Posts for jlun2

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henke37 wrote:
I don't think that was the reason. The submission text looks auto translated. I bet the rom choice was because the author is Japanese.
Uh...He wrote:
Many will not like, but I chose this language because the words are smaller, so less frames saves me during a conversation. Excuse me.
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You're not supposed to choose the (J) version just because of TEXT differences. Edit: I've read that there's ways to "wall-jump" in WL3 due to the game "physics" being similiar to WL2. Did you use that?
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Warepire wrote:
Though all the door cinematics etc really kills the entertainment. I have to vote meh on this.
Agreed. The DS run also uses Jill, but is much more entertaining because of the lack of "door cinematics". =P Would the GameCube version be better?
Post subject: Re: #3270: Dark Noob's Genesis Mortal Kombat 1 in 11:34.65
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TASVideoAgent wrote:
I used 2 cheat enabled activating flag to fight reptile on the bridge
In game cheats, or cheat devices? Because cheat device codes will not be stored in the movie file, but ingame cheats will.
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gia wrote:
EDIT: actually before you point out, on the case of equal by copying before the judge decision my text is wrong that would only fit longer, I would point out its copied and request the judge cancel the submission. Copying and reverse engineering basically everything besides inputs that do not affect the run are the same to me.
Copied? He didn't stole your vbm. He only analyze your youtube video. Is that against the law? To use a strategy found from a video? I seriously don't get why you want p4wn3r's moive canceled. He used "your" strategy. So what? It's a TAS! Once an optimal strategy is found, it'll be used! If you don't want competition, don't submit your "awesome, orignal" video on the web then, especially on a popular site like Youtube..
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Noob Irdoh wrote:
For what it's worth, I have to side with gia here, even if I am likely to be the only one. gia, you are not alone.
So, you agree with gia's claim that using a strategy not discovered by you is not allowed? Or did I misunderstood gia's complaint?
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Before I forget: Addresses of the glitchy state "trigger" and their possible values within the first 5 minutes of play: C2BF - 0, 67, 68, 69, 70, 72, 73, 75, 76, 78,88 C2DF - 0, 67, 70, 72, 73, 78 C2FF - 0, 70, 75 C31F - 0, 48, 71, 73, 75 C33F - 0, 48, 75 C35F - 0, 48 C37F - 0, 48 Note: If changed, game goes nuts. Edit: I almost forgot, unless if you delay the phone, then it's not possible to do much with these values from the first 5 minutes of gameplay. Edit 2: Ok, we found a working glitchy state, but it's unfortunately not near 5 minutes of gameplay. We'll keep trying to find a faster route.
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CoolKirby, once you're done with the game, can you please post the wip here? Just in case if there's any last minute improvements.
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New Discoveries! Thanks to a Youtuber named MisterChess, we found out how the game gets to that glitchy state. We also discovered a possible way to "beat" the game, by forcing the game to change addresses C3E1 to 48 while C3E0 remains at 5. There's one problem. The glitchy state can be triggered once you reached the same place in my Warp glitch video. The address C33F will turn to 77. The map glitch can change it to 0, and if you're in that area, it'll cause that glitchy state. But that requires at least 15 minutes of game play to get there. So unless the glitchy state can be triggered elsewhere, the run would be slower than the current published run.
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NitroGenesis wrote:
jlun2 wrote:
Edit: 20 frames saved.
Mind posting on another site? Microstorage seems to be down.
Ok.
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Well, I found a use for this. In Kelp Forest, at the Kelp Vine Slide (The last two spatulas of the stage), you can use the glitch for some impressive shortcuts. Oh, and btw, with the glitch, you can walk OoB to the sand as long as it doesn't cause Spongebob/Sandy/Patrick to walk differently. Try the parking lot at the begining of Goo Lagoon for example. But I'm having some trouble finding more ways to save time. Maybe we should ask the discoverer of the glitch how he saved time.
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CoolKirby wrote:
I have yet to test it, but this could save time on most spatulas and maybe break the game! (Wishful thinking...)
I'm going to start a new file to test that glitch. Hopefully, it could be used to skip some stuff.
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This WIP of Telefang/Pokemon Diamond for the gbc showcases a gamebreaking glitch. I can't seem to do it again, so if anyone can, they could obesolete the current published movie. Youtube of the glitch, in case if no one wants to see the begining.
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I know the results of Gambatte can be found here. But here it is anyway:
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Sonikkustar wrote:
Those look like quite a bit of emulation errors. Are those emulation bugs going to be hard to fix?
Well, MUGG mentioned Gambatte being an accurate emulator, maybe use it as reference when testing the emulator?
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Suggested Screenshot: 11840 Doesn't spoil too much, but still unexpected. I think.
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Done! It was really annoying to do, but here it is. Suggested Screenshots: 11840 : People don't expect this 13583 : People don't expect that path to be the fastest
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MUGG wrote:
Latest WIP http://dehacked.2y.net/microstorage.php/info/1539716031/wl2tas.vbm Improved your version by 118 frames.
Nice! I tried to reduce the amount of pauses, saving 2 frames, but a frame rule seem to have eliminated those frames.
MUGG wrote:
Good luck on the final boss...
Thanks! I'll edit this post once I'm done. Look below. Edit: Not quite done yet, but... Future Reference: * The boss has two addresses for fuel. Both start at 255. * The addresses are: D037 & D038. * The second one can be manipulated, the first one cannot * In the previous run, the boss stops to recharge at position 1890 using MUGG's lua script. * The fuel left of the second address everytime the boss rest before turning is: 179 and 55. * The sgb version generates lag, which can be avoided by moving differently. So reducing both fuel and lag is the goal.
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Nice! But if some of the published runs desync after these fixes are implemented, how, and who will fix them? Sorry to go off-topic!
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CoolKirby wrote:
It's most likely improvable, so feel free to save frames from it.
I know your comment wasn't directed to me, but I took the opertunity and saved 2 more frames. There might be more, so I'll post the WIP later. Edit: 20 frames saved.
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jlun2 wrote:
Anyone interested in helping me find out more about this glitch?
Ok, I got a reply from Blaziken257, who wrote:
Blaziken257 wrote:
Wow, this glitch is tough for me to understand. I've tried to stop the TAS before it's supposed to end by moving Shigeki in different spots (or not moving him at all) and I get different results every time (usually the sprites glitch and I can't move). I've also replayed that part of the TAS many times, trying to look at RAM addresses C903 (which is the current map, Data Crystal has a list) and C906 (which is the current coordinate on the map), and the only thing I noticed was that when you warped, C906 changed to 00, which made it the topmost, leftmost coordinate (0,0) in the lower-right quadrant of the overworld. C903 remained at 05, which is the lower-right quadrant of the overworld. This is odd, because the textbox with your money, as well as the ding sound made it sound like you were in a mart, but you really aren't due to that RAM address. And as for why the textbox/dinging only occurs in that spot, I have no idea. I would try to look at the disassembler, but VBA's disassembler isn't as helpful as BGB's, and I don't think you can make TASes on BGB at all. I don't know why the warping behaves differently in different acres, as I don't know what makes the doors different (unless it has something to do with the position of them on the map or something? I'm not sure. Maybe I'll look into that later by hacking the tiles a bit.) Finally, another thing that I found weird was the text はいってくだ in one of the glitched textboxes. I didn't recognize this text, but I searched for the string on this page: http://wikifang.meowcorp.us/wiki/Wikifang:Telefang_1_Translation_Patch/Text_dump/12C000 and it seems that it's part of the dialogue where someone gives you that password to open that door. Very weird. I'm just as confused as you are, honestly. Sorry.
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MUGG wrote:
To reduce lag.
Ok. I used your lag-reduction trick, and synced up the run with the last wip that doesn't go OoB. It's here. I'm unsure if it's optimal, as it was hard to decide if pausing reduces more lag than delay a frame (to prevent coins from spawning).
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Experienced Forum User, Published Author, Skilled player (1709)
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MUGG wrote:
Did you test both of the (J) ROMs yet?
Nope, but what I did find in the spear man stage, is: * End x 2 - resets game * Treasure minigame - Glitch room * Glitch room * Room that resets the game But no end door that allows the game to continue. I'll check the J gb rom now and see if its the same as the sgb. Edit: It's different.