Posts for jlun2

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You probably want to post a WIP or something every now and then to see if others can also sync back before its too late.
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TheKDX7 wrote:
Shouldn't we publish this movie to part? Given that it is one "Best ending"?
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.
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Can you technically argue it's a different version? I'm not sure how the standing for ports like this, but I'm well aware the wii has some differences, mainly bugfixes regarding the TMP glitch along with the incredible buff to the plaga removal laser.
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xy2_ wrote:
jlun, are you okay with someone else uploading an encode in the meantime? I could do that, give me some time.
Sure, Thanks! Can you please make it unlisted?
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Patashu wrote:
'This video has been removed because its content violated YouTube's Terms of Service'?
Hi Jesse Lun, The YouTube community flagged one or more of your videos as inappropriate. After reviewing the content, we’ve determined that the videos violate our Community Guidelines. As a result, we removed the following videos from YouTube: "MHT" (https://youtu.be/wcuSVReU6yQ) Your account has received one Community Guidelines strike, which will expire in six months. Additional violations could prevent you from posting content to YouTube or even lead to your account getting terminated. For more information about Community Guidelines strikes, please visit our Help Center. Please note that deleting this video will not resolve the strike on your account. For more information about how to appeal a strike, please visit this page in the Help Center. - The YouTube Team
Why :/
Experienced Forum User, Published Author, Skilled player (1709)
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Experienced Forum User, Published Author, Skilled player (1709)
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TASeditor wrote:
Are you modifing the light sensor? If yes, analog inputs are not implemented properly yet. You need to carefully watch what the playback courser does, it often does not jump back to the edited frame.
I found out that modifying the sensor doesn't seem to risk desync, yet attempting to paste input does. Thanks for the hint I guess.
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Every now and then, TAStudio seems to glitch up with the savestates, and somehow ends up getting out of order when I click on the frame markers to hop. Here's a gallery of what I meant: http://imgur.com/a/W4QrQ The top pic, at frame 10082, I'm at the top of the door. At frame 10107, I'm supposed to still at that room, moving up left. Somehow clicking on that frame marker takes me further back, but still using frame 10107's input. For reference, 10107 was supposed to look like this:
Experienced Forum User, Published Author, Skilled player (1709)
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http://tasvideos.org/userfiles/info/27445847694358048 Technically not "stuck", since I found out if I went to the furnace, delayed pausing a bit, then unpause, I can spawn a stairwell to appear near me, allowing me to go back to the first floor. Doing this again somehow gets me in bounds, at the room left of Mr. Nebbercracker. Edit: I did it. Sorta. I managed to instead spawn a block, then clip in it and reach the staircase to the Furnace. Now what I had in mind, but it works. This improves the current TAS by 3,000 or so frames now. It's faster than the above trick since it gets to the dynamite section as well. Edit2: It's now obsolete! I managed to finally spawn a set of stairs, and went straight to the dynamite room! :D Edit3: If I tried to go OoB and spawn a stairs or hole to get to another floor during the final boss, it seems to always crash when I enter it.
Experienced Forum User, Published Author, Skilled player (1709)
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For TAStudio GBA core, is there any way to 1. Hide columns, especially Tilt X/Y and Light Sensor? 2. Set the values to 0 rather than 100 for Light Sensor?
Experienced Forum User, Published Author, Skilled player (1709)
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I agree with not bothering with it. People are already bitching about a half second lose they can't even visibly see; a 30 second lose for 99 lives would start even more drama. Edit:
Lord Tom & Tompa\'s NES Super Mario Bros. 3 "warpless" in 46:20.3
Was that slash there before? :|
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Not sure if this may lead to something new, but: https://youtu.be/xdZKVhgGmOM After "Luigi The Best" discovered OoB objects, I went ahead and explored the Basement 3 OoB area by holding A+B after dialogue and drowning. I ended up getting stairs to spawn, and went from Basement 3 -> Roof -> Attic -> Floor 4 -> Floor 3 -> Floor 2 -> Floor 1 -> Basement 1 -> Basement 2 and back into the main game area without using the elevator. I wonder what else could be spawned? Edit: I managed to get Out of Bounds in Basement 1 by holding A+B then falling off the ledge. I'm certain the TAS can be improved now by using this trick to warp to the furnace from Basement 1. There's also invisible objects at the north east corner of the map. Edit2: I can confirm that if you somehow entered the final boss without dynamite, you could still deposit it as if you owned one. Edit3: You can go OoB at the room right before the tongue. Press the switch with Jenny, and if you stand in the right spot you'll be pushed into the garbage pile, allowing you to move OoB. :D
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feos wrote:
The refresh button?
I tried. If I get an error during a refresh, the button doesn't seem to work even after I fix the script. It won't give additional errors however.
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Done. Mapped every single address with something in the savefile. It appears this confirms my feeling about something being missed. Even taking account with that seemingly unreachable bottle address's 1% extra, it's still 98% completion.
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Viewing the savefile reveals the following: Offset - values from this address 0x02 - Number of bytes from the right save if it overflows 0x03 - Number of bytes from the right save 0x04 - Number of bytes from the left save if it overflows 0x05 - Number of bytes from the left save 0x06 - Number of bytes in this file excluding itself if it overflows 0x07 - Number of bytes in this file excluding itself 0x0B - 0x3E17 (Language (Eng/Fr)) 0x0C - Binary flag for how many save files are there The rest are very long, so I placed on Google docs: https://docs.google.com/spreadsheets/d/1geZ1gV5U3fqSEEmVxeVEbIDEfK8GEVM2xRUdVjIM_DI/edit?usp=sharing I believe offsets 0x4-0x7 are hash values, since changing anything else without changing these make the file unusable. I know that it's related to the above, but there appears to be something else in addition. I'll post more notes as I find out. Edit: Currently known influences to 0x4-0x7: Basically everything listed so far. :| Oh, and hiscore for Thou Art Dead isn't saved. eh. Despite both X and Y are 32 bit addresses and values, the save file ignores the highest and lowest pairs of bytes. Which means it's completely possible to go OoB and somehow save, and the game could potentially disregard it. 0x4-0x7 seems to be the sum of the above. Not sure how having 2 savefiles affect it however.
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Doesn't this site allow using different game versions? This shouldn't be a problem unless the files for the older version(s) all vanish from the web.
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Not sure where else to ask, so: How do I restart a script in BizHawk after I'm done editing it other than remove and readd the script?
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Not sure how useful it is, but in the NPC gallery, the room with the...uhm...these, and repeatedly ground pound and throw eggs upwards as more eggs spawn, eventually you'll get one stuck to the screen. Not sure if this can cause some memory overflows or anything though.
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1. Does it always clip you underground? 2. If so, are there any instances where you may get "stuck"?
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Tompa wrote:
The reason for not getting 99 lives is the same as for the 100% run: It's an unneccesary waste of time that will showcase something already done in multiple runs since 2003. It's nothing original, it's nothing unique and it's nothing we want to sacrifice time for. Yes, we could easily get some more points, coins and lives without wasting any time, though nowhere close to 99. Is it really worth to care that much for? No, it is not. If you want to see a run with 99 lives, we already have several of those where the category and power up in use makes it doable, impressive and interesting: http://tasvideos.org/1590M.html But please, drop these discussions for every single SMB3 run, it's tiring. Thanks.
Would help if this was in the submission text. Assuming people don't skim it of course.
One of my favorite parts of making this was after we'd both concluded the 7-Fortress2 pipe glitch wasn't going to work but it finally clicked. I'd worked at it for hours, so I just watched it, laughing a few times...then when I sent it to Tompa he wrote back that he was just watching it, laughing.
Don't you mean fortress1?
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I still play this game. I found out it's possible to skip the first encounter with the subway guard: https://youtu.be/w8q3jsOVqiE The intended route is this: https://youtu.be/gb-bu0BnFSQ?t=149 Also, they disabled the door message, but the stall trick still works in any door that can be interacted with. You can do this to stall the guard forever, but this game appears to be move clever now; more chase scenes now have the regret's destination constantly change to your position. That's not always the case though. Edit: I don't believe I've ever encountered running in the sequel, but regardless, changing 0213493D to 16 makes you bunny hop run like in the chase from the original day 3. Also I'm positive it works at skipping the red room at the end of the subway. Todo: 1) Actually write out where the game cartridges are other than listing date. Where the heck are games 25, 26, and 27?? 2) Changing the cartridge flags to 0xFF sets it to purple. Find out what it means. 3) Find out what carries over using the suspend feature other than cartridges. 4) Find out more event flags 5) Find out what the journals actually do other than backstory. 6) Find out if you ever actually run in this game.
0212E202 flag for cartridges is around this area
Let me correct and elaborate: Each address is responsible for 4 stages and act as binary flags; Bits 0,2,4,6 are the found status and 1,3,5,7 are the completed status. So if you want to obtain them all as incomplete, just set each of the below to 0x55 (0xFF for all as completed) 0212E200 - Minigames 1-4 0212E201 - Minigames 5-8 0212E202 - Minigames 9-12 0212E203 - Minigames 13-16 0212E204 - Minigames 17-20 0212E205 - Minigames 21-24 0212E206 - Minigames 25-28 0212E207 - Minigames 29-31 There are purple flowers north of each well. After each completion, the corresponding flower turns red. Complete all 31 minigames to have blood additionally leak out from several wells. Edit: 0212E57A - Path A/B 0212E603 - Event flag 0212E607 - Day (Real world) 0212DE58 - Day (TS) For 0212E57A, it seems to correspond to the following: 1: Day 8 2: Day 1 4: Day 6 Hospital 5: Day 2 (House) 6: Day 2 (Subway) 7: Day 3 (Karaoke) 8: Day 3 (Hotel) 9: Day 5 (Graves) - Both graves take place in the same location, so this address can't be used for day 5. 11: Day 7 If cheats were used and changed to other values, for linear stages nothing different happens. For paths, the top path is always chosen (Subway, Hotel, Kenta). 0212E24C - changes TS for some reason
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Maybe post a savestate right before where it happens and see if it can be replicated by others?
Experienced Forum User, Published Author, Skilled player (1709)
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Experienced Forum User, Published Author, Skilled player (1709)
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So...DK3. I'm tackling the Classic version first, because that's the only version I managed to get 1,000 points in real time by spamming bubbles. In a TAS where the purpose is to obtain 1,000 points, the method appears to be like this: Shoot 3 bubbles at the top, middle then bottom such that the left bee would reach DK before he can shoot it away. During the "downtime" refuel and gain points by shooting the right bee. Repeat this 100 times. I wished I knew how to approach making a script for this, since it's very tedious. In the case anyone can do this, here's the addresses in ERAM: 0x3A5BC - Left Bee's position 0x3A5C4 - Left Bee's position 0x3A5C8 - Left Bee's movement timer 0x3A5F4 - Right Bee's position 0x3A5FC - Right Bee's position 0x3A600 - Right Bee's movement timer 0x3B32C - Mario's position 0x3B334 - DK's position 0x3B358 - DK's bubble movement timer 0x3B359 - DK's bubble amount Bee positions: Edit: You cannot splice the rounds, since the bee timer doesn't match. Given ~1000 frames per match, which gives 5 + 10 points, that's 67,000 frames, or around 20 minutes for 5 stars.
Experienced Forum User, Published Author, Skilled player (1709)
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1. What's with the colors at the last stage? 2. How are people even supposed to beat that stage without cheats?? Edit: 3. Where's Mr. Hyde? lol