Posts for jlun2

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Warp wrote:
If tasvideos.org used a similar design, then there could be two possibilities: One possibility would be to not use tabs, and instead list all the TASes for that game as a list (in a reasonable order, starting with "any%", followed by "100%" if it has one, and so on). The other possibility would be to use tabs for each category, and show the entire publication history of that category in its tab. This kind of design would easily allow us to get rid of the principle of keeping the number of categories for a single game minimal (which I think is rather unnecessary).
Something to note down however, is that for new categories, it's relatively easier to make a new real time speedrun compared to a new high quality TAS. It might sound obvious, but if you let any arbitrary category be accepted, chances are, the popular games get the most up to date runs while lesser known games get a highly optimized any% with the other branches slowly going more dated (especially for games which you cannot easily splice in improvements).
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What happens when you try to leave the castle? Does it get you stuck inside the closed door, or will it magically open? Still, very nice trick! I hope more uses are found for it.
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ruadath wrote:
Takanawa's movie is quite a bit faster... although I can't seem to get it to sync on BizHawk. So maybe I should cancel this submission and we should publish his?
You can try looking at some addresses and see which frame it starts becoming different from FCEUX compared to playing it on BizHawk to find out if it's due to lag or the like.
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Completely unrelated to the run(s), but what happens if you glitched into Boolosus's room without ice medal? Would the battle still be able to be completed? I don't have the game with me atm, so I cannot check.
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MrWint wrote:
(Actually, they patched out some glitches in the PAL version, but none of the ones that are beneficial in any current category)
Are there some examples please? That sounds rather interesting.
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GoddessMaria wrote:
ALWAYS make sure to backup your progress! There is a chance that BizHawk will crash suddenly because of the script.
Did you tried using the latest version of BizHawk, using kopi-lua/nLua: There was a problem with luainterface (the pre 2.0 lua) that occasionally causes memory leaks. If it still happens please report it. Also, thanks for posting the script!
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Kung Knut wrote:
If we do this, then all released versions of a game should be treated as its own "platform" too, meaning a game could have any% for NTSC 1.0U, NTSC 1.1U, NTSC 1.0J, PAL E, PAL A etc + all ports to other systems, including virtual console-ROMs where these are new builds.
That sounds overkill. Also, chances are, if this was allowed, it's likely popular games would have a community of people willing to do runs that obsolete runs in individual ports, while chances are a somewhat less popular game would have like the NTSC run be obsoleted, then have the other ports stray further behind each year.
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I was browsing through the PMD subreddit and I found this: https://www.reddit.com/r/MysteryDungeon/comments/6uvadu/is_bullet_seed_in_the_game/dlwowkm/
How to cheat Blue Rescue Team: *Start Treecko *Learn Bullet Seed *Learn Agility *Learn Bullet Seed two more times *Link all of them together *Oneshot every boss in the game
I have no idea how feasible that is for a run, but that sounded interesting.
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jlun2 wrote:
Also this is what happens if I restarted a chapter after playing back the movie without following the steps in the first post of the submission: It gives me a glitched amount of ammo, all weapons, all maps, all valid entrances for said maps (including glitched ones) and all items. Saving and resetting at this state won't save it. Also it allows the map screen to scroll to the courtyard and basement, even though that normally isn't allowed.
I was looking back at this post, then realized I have no idea which steps they were. So after messing around, here they are: 1. Go to the battery folder. Delete the .dsv for this game 2. Open DesMeMe 0.9.11 and open the game 3. Play the movie from this submission 4. After the first cutscene, stop the movie. 5. Pause the game, then try and restart the chapter. You will now have everything unlocked after it says "Backup save corrupted". Also, since everything has been unlocked, they will not appear again for you to pick up. Useless Notes: 1. The flashlight appears in 3 places: First chapter right after the cutscene, at the start of the 2nd chapter at the roof, and at the courtyard if you failed to grab it. 2. The entire building has been rendered at the end of chapter 3 hallway, where you first meet the banshees. In later hallways, it isn't. 3. The glitched, everything unlocked map looks like this: http://imgur.com/N5j3hLo Every door is marked in yellow, and some are even out of bounds. If you used cheats, and tried to actually walk to the OoB "doors", it won't work. Compare the map with my attempt of playing the game "normally" http://i.imgur.com/IEDROLh.png 4. The address for clipping outside is: 0204FEE8 and change it to 0. 5. The zombies in the rooftop do not spawn until you walk near the area they are in. 6. The zombies at the start of the 3rd chapter do not spawn until you walk near the door they appear in. 7. If you completed the "DEAD" piano puzzle, but did not pick up the key, that triggers the worm cutscene in the previous room, but does not trigger the appearance of worms in the other rooms. 8. I can't find where are chapter 2 and 14 maps. They don't appear out of bounds from what I checked (so far). 9. If you died and went to the next room, you can go OoB briefly.
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http://tasvideos.org/userfiles/info/41058255880192915 Rival 2 now complete. I should be 1/2 into the game now. The ruins was mostly running around, but it turned out to be quite tricky, especially with the hopping trick to jump past NPCs that would've normally caught me. I took a minor detour to grab the bracelet to boost my speed, allowing me to KO Gyuun before its allies arrive.
Post subject: Re: Please let this be my last time
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Experienced Forum User, Published Author, Skilled player (1709)
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This happened to me a lot with Dementiu: the Ward. I decided to just finish and submit it since it still beats all known records, and the fact it's also very unsync-able. The judges would likely understand your situation, given it's almost an hour long. I hope you finish it one day. 🙂
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Found a bug: 1. Open a rom 2. Open TAStudios interface 3. Go to File > Open and select a bk2 file 4. When a popup asking about converting the movie to a tasproj file occurs, select cancel 5. This warning will now popup over and over, even if you press "continue". I had to use task manager to close BizHawk. The warning text was: https://pastebin.com/D84Wn0b9 This was tried on the interim build, and happened because I misclicked and selected a bk2 file instead.
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I would be interested in seeing a run of this game. Can you post some routes/tricks for this game here?
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Well, apparently MUGG found some glitches in gb games where it behaves differently depending on the emulator: 1. Daffy Duck The Marvin Missions 2. The Smurfs 3. Wario Land II (There's a gameboy (non-color) version of this too) So maybe in the long term after the core is matured enough, these can be looked into?
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TASeditor wrote:
Before translating articles on the site some of the original english pages may need a rewrite, most of these are not up to date with the current TASing standards, are to specifically bounded to one emulator or don't explain the content very well to newbies. I checked Articles -> Movies -> Movies Making http://tasvideos.org/LuaScripting.html and subpages: Only hold information for mostly FCEUX, SNES9x and DeSmuME. http://tasvideos.org/MemorySearch.html: Only an example for the easiest one, but not for the more difficult ones. http://tasvideos.org/EmulatorResources/RamWatch.html: Too emulator specific. http://tasvideos.org/LiveStreams.html: Outdated content. http://tasvideos.org/TASTutorial.html: Dead links and one outdated content in "Various TAS process demonstrations"
As a suggestion for anyone updating those pages, some images would be helpful. Example of what I mean. I'm not sure how feasible it may be however, to get pics that works for a wide range of emulators though.
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xy2_ wrote:
Also, to follow this idea, we need something like a Translation module, to show available languages for each page, as well as the language you are currently on. The way it is done now, the WelcomeToTasVideos page has a small header, in plaintext, linking to other languages; but this will get tedious to update if much more languages are added, since you will need to edit that header for every single page translation as well.
While I agree with translating pages, I also agree on the need for scaling. I'm not sure how difficult it would be to code this, but I hope it doesn't take too much effort (unlike the movie rating module rework).
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I really hope this doesn't get accepted; there's tons of games with timers, and if this were to be accepted, what's stopping other games from having 1 stage runs? Even if it were to be restricted to "popular" games or "entertaining" runs, there's quite a large number of courses in say, Mario Kart series. It's not even hypothetical; there's actually TAS runs of individual courses already. What's stopping someone (or group) from mass uploading them for each racing game? Edit: Oh, and the records from this SSB submission. I'm fine with something done like that, but if every single individual record was a separate input file I'd vote no for acceptance.
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From here: https://dolphin-emu.org/blog/2017/07/30/ubershaders/
Write an Interpreter for the GameCube/Wii Rendering Pipeline within Shaders and Run it on the Host Graphics Card Sometimes, one of the best ways to solve an impossible problem is to change your perspective. No matter what we tried, there was no way to compile specialized shaders as fast as games could change configurations. But what if we don't have to rely on specialized shaders? The crazy idea was born to emulate the rendering pipeline itself with an interpreter that runs directly on the GPU as a set of monsterous flexible shaders. If we compile these massive shaders on game start, whenever a game configures Flipper/Hollywood to render something, these "uber shaders" would configure themselves and render it without needing any new shaders. Theoretically, this would solve shader compilation stuttering by avoiding compilation altogether.
Sounds noobish, but does that mean emulating the gamecube GPU itself? Or did I interpret it wrong?
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Radiant wrote:
Dude, seriously? You're counting the people in support and not even bothering to count how many people oppose? Ever heard of "due diligence"? :D This game pretty obviously fails point two, three, and four on your list.
Sure. Here's the people who commented on obsoletion (rather than split): 1. Post #456673 2. Post #456685 3. Post #456687 4. Post #456697 5. Post #456735 6. Post #456751 7. Post #456782 8. Post #456813 9. Post #456816 10. Post #456874 11. Post #456875 All by different users.
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If this was to be accepted, I agree on obsoletion; the run itself has like...1? trick that's different than the NTCS one, and for people not familiar with the inner workings of the game, chances are, they won't even notice (ie. they think that one trick underground was a new discovery or something, rather than a branch splitting behavior). Most of the run looks "similar" to the previous versions as well. I know it's technically redone, but after watching the 5th or so versions they all start appearing "similar".
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http://tasvideos.org/userfiles/info/40705592601814963 https://youtu.be/RFVadGnkfNs Beats up to the 6th boss. Delayed 426 frames before it to recover DP. Now that I unlocked the ability to hop, I can manipulate luck by hopping around without losing time. Edit: You can hop every 22 frames. Ie. "B" followed by 22 frames of nothing, then "B" again. This advances the RNG once you land due to the dust particles you create. Unfortunately, you cannot hop diagonally, so it limits to straight lines only. The value of 5E08 is advanced by like 20-30, so I cannot infinitely manipulate things by hopping. The RNG advances the same amount each time regardless of when you hop, so no point in delaying when to hop. This is how many frames I waited for each battle so far: Rival (Gyuun (Basic) & cohorts) - 191 Anpipit (Desert) & cohorts - 45 Gymnos & cohorts - 16 Cabot (Basic) & cohorts - 122 Mystacea (Basic) & cohorts - 162 Mentalis (Basic) & cohorts - 219 Hermit (Desert) & cohorts - 55 Hermit (Desert) & cohorts - 9 Hermit (Desert) & cohorts - 12 Hermit (Desert) w/o cohorts And I've managed to obtain 6 drinks so far out of 8. Edit2: Ok http://tasvideos.org/userfiles/info/40814757800418301 Beaten all 4 Hermits. This was annoying as hell. Due to the fact they take place so close to each other, that technically means I have to manipulate them mostly at once. I tried simplifying the search by getting the best results for the first 2 Hermits, then manipulate the last 2. I made a spreadsheet noting the RNG + delays for each https://docs.google.com/spreadsheets/d/1S91QWPze9MEdGK7ELhtnKS31n6tt9ueXZjC5n2pqmyI/edit?usp=sharing I'm not sure if anyone understands it (nor would I after 2 weeks lol) but it shows some RNG values were amazing for 1 fight, but ended far worse. For instance, 5 E08 when at 16884 had almost no waiting for Hermit 3, but due to the lack of chances to jump at Hermit 4 (the boss appears almost back to back) it ended up being far worse.
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Tompa wrote:
Many PAL games have different physics in some way, as the character is often sped up to "match" the speed of NTSC. Other examples are Super Mario World and A Link to the Past. How different do the versions have to be for them to be "two different games"? Are the differences themselves enough, or do they have to be faster than the NTSC strats? I personally see no real difference in SMB compared to Super Mario World, where you could do several tricks and timesavers in the PAL version that are not possible in NTSC. The only thing is that the PAL run will still has a slower finish time. So if this SMB run will be published because it has different physics, then so should PAL ALttP and SMW and so on.
Not sure how accurate this post is, but:
The8bitbeast wrote:
Also it would be cool to see a sentence or 2 in the publication description about how PAL usually loses a lot of time over NTSC. For example Sonic, Metroid and nearly every SMS game take 20% longer on PAL. But some games like Mario adjust the physics to compensate, which in this case causes more glitches. This would hopefully avoid confusion of people thinking that PAL is faster for every game, where in reality its usually at a huge disadvantage for most games.
So not to worry.