Posts for jlun2

Experienced Forum User, Published Author, Skilled player (1787)
Joined: 9/17/2009
Posts: 5014
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
feos wrote:
Also, should I move this to tastudio thread or you wanted it to be posted here specifically?
Oh. Please do.
Experienced Forum User, Published Author, Skilled player (1787)
Joined: 9/17/2009
Posts: 5014
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
feos wrote:
Why are you calling an interim build a branch? I uploaded my branch just once, then switched back to master.
Oh sorry. I'm not familiar with the terms for this.
Experienced Forum User, Published Author, Skilled player (1787)
Joined: 9/17/2009
Posts: 5014
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
dwangoAC wrote:
A few updates which I haven't made to the first post yet: [*]A proper 3D console ACE would probably cross over to the demoscene world. I'd be interested to see something here, but it will require many hours of work and for now will likely be limited to N64 games. Keep in mind that we can only control RAM so we'll probably have to get creative with whatever assets are in the ROM of the game we find an ACE in, and if you re-parse that sentence you'll probably start to get the same feeling of "Wow, that's going to be a lot of work!" but if we can pull it off I think it would be awesome.
Are there any known exploits for 3D consoles that doesn't require a modified save?
Experienced Forum User, Published Author, Skilled player (1787)
Joined: 9/17/2009
Posts: 5014
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Can someone please explain why the helper was summoned then shortly killed? I got the feeling its in the video's text, but I don't understand japanese, sorry.
Experienced Forum User, Published Author, Skilled player (1787)
Joined: 9/17/2009
Posts: 5014
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Can someone please try feos branch and do the following in order? 1. TAS using TAStudios for a GBA game, any type 2. Without stopping the movie, play another .bk2 file of the same game for a bit 3. Stop that movie, try to open a tasproj file, then open up tastudios? I keep getting every now and then when I do the above steps. It happens inconsistently, but I know it seems to always happen only for feo's branches but not the main 1.11.6 (including the latest one in July 12th. Edit: And this erases my recent files list and some settings such as when to autosave for some reason.
Experienced Forum User, Published Author, Skilled player (1787)
Joined: 9/17/2009
Posts: 5014
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
It will complete because it brute forces the input. Although now that you mentioned this again, I'm curious what happens in the general case for the code. Is the code able to go on seemingly forever? The encode makes it look like it records the amount of frames tried, so could that overflow (no matter how long it takes to finally try 2^32 frames)?
Experienced Forum User, Published Author, Skilled player (1787)
Joined: 9/17/2009
Posts: 5014
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
The fact there's a serious paper on a video game of any type amazes me. In my real life experiences, to this day I see people put down video games as kid shit. :| So thanks for linking that. :)
Experienced Forum User, Published Author, Skilled player (1787)
Joined: 9/17/2009
Posts: 5014
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
The American version of Bubble Bobble Revolution has a whole bunch of glitched stages https://www.youtube.com/watch?v=xmwzMEu1N3k Stages 5, 19, 20, 21,23,26, 28 are skipped in seconds; Stage 30 however is a softlock. It apparently doesn't happen in the Japanese version, so I'm really curious what caused these glitches during translation and if it's exploitable. Edit: It also does not happen in the (E) version. Curious.
Experienced Forum User, Published Author, Skilled player (1787)
Joined: 9/17/2009
Posts: 5014
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
darkszero wrote:
Reseting the game during a save and then abusing an error in the save file loading routines is acceptable, but entering an invalid password and abusing an error in the password validation routines is not? This seems much more reasonable than [2059] SNES Mega Man X "password glitch" by FractalFusion in 16:56.88.
To be fair, I only questioned it because absolutely nothing was said in the submission text. Pretty positive chances are, at least one of the poster's here is like that too.
Experienced Forum User, Published Author, Skilled player (1787)
Joined: 9/17/2009
Posts: 5014
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Back on topic, I'm always curious how exactly do people optimize 3D movement in situations that really require all 3 dimensions (bowser in the fire sky level, for example). How do you even start with what to improve? Do you people just start at what looks potentially improve-able and go from there?
Experienced Forum User, Published Author, Skilled player (1787)
Joined: 9/17/2009
Posts: 5014
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
FractalFusion wrote:
jlun2 wrote:
How exactly does the password glitch work? How many things can allowed from it? Any limits? There was a glitched password TAS of a different game that skips directly to the credits (usually does not do that), but that got rejected for being unvaultable.
<password>
I have no idea all of this, and I guess that in a way technically counts as not using a password. I think? Although it would be nice if this was on the submission text (even if it's not in english) since it's not trivial.
Experienced Forum User, Published Author, Skilled player (1787)
Joined: 9/17/2009
Posts: 5014
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Link to video Metal Gear Pachinko trailer. It's a slot machine why does it even need a cinematic trailer what the hell.
Experienced Forum User, Published Author, Skilled player (1787)
Joined: 9/17/2009
Posts: 5014
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
How exactly does the password glitch work? How many things can allowed from it? Any limits? There was a glitched password TAS of a different game that skips directly to the credits (usually does not do that), but that got rejected for being unvaultable.
Experienced Forum User, Published Author, Skilled player (1787)
Joined: 9/17/2009
Posts: 5014
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
grassini wrote:
Bizhawk installer doesn't run in my pc/potato,just like FBA-rr crashes all the time randomly with its guru meditations and fatal runtime errors ,which is why i gave up on both emulator and decided to try something at an emulator which runs with no problems. Also,since the emulator is accepted but not prefered,i'd rather use the one i can instead of going out of my way just to use the one you guys use as well. TL;DR:I don't understand what should BIOS should I use just to be safe,since you're suggesting to change emulators.
Try posting for help. According to this thread, they have an IRC for it.
Post subject: Re: vba-rr
Experienced Forum User, Published Author, Skilled player (1787)
Joined: 9/17/2009
Posts: 5014
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
grassini wrote:
when making a movie,which bios is the correct one?the default emulator bios, GBA with intro or GBA intro-less?
I'm using the one with intro, since for things like hard reset skipping the intro would make the run far faster than an actual GBA. Also what's wrong with BizHawk? It has a lot better Ram Watch and even includes TAStudio that vba doesn't.
Experienced Forum User, Published Author, Skilled player (1787)
Joined: 9/17/2009
Posts: 5014
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Sorry for posting again, but this time it's about event flags and other things https://docs.google.com/spreadsheets/d/1zYLmhTzuoJj20F59IMrOObM3G8vSBPnw8na67ukxVCc/edit?usp=sharing Notes: All in EWRAM 012F66 - # of clues obtained; curiously this affects the clue displayed when you grab one; say if you edited it to 1, and grabbed the first clue. The game will hand you the 2nd clue instead. There are also flags for items regarding should they exist in the room (obtained or not) and another flag checking if you had grab them. As a consequence of the latter, even if you were to (for example) take a key or wrench from earlier and somehow not used it, it still won't let you use said tool in a later part. Same with clues, so it means I still have to physically obtain them, or else it will pretend I never owned it. The savefile does not save the stage you're on; only the room. So if you cheated/glitched to a room in a completely different stage and saved after a checkpoint, it will show up as the new stage. Edit: Also improved room 0x0E by 197 frames. I'm going to retry the first stage again. Oh, and I went and analyzed the room with the first stairs in room 0x11. Seems I'm unable to actually gain enough vertical speed to clip into it on the spots I am able to clip (by cheating the speed value), and when I do obtain enough speed I'm too far up the stairs. I'll say it's not possible to clip there for now. Edit2: Just so I won't forget to implement it this time, this is the fastest time I managed to slow down starting from a speed of 560
|    0,    0,    0,  100,...R.......|560
|    0,    0,    0,  100,...........|560
|    0,    0,    0,  100,...........|490
|    0,    0,    0,  100,..L........|428
|    0,    0,    0,  100,...........|304
|    0,    0,    0,  100,...........|266
|    0,    0,    0,  100,...........|232
|    0,    0,    0,  100,..L........|203
|    0,    0,    0,  100,...........|107
|    0,    0,    0,  100,...........|93
|    0,    0,    0,  100,..L........|81
|    0,    0,    0,  100,U..........|0
The speeds are the numbers at the far right. The "U" is me pressing UP to open a hidden door. The previous method I used was
|    0,    0,    0,  100,...R.......|560
|    0,    0,    0,  100,..L........|560
|    0,    0,    0,  100,..L........|420
|    0,    0,    0,  100,..L........|297
|    0,    0,    0,  100,..L........|189
|    0,    0,    0,  100,..L........|95
|    0,    0,    0,  100,...........|13
|    0,    0,    0,  100,...........|11
|    0,    0,    0,  100,...........|9
|    0,    0,    0,  100,...........|7
|    0,    0,    0,  100,...........|6
|    0,    0,    0,  100,...........|5
|    0,    0,    0,  100,...........|4
|    0,    0,    0,  100,...........|3
|    0,    0,    0,  100,...........|2
|    0,    0,    0,  100,U..........|1
|    0,    0,    0,  100,...........|0
Which takes 17 frames rather than 12 Edit 3: That method works even at the normal cap of 553, but it stops earlier. A somewhat comparable method for this speed would be
|    0,    0,    0,  100,..L........|-553
|    0,    0,    0,  100,...........|-553
|    0,    0,    0,  100,...........|-483
|    0,    0,    0,  100,...........|-422
|    0,    0,    0,  100,...........|-369
|    0,    0,    0,  100,...........|-322
|    0,    0,    0,  100,...R.......|-281
|    0,    0,    0,  100,...R.......|-175
|    0,    0,    0,  100,...R.......|-83
|    0,    0,    0,  100,...........|-2
|    0,    0,    0,  100,U..........|-1
|    0,    0,    0,  100,...........|0
Which is the same, but does not work at +/-560 speed.
Experienced Forum User, Published Author, Skilled player (1787)
Joined: 9/17/2009
Posts: 5014
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Come to think of it, this thread in a way made me curious exactly how different a run of some game would be like given different glitch/trick restrictions in terms of time and gameplay. I know for some games (metroid for example) would be nigh impossible to have any agreed standard, so maybe a sticky thread where people post movie files that showcases different routes? I know for example, there was a ACE zelda Link to the Past glitch that will never fit in any main category since it's slower than the any%, not really that entertaining, and seemingly TAS only (so no RTS). A thread dedicated to runs that beat the game but don't exactly "fit" with current classifications may work. Might actually start such a thread once I make something if no one does I guess.
Experienced Forum User, Published Author, Skilled player (1787)
Joined: 9/17/2009
Posts: 5014
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Idk. Honestly, I'm just waiting for a game where the fastest way to beat the game (or achieve some end state others agree on) is to throw your salary at the developers as fast as possible. These "records" already occur for a game I play online, so its just a matter of time before it becomes mainstream. In context, the "end state" on that link is having all levels at 99, and without throwing money it takes like at least half a year. Real money makes the records go to sub 3 days. You don't buy the levels directly, just access to the fastest ways of gameplay to reach the end state. Edit:
I can safely say that I am able to do a boring ACE run of at least 10 other SNES games for sure. But it's hard to do and it's boring for the audience so I don't do it because it feels like a waste of time. And I'm sure that anyone who fully understands how it happens and is able to make a short run himself, is also clever enough to understand that it's really boring. I'm unsure as to whether this contributed to the question of this thread and I apologize if it didn't, but I felt like I had to say something about the current situation.
It may sound boring if you've seen it tons of times, but for a community for whatever particular game it'd be treated like a different branch altogether likely.
Experienced Forum User, Published Author, Skilled player (1787)
Joined: 9/17/2009
Posts: 5014
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
I'll post some glitch findings that are irrelevant to the run since I'm rather stuck atm: 1.) If you save without reaching the stage's first checkpoint and reload, you have 1 frame to move at the first dialogue (normally impossible). 2.) At the 2nd room, trigger the dialogue for encountering the first ghost. Without moving, save and reload. Then go back to that exact location, and save on a different file. The game will now crash. 3.) You can bypass the "barrier" at the first screen by using the partner switch glitch (PSG), but then you still cannot do anything else since doors are locked. 4.) You can move through dark areas by using PSG, but if you don't have a lantern you'll trigger the dialogue for dark places over and over. 5.) There's a 1 frame opportunity of pressing "B" near a pillar to quickly hide in it, skipping the normal animation. 6.) You can skip the battery until the 2nd stage, and even if you do not have the lantern the game pretends you still have it. 7.) By moving at 100,000 speed, there's a 1 frame chance of delaying the trigger at stage 2 for Shaggy getting kidnapped and entering the door. This glitches the dialogue to the next screen, and softlocks once the camera moves. 8.) Moving to a different screen while a dialogue occurs in general usually delays it to the next screen. It's better to simply trigger the dialogue normally though. 9.) The words "inv" appear on stage 4 on usually inaccessible areas to indicate a point where it checks if you have a clue. Going over these points causes the game to reset. However, it's completely possible to bypass it by PSG to build up very high speed. 10.) You can lock the camera at stage 5 by entering a room with a fire ghost, then quickly leaving and reentering.
Experienced Forum User, Published Author, Skilled player (1787)
Joined: 9/17/2009
Posts: 5014
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
On the interim build by feos, pressing insert while TAStudio does not exist gives this error
System.NullReferenceException: Object reference not set to an instance of an object. at BizHawk.Client.EmuHawk.TAStudio.InsertFrameMenuItem_Click(Object sender, EventArgs e) at BizHawk.Client.EmuHawk.TAStudio.InsertFrameExternal() at BizHawk.Client.EmuHawk.MainForm.CheckHotkey(String trigger) at BizHawk.Client.EmuHawk.MainForm.<ProcessInput>b__1e(Boolean current, String trigger) at System.Linq.Enumerable.Aggregate[TSource,TAccumulate](IEnumerable`1 source, TAccumulate seed, Func`3 func) at BizHawk.Client.EmuHawk.MainForm.ProcessInput() at BizHawk.Client.EmuHawk.MainForm.ProgramRunLoop() at BizHawk.Client.EmuHawk.Program.SubMain(String[] args)
This does not seem to occur in BizHawk 1.11.6
Experienced Forum User, Published Author, Skilled player (1787)
Joined: 9/17/2009
Posts: 5014
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
This is the entire map of the 31st platforming stage. It is composed of 160x84 16x16 tiles. You start at tiles (1,55) and the real exit is at (152, 10). This is zero indexed. In comparison, for almost all of the previous platformers they span about 2 screens worth 32x24 tiles. I'm unable to TAS the 100% due to limitations on DS recording, but at least here's a map for this part. Here's a google drive folder for the other maps: https://drive.google.com/folderview?id=0B-2O13fpsnI4ZmpjSWFDa3MwaEU&usp=sharing Edit: Turns out these platformer stages are not as straightforward in terms of optimizing; the positions are 4 byte unsigned fixed point 20.12 format, and at the very first stage, it appears there's ways to briefly "boost" if you jump just before a block falls.
Experienced Forum User, Published Author, Skilled player (1787)
Joined: 9/17/2009
Posts: 5014
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Hey just curious, but iirc, there's a bunch of interface's for the Tingle Turner on the GBA itself. With that said, it takes time to navigate through. Example Link to video With that said, I haven't seen the TAS yet, but does it take account into the time to activate commands on a real GBA? Because otherwise the TAS would be quite different than using a real GBA which is limited on said actions.
Experienced Forum User, Published Author, Skilled player (1787)
Joined: 9/17/2009
Posts: 5014
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Sub-frame NES emulation would be very....interesting. :)
Experienced Forum User, Published Author, Skilled player (1787)
Joined: 9/17/2009
Posts: 5014
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Just curious on how any Mario Party game superplay would be like. It's not exclusive to Wii/GCN, but that's what I grew up with. And no, I don't mean just 1 minigame or whatever; I meant the actual board moving around and just messing around with highest level NPCs. :D
Experienced Forum User, Published Author, Skilled player (1787)
Joined: 9/17/2009
Posts: 5014
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Depends. For some games, if it's very deterministic, then you can open the dsm file in notepad (or similar) and copy paste the input back. For other games which aren't, you can copy paste parts of the run (usually).