horde of fans. Stage 3-2 is an average platformer stage with only 1 door this time. Stage 3-3 is a minigame stage where you must block volleyballs from destroying the sand castles. The vollyballs must be deflected back to the bullies. Stage 3-4 is a driving stage where you must make it to the end within the time limit. Stage 4-1 is a platformer stage where you must find the light switch to open the door to the next room. Stage 4-2 is your typical platforming stage. Stage 4-3 is a minigame where you must grab hold of falling krabby patty parts in the right order 5 times. Luck manipulation is going to be a pain here. Stage 4-4 is similar to stage 3-1, but instead of fans, you are chased by a boulder. You must use patrick as there are breakable floors that must be smashed. The final stage starts off with the minigame in stage 4-3, then it becomes like stage 1-4, but shorter, and then it proceeds to a driving stage. After that, it becomes a dodging minigame where losing is faster time-wise than wining, and finally a button masher in which it never ends, so simply don't press a thing to watch the final "cutscene" and the credits.
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Exxonym wrote:
Uhh, that might be the wrong file, it looks like it's just a copy of one of my old WIPs, since it's 15 frames slower than my last posted WIP.
LOL! Thanks for catching that. >.> Here's the (real) WIP.
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Exxonym wrote:
Nice, I was up to about 73 pixels ahead (about 18-19 frames) in my last attempt, but for some reason I lost some of them by the end, even though everything was done the same way. It ended up being 15 frames (about 62 pixels) faster. I don't know for sure, but your 2 frames could probably be from where I goofed, we'll see!
3 Frames saved, 2 frames was from lag reduction, and 1 frame just appeared out of nowhere, which leads me to suspect that there might be yet another possible improvement, but I haven't found it yet. [url=http://uppit.com/c7n782zwcc8j/Test_SSLCP3.7_-_Copy.vbm ]WIP[/url]. (Using some other file-hosting site as MicroStorage is down at the time of writing). Forget this post.
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CoolKirby wrote:
Looks great, Exxonym! Doesn't look improvable to me.
Uh...about that, I've managed to save 2 more frames so far. I'll post the WIP once I think I can't save more.
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Sorry for the double post, but I feel this is important. The X Speed is actually 03002B8E. Changing 03000552 does absolutely nothing to Spongebob's speed, while changing 03002B8E affects it.
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Exxonym wrote:
About the pixel optimization, does it come from jumping (Edit: Pressing B) for one frame after landing?
I've just checked, and it seems it isn't always faster to do that. It seems to depend on some kind of sub-position, since sometimes, doing so reduces your pixel by 1, or have no effect at all. Which means the test run is probably improvable by several more frames by better pixel manipulation. Edit: All this luck/(sub)-pixel manipulation is going to make it really hard to hex edit. :P
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Cooljay wrote:
The AI is also pathetic on even the hardest difficulty, and they don't stop my progression of the slightest. I sometimes purposely handicap myself just to get a better challenge.
For some games, it actually feels more like AS (Artificial Stupidity). :P
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Zanoab wrote:
It felt like playing SMB all over again. I really want to try TASing it but unfortunately it is a Flash game. Can Hourglass be used on Flash games yet?
Here's a pixelated, Homebrew, GBA MlP game that you can try playing TASing. Don't even try playing it without tools; the tricks required to finish the game are insanely hard to pull off real time. Here's my TAS of the game to show you what I mean.
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Ok, I'm finally done with my personal stuff and have just checked the run. It's pretty fast paced for a spongebob game, similar to the spongebob squarepants movie. I'm going to try to improve the first stage, since this seems like a fun game to TAS. Edit: X. Pos - 03002B86 Y. Pos - 03002B92 I've found a very minor glitch/trick that speeds you up by 1 pixel according to the above address. I've saved 3 pixels using this trick by frame 1994. According to the address, at least 4 - 5 pixels must be saved for 1 frame to be saved. Edit2: 56 Frames Saved! The majority of the improvements were from better luck at the lasers near the end. The rest are from minor optimizations with a variety of pixel tricks. Edit3: Can we work on this run together, Exxonym? :)
Post subject: Re: Spongebob Squarepants - Lights, Camera, Pants
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Exxonym wrote:
The rerecord count is pretty high for this little test, and only because I spent a lot of time looking for glitches (of which I only found the jump glitch).
I'll take a look on this game later. :)
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[url=http://uppit.com/vx0ge4iaxjyi/é¦ésé+é±é¦âAâNâVâçâô_-_Copy.wtf ]Here's my finsihed WIP of Syobon Action in 2.48 seconds[/url]. Aparently, its nearly impossible to finish the game in ~26 frames because if you spawn at a sword, the screen moves too fast for you to catch up. :P Not going to upload it to TASVideos because I think it may be possible to find a better spawn point. BTW, to play the WIP, just start Hourglass without changing anything.
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Uh...for "Journey to Silius", my run and klmz's console-verified run doesn't sync at all in BizHawk. Interesting enough, both desync at different places.
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pikminimon wrote:
If you read my post, I said "Bowser Exempt". So... uh.. yeah. Throwing Bowser with B is fine. Similar to the suggestion of the "minimal A" run, use it in the bowser section because you have to. So, Bowser exempt, is a B and Z-less run possible? Like I was saying before, what would be the first star you get?[/i]
That's not a well defined goal. That's like having a "no A button until the last stage run" as a goal. =P