Posts for jlun2

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Due to different emulator, enemies spawn pattern was changed slightly
What. Now I'm curious how the console actually spawns it.
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I'm curious. With all the AGDQ drawings now possible to do in a real DS, was the current (and previous) TAS ever console verified?
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1. Not your fault, but I almost wanted to ignore this TAS due to the all caps title since I thought it was a troll if not for the detailed submission text. 2. I had absolutely no idea what's going on most of the time, but seeing the player get flung all over the place was nice. Yes vote.
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This has nothing to do with the TAS, but do amazy daisies always give more than 1 XP, or do they eventually give only 1 like almost everything else after you reach a high enough level?
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Would this obsolete the PI one? Also I haven't voted yet, but for this version at least I would vote no because the text, the second main point of the run, was unreadable. :P I'll vote later since you're apparently going to rework it.
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1. Hey, can you please list all the achievements? GameFAQs only seem to have a map for this game and nothing else. 2. 750 enemies doesn't sound that bad unless the best way to do so is to grind over and over rather than passively/spread out a bit more. Either way, I'm now curious how grindy it look. :P 3. I'll watch later once I'm free.
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JosJuice wrote:
The movie will sync fine with the disc speed hack if it's enabled during playback too, but it breaks a site rule, and you should play through the whole game with it before starting the TAS to make sure that it doesn't cause any bugs.
I've been thinking. Does this behavior also appear when using an USB loader for wii? I recall it being mentioned before, but how does it compare to the "speed up disk transfer rate"? Would this make it more "valid" due to being able to be done on console?
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WST wrote:
FYI the poll is asking:
Did you find this movie entertaining?
And not “does this movie worth publishing?”. Thus, the poll is only intended to determine if the run should be placed into moons or the vault, if it gets accepted. However, for this particular run the acception is not guaranteed, despite it’s quality, as the goal choice may seem a bit pointless.
Well, you can technically argue that for some people, the category, or in some cases, the fact an improvement exists (completely) ruins the movie for them. :P
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Experienced Forum User, Published Author, Skilled player (1709)
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This game managed to make a battle with an army of penguins armed with rockets look dull. :/
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ALAKTORN wrote:
Is there a reason why you use Bus-Level Timing? Last I heard it wasn’t proven to be any more accurate than not.
I'm only using it because it was ticked on by default. :P
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xy2_ wrote:
jlun2 wrote:
xy2_ wrote:
Reset, manually change firmware time, continue. As far as I'm aware, there's no way to record the changing itself in the movie file.
Alright. I'll wait for some update before I TAS this category seriously.
Now that you mentionned it here, it is possible to record the changing of firmware time, and testing, it does work perfectly on 9.9. Apologies for the misinformation.
Does changing the system time during a movie using the system menu work for you? I can get it to proceed with a restart, but I can't seem to get it to register the change. Edit: The prequel takes 54 minutes. 3 of the cartridges based on time takes place at 0:00, 1:00 and 2:00 during day 5. The 3:00 one takes place at day 6. Under normal circumstances, the 100% must play through the game twice, because day 3 paths both contain a part needed for day 8 to unlock. Even if that takes 2 hours, I'm not sure how I would reach day 5 with 0:xx hour, then reach day 6 the 2nd time 2.5 hours later without standing there for at least 30 minutes. I'll see how long it takes with a test run I guess. Edit2: I forgot to take something important into account. Day 2's first path doesn't have a chest to unlock; the only thing I need appears to be the 2 minigames there both located near the very end. However, the good thing is that I don't need to even end the day to get them; encounter both minigames then quickly suspend the game and reload the save of the first day's end and proceed to chose path 2. This would only work however, if the chests are carried over between suspends and reload like the cartridges since if it doesn't I still need to complete this game twice then.
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xy2_ wrote:
Your firmware or your install might be the problem: this works fine on my end with those exact settings. Check both, delete your desmume.ini file, or do a fresh install.
Ok. It works now. Thanks very much. :) Edit: Now it seems I can't change the time and make it save. Changing it from 0:00 to anything esle using the System menu doesn't seem to work.
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I forgot to mention: For emulator choice, it's because MGBA core doesn't seem to save the SRAM during savestates, causing desync. I know VBA-Next is not perfect for this game in comparison due to a different SRAM issue along with crashes in this game when certain glitches are done (or when some addresses are changed), but I can at least confirm this glitch works on MGBA as well: Not sure how to confirm in real console, but I can try.
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xy2_ wrote:
Reset, manually change firmware time, continue. As far as I'm aware, there's no way to record the changing itself in the movie file.
Alright. I'll wait for some update before I TAS this category seriously.
Post subject: Changing the DS time during a run
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http://www.nanashinogame-wiki.com/%A5%A2%A5%A4%A5%C6%A5%E0.html It seems the DS clock needs to be at 3 different hours in order to obtain cartridges for 100%. How does one do that? I changed my settings to these: And it still won't start from the system menu.
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http://www.nanashinogame-wiki.com/%A5%A2%A5%A4%A5%C6%A5%E0.html Seems I need to set the DS time to 0:00, 1:00, 2:00 and 3:00 AM respectively. How I should do this in a TAS?
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That was fun. I was conflicted on what to rate for technical, since while it's incredibly easy to follow the route once you know the optimal path, finding the optimal path is not trivial. In terms of entertainment, these games messed with me when I was young, so it's quite satisfying seeing them beaten quickly.
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That was fun, but the portal parts were rather numerous and long. Still fast-paced however.
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http://tasvideos.org/userfiles/info/27569813269033149 772 frame improvement. Can a mod please replace? Sorry about that. Main improvements: 1. Rushes once every 26 frames instead; input is now hold 2 frames, let go 2 frames, hold 3 frames, then let go 26 frames. Saves at least 1 frame per use (usually) compared to the previous method. 2. Moves to the top right of the screen before pressing Start at Floor 1 3. Goes into the wall in Basement 1 dynamite room to zip to the chest 4. Kills the door enemy with Dj then Chowder 5. Doesn't take damage as Jenny in the Furnace area to take damage latter when escaping 6. Moves closer to the Furnace boss to damage earlier Edit: Some ideas that didn't work: 1. Spawning some blocks to zip all the way to the corner of the OoB area. It appears that when I tried pausing between the starting point to the corner, I either get absolutely nothing spawned or blocks near (but not on) me. I'm not convinced that this is impossible to do however, but more knowledge about this glitch may be needed 2. Zip into the chest. It seems it pushes me to behind the chest, where I get stuck until reset.
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The old publication assumed 60 FPS as mentioned above, so it's "faster". The judges won't hold that against you since else it would be impossible to obsolete.
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1. Hey, the encode's back up. 2. I think I found a minor improvement to the OoB area by moving to the dynamite area then pausing. I'll see if I can edit it in. Edit: While fixing it up, I discovered the input by holding a direction for 3 frames before letting go for 26 rather than 2 frames. I'll cancel it for now since it's a 6 minute movie, so might as well implement it.
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SoulCal wrote:
There wouldn't be syncing issues with using the disk access function if you began the TAS with it. However, a dtm file created without the faster disc reading will not sync when played back with it, and vice versa. I made 2 TASs of Ch 1-1 a while back and loading alone was about a 12 second difference. Physically cutting out the load times in the published movie will still have the proper final time, of course. I wish I hadn't cut out the loading tbh, as I seem to have confused quite a number of people wondering why the video length is 10 minutes shorter than the run length.
Was the 12 seconds difference ingame time as well? Does loading affect ingame time for this?
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Glitcher wrote:
Ah, but did you really beat the game...?
Not sure if serious or not, but just in case: Post #423373
Arc wrote:
No. It's the same game. It was common for early-1980s games, being short in length, to use loops in an attempt to increase the replay value for the player who spent $50 per game (which is $100-$150 today via inflation). A TAS is for entertainment. "Repetitive" and "boring" are synonyms. The only game in which it makes sense to TAS a second loop is The Legend of Zelda, because the game changes significantly.