Why where you dying at the end? Is the last stage the only area this glitch (or some variant) is possible? Is it possible on 2 players as well?
Also, 5 fps mode? How does that work?
Also not sure about that kitchen fight midway. Seems unoptimized and/or random. Care to elaborate?
Oh, and I would advise against a 100% run of this game. The game is really benefit from it kinda shitty as is, and I don't think it would
I have absolutely no idea how to affect the RNG for the kitchen part; The only thing that seems to affect it is delay in entering the minigame, and potentially one's own actions during that segment. On normal playthroughs, I noticed the enemies seems very reluctant to actually move towards the exit; the often either get stuck in the upper left corner, or refuse to move forward. If someone can understand how this section works, it would not only help here, but the 100%.
100% route: http://tasvideos.org/userfiles/info/32934915724565763
The 100% added about 30 minutes to the run during a test run. With optimizations, it may be only 20 minutes or so longer. That route requires going through that cafetaria minigame 3 times iirc, so any method to either skip, or speedup minigame will benefit it. Note: The 100% route still requires playing it at least once to reset the item drops.
Edit: I have midterms atm, so can't write submission text sorry!
With this TAS i wanted to make a "perfect" speedrun, and there is some new strat at the beginning of the speedrun to show. The choice to not get Super Combo is just because i wanted to show the difficulty of every boss when you don't have this skill and to show some strats to defeat them instead of looking for a TAS where the half of bosses are defeat with a single or two hits
I'm really not sure if that's worth 8 hours of gameplay. It seems more suited for Youtube (the individual bosses, I mean) rather than a TAS that takes a quarter of the day in real life to watch.
Voted no, sorry.
Minor bug: Updating a branch that has text removes said text. Tested on 1.11.7 and interim.
This text, in case no one knows what I mean:
Can the text please remain when I right click update?
http://tasvideos.org/userfiles/info/34155943071866605
I will just post this right now, since I discovered that it may potentially faster to skip the first 2 film reels and simply collect the last 2 twice. Not sure if it is because they never expected players to get to the end with 0 films, but those 2 seems to be the only ones where you can restart stage and grab more film reels.
I managed to get 12 reels out of 4 like this from testing.
Edit: In case anyone wonders, collecting from projector 1 auto-sets rolls to 1. Collecting from projector 2 auto-sets it to 2. Both does that even if you got 3 films then backtracked.
Edit 2: Actually, it seems skipping only the first and taking last 3 works even better.
5. Playing the guitar 2 frames before colliding with an NPC disables the cameras along with most objects. But this makes it impossible to clip out. Does not disable pick ups nor switches/triggers.
Ok, so this does not make you able to clip through things. The only collision I found so far that stuns you during this state are paint balls, but they do not appear on the last stage.
Annoyingly enough, if you did the stun glitch first, doors that used to be able to disable NPCs no longer disable them. Example: http://i.imgur.com/8boMfAu.png
This door is solid, but if you did the stun glitch, despite remaining solid, you will not be able to do the guitar trick on it.
Getting stopped by cameras does not trigger the guitar glitch as well.
Be the first as usual! Happy Dragon's Year to all of our TASers!
By the way, why isn't it on the Front Page yet? Something changed in the submission system?
There is a 5 minute cache on the front page.
Also VERY impressive movie! Some surprising new tricks. You've managed to make SMB TASes so much more entertaining over the years. Good job. (Yes vote, obviously)
EDIT:
It turns out this movie desyncs with the new PPU on 3-1, the trick in the screenshot actually causes lag and makes the trick fail. I would suspect the same thing would happen if console verified (DarkKobold, care to try?)
enoent wrote:
I just console verified this on the first try with (a slightly modified version of) micro500's bot. Maybe FCEUX improvements in the last few years have made it possible? I was using version 2.2.1 for Linux to strip the lag frames. What are the steps for getting this marked as console-verified?
Full disclosure: the second time I ran the movie it desynced on 2-1, and the third time it desynced 3-3. I think that was just from ESD or insufficient decoupling or something silly like that.
It doesn't sync on new PPU on FCEUX, and on console it syncs inconsistently.
Hey, you're looking for games that are console verified but desync in BizHawk right? I just tried playing back [1014] NES Journey to Silius by klmz in 09:32.03 since I had the ROM, but it desynced on the first stage on 1.11.7.
On 1.11.6 it desyncs on the 2nd stage instead. No idea why.
Oh, and I had to convert it to a fm2 file first before playing it on BizHawk, or else it doesn't even play past the title screen.
In Home Alone 2 for NES, that warp (around 3 minute in the TAS) used was never mentioned anywhere else.
In Over the Hedge DS, some locked safes also act as switches, but once again, the hint markers never mention it.
In Telefang 2 games, they have somewhat unique dialogue if you were to bring Rex (starter Denjuu) to certain story checkpoints
In Nanashi no Game, one of the cartridges is this: https://www.youtube.com/watch?v=B-u8qYggqEo
The path with map I made: http://i.imgur.com/bMqFuOe.png
It is completely invisible and absolutely at no point in the game is it ever referenced. Also, cartridges 24-27 all require certain DS time to unlock.
These: http://tvtropes.org/pmwiki/pmwiki.php/Main/GuideDangIt
Edit:
In RuneScape, since there are weekly updates, the devs sometimes leave certain changes unmentioned. There's a list here.
Harry Potter Sorcerer's Stone easter egg: https://www.youtube.com/watch?v=4TPg40t4T-Y
In Diagon Alley, buy 30 boots. When when crossing the lake to Hogwarts, pause and unpause the game, and then you can shoot owls at the enemies there with "A" button.
Have you tried comparing a savefile with only File 1 and a savefile with File 1 copied to File 2 using a hex editor? Maybe the bytes that add up take that into account?
Or maybe, comparing the copied File 2 with a savefile that does just that (File 1 -> File 2), but with some value in File 2 advanced by 1 and see what gets changed.
Also this archived page is broken lol .
Anyways, it appears the link was expired since 2011. At least 2 other people have asked for a backup, but it appears no one saved it. Sorry for your lose.
Have you tried opening the savefiles in a hexeditor? Also, if it helps, I know at least one game where at the beginning of the save, it keeps track of the amount of bytes saved at the beginning, so if it doesn't match with file size, it deletes the save. Maybe some check like that?
When I was missing DLLs, it was due to Norton deleting them (false positive). What I did was made a folder called "BizHawk" then whitelisted the entire folder. I then made new folders in it called "1.11.4", "1.11.5", etc. for different versions of the emulator. I don't get those problems anymore.
1. That Hammer Bros. & Swiggler fight was amazingly fast. :)
2. Regarding the google docs, I have no idea what things like "use 1 if (2)" mean, but I assume the numbers take account to crits?
3. How exactly would the crits for copy flowers/pocket chomps be manipulated? How worth it would it be given every hit is a jump?
4. Good luck!