Well, I always thought a 100%, any%, and possibly a special run was enough. So yea, this I think should obsolete the warped walkathon, as it shows off more of the game.
If someone then suddenly submits the (J) version after the fan hack was somehow published, there is most likely going to have another pointless, community-splitting flame war debate again. (See: previous OoT run for what I mean by "debate")
Will vote after I'm done watching.
Edit: I suddenly need to go, but from what I watched, its certainly different from the normal warpless run (other than not running of course). It was entertaining so far, so I'll vote yes.
Oh, and nice use of glitches! :)
It's not just about the bugs. It's that translated runs, from a source I've read somewhere that I can't find atm, things like rng gets affected due to difference in text speed, menus, and possibly lag. That means you can't compare the hack with the original run. So if a hack were to be published, and the original exist, you can't have them obsolete one another.
No offense to Japanese players....but who wants to TAS the original if no one can understand it anyways?
But in a TAS, the point isn't to understand the text. I rather watch a "Let's Play" video to understand the plot than to watch an rpg TAS, as all I can see is text appearing for like 1 second before dissappearing.
I'd be fine with not having it obsoleted. I consider them different games anyways, to me Seiken Densetsu 3 translated is the USA version of the game :).
TASing one game takes alot of effort. If translations were allowed, most likely, noone would bother TASing the original. =/
I don't recall any bugs or glitches added using fan translations in any of the patched roms I have ever played; Bahamut's Lagoon, Mother 3, Seiken Densetsu 3, FFVI. I just think these should be an exception when it comes to hacked ROMS. I would be all for verifying the integrity of the game to ensure nothing else has been changed other than menus and text before allowing it to be submitted/published. I wouldn't even mind having a disclaimer next to the run that says this is a fan translated hack.
It's not just about the bugs. It's that translated runs, from a source I've read somewhere that I can't find atm, things like rng gets affected due to difference in text speed, menus, and possibly lag. That means you can't compare the hack with the original run. So if a hack were to be published, and the original exist, you can't have them obsolete one another.
Warning Forever is a fixed shooter that involves beating an infinite series of ever-changing bosses. I want to make a TAS of this, but I'm not sure if it's a good game choice, mainly due to possible repetition, and the lack of music. Since this game is normally, infinite in length, I may try to TAS the 5 minute challenge instead.
Good Points:
1. It's only 5 minutes long
2. Levels become increasingly harder
3. Increased difficulty is visible to viewers
4. Graphics aren't too bad
Bad Points:
1. Warning siren makes your ears bleed.
2. Each level is similar
3. No Music
I'll make a test run later to see if it's ok.
i dont know what you mean with obsoleted because there arent currently any tas's of prime and im pretty sure it is harder than it sounds to beat my one (of course when its finished). y i should make a "perfect" or very good played run when it is slower than a "sloppy" but with using more speedtricks played/faster run anyway? doesnt makes sence for me.
Well, if your's ain't perfect, then that must mean there are improvements. So someon will eventually obsolete your run. And for your second question, why would a "perfect" run be slower than a sloppy, low rerecord count run?
yes because i dont want to spend months for the first part i dont care so much for a perfect speedrun which anyway will never exist.
i just want to see what could be nearly possible and find new speedtricks ect.
Then your run will surely be rejected. =p
Edit: Or obsoleted.
so yea while tassing prime you must be sure to use every speedtrick and i think no one will ever complete it that good so this little frame saving isnt important at all maybe in 50 years. lol
So...your run has a known improvement, and you're going to just ignore it? >.>
In the game, Warning Forever, some addresses seem to change values everytime I reopen the game. For example, the address 00467320, which decides the location of the boss's hp address, is different each time the game and/or the movie is played. Strangly, this doesn't seem to cause desync (yet).
Is this supposed to happen?
I may give it a shot later to sort it out, but currently it feels like it would be easier and faster to just implement TAS tools into Gambatte and use that for GB(C) TASing.
Wouldn't that make the gb(c) runs incompatible with vba? Besides, the more emulators, the harder it is to maintain them.
There's a problem though. If I make and load a savestate on frame 365, then the earliest frame I can press A to make the first line is 408, but if I load a savestate on frame 404, the earliest frame I can press A to make the first line is 409 (nothing happens when I press it on 408). I don't know what's wrong with the savestates. Should I ask about it in the DeSmuME Emulator Development thread?
Does the game lag more if you load the save state on frame 404? If so, I think it's a bug you should report.