Posts for jlun2

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A thread about bad FF games and no one mentions this? Also regarding indie, posts like these don't exactly inspire confidence, and uh..:
Every game is free to download, but then dumps on your head a load of nags, pop-ups, and pleas for upgrades or in-app purchases — some games are $4.99, some are $15.99, others just constantly implore you to donate $.99 so the developer can have a beer. Worst of all, it makes buying things impossibly easy — you enter a credit card when first setting up your Ouya, and there are often no confirmation boxes or checks against you spending thousands of dollars.
Indie doesn't mean 100% better; greed is everywhere regardless of what type of company. Edit: I forgot to link this: http://ca.ign.com/videos/2013/01/17/psa-dont-buy-final-fantasy-all-the-bravest
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How exactly would BBB be done if Robo Sandy was skipped? Or did you mean do it later?
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Isn't the italian version faster? That was done on the japanese version. Unless of course the italy post was a joke, which in that case ignore this please.
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Hey, managed to get 200 points in classic cement factory hard mode after over 45,000 frames. This makes it one of the slowest game modes, and most likely be skipped along with the easy version assuming 6 other games arent slower. http://tasvideos.org/userfiles/info/24247709336349349 Here's a rough bot that attempts the game; it's posted here in case anyone in the future wants to do a 100%. Edit: I'm still really curious about the final times, so I might try 1000 points later. Edit2: I used cheats to quickly test Octopus. It seems on modern, the max amount of treasures you can carry at one time is 50. I can't seem to use pause to manipulate the tentacles, but I can use that to affect when it will shoot ink. Edit3: It's way slower to hand in 50 points all at once; it's faster to hand in chunks of 9 points (10+ slows you down a lot). 0x03C1D2 is Mario's "timer" for movement; once it hits 0 you can move again. 0x03C1F2 is the points stored on bag. It affects the above as follows: 10+ - advances 0.5 unit per frame 7-9 - advances 1 unit per frame 4-6 - advances 2 units per frame 0-3 - advances 4 units per frame Each tentacle has it's own addresses; however for pretty much the entire time, only the one closest to the treasure is of concern. 0x03C6C0 is the timer for when it strikes, and 0x03C6B2 is the cooldown which determines how long before the next attack. The cooldown timer is one of the reasons having 10+ loot is slower; by 150 points or so, the only counts up to ~100, and given your slow movement, you can't make it back in time to do anything. Even worse at 800+ points when it counts to 16 frames and strikes. Edit4: Classic Octopus is completely different in scoring. Every time you get 1 loot and go back, 0x03A446 adds by 3. This slowly counts down, and 1 point is added to 0x03A3C8. Unfortunately, this is at a fixed rate, so unless I mess around a bit, chances are, there will be 3+ minutes of down time for BOTH classic octopus difficulties. 0x03A87D is the tentacle timer, and 0x03AECC is the speed which it ticks. Here's a lua script that displays information regarding the classic version:
Language: lua

memory.usememorydomain("Combined WRAM") posX = {[0]=30,[1]=25,[2]=75,[3]=120,[4]=160} posY = {[0]=45,[1]=105,[2]=110,[3]=110,[4]=110} full = {[0]=3,[1]=4,[2]=5,[3]=4,[4]=3} --full "length" of tentacles while true do gui.drawText(175,0,"+"..memory.read_u16_le(0x03A446),'BLACK') --Score saved up gui.drawText(130,15,"Total:"..memory.read_u16_le(0x03A3C8)+memory.read_u16_le(0x03A446),'Black') -- and total gui.drawText(0,145,"Timer:"..memory.readbyte(0x03A87D).."/"..(memory.readbyte(0x03AECC)+2),'Black') --Speed appears -2 than timer limit for i = 0x03AACA, 0x03ACBA, 0x7C do --First tentacle and offsets index = (i-0x03AACA)/0x7C --to convert i into natural numbers --offset 0xA is state; 0 = DNE; 2 = Attack; 6 = Retreat if memory.readbyte(i+0xA) == 2 then gui.drawText(posX[index],posY[index],memory.readbyte(i).."/"..full[index].."\n"..memory.readbyte(i+0xA),'Maroon') elseif memory.readbyte(i+0xA) == 6 and memory.readbyte(i) == full[index] then gui.drawText(posX[index],posY[index],memory.readbyte(i).."/"..full[index].."\n"..memory.readbyte(i+0xA),'Red') elseif (memory.readbyte(i+0xA) == 6 and memory.readbyte(i) ~= full[index]) then gui.drawText(posX[index],posY[index],memory.readbyte(i).."/"..full[index].."\n"..memory.readbyte(i+0xA),'Orange') elseif memory.readbyte(i+0xA) == 0 then gui.drawText(posX[index],posY[index],memory.readbyte(i).."/"..full[index].."\n"..memory.readbyte(i+0xA),'Green') end end emu.frameadvance() end
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Hey, I'm not sure if I missed it, but I can't seem to find the verification movie for both mario kart TASes. The original submission has this link: http://filexoom.com/files/1094/record_reset_snes9x.zip But it appears dead now. I assume the verification file is there too, but not anymore.
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Does 7 different characters technically count as a separate game mode? Because that's allowed now iirc. Also I never played this game, but how different are each "chapters" in comparison to each other?
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I had this problem before. It turned out norton was deleting some dll files. Is your anti virus doing that?
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samurai goroh wrote:
I don't understand why you are comparing if address is not a 2 but later if is a 7. If it's a 7 it cannot be a 2 (so the first part makes no sense to me), or are you trying to compare the bits?
Er...oops. Here's a different part that probably shows off what I meant better:
if (memory.readbyte(lift[1]) == 6 or memory.readbyte(lift[2]) == 6 or memory.readbyte(lift[3]) == 6 or memory.readbyte(lift[4]) == 6 or memory.readbyte(lift[5]) == 6 or memory.readbyte(lift[6]) == 6) and (memory.readbyte(lift[1]) == 1 or memory.readbyte(lift[2]) == 1 or memory.readbyte(lift[3]) == 1 or memory.readbyte(lift[4]) == 1 or memory.readbyte(lift[5]) == 1 or memory.readbyte(lift[6]) == 1) then
Also, thanks Pokota for your suggestion!
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Regarding lua if statements, are there any ways to compare if 2 conditions are at 2 different values other than a large amount of "and/or"s? Currently, I'm doing something like:
if (memory.readbyte(lift[1]) ~= 2 or memory.readbyte(lift[2]) ~= 2 or memory.readbyte(lift[3]) ~= 2 or memory.readbyte(lift[4]) ~= 2 or memory.readbyte(lift[5]) ~= 2 or memory.readbyte(lift[6]) ~= 2) and (memory.readbyte(lift[1]) == 7 or memory.readbyte(lift[7]) == 7 or memory.readbyte(lift[3]) == 7 or memory.readbyte(lift[4]) == 7 or memory.readbyte(lift[5]) == 7 or memory.readbyte(lift[6]) == 7) then
and it looks really messy and hard to read.
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Any luck on testing so far? Are you trying this manually or botting for other bosses? :P
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How does clipping downward through the floor even work? What kind of flawed mechanic is that?
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jlun2 wrote:
Well, my thoughts is that given how the existing movie has over 27 votes with an average of 5.9, chances are, an improvement won't exactly propel this game to a higher tier, so might as well go all out speed based. :P
Well, thanks for potentially proving me wrong. lol That was a lot better than I expected. Yes vote.
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Here you go:
Where a game has multiple difficulty levels, it is preferred to play on the hardest difficulty level (for more interesting gameplay) unless the only difference between difficulty levels is enemy/boss hit points, in which case the easiest difficulty levels are preferred in the interest of speed. If the difference in difficulty is inapplicable for your run, for example, you trigger the end game sequence right from the start, then selecting the hardest mode is unnecessary.
Also interesting that it now adds the occasion when a major skip occurs. lol
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Would a lua script that overlays information help? In fact, how's moving in PU's different than other places?
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Too bad I don't have any free money to give, else I'd be willing to pay to improve N64, PS2+, and Xbox+ emulation.
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For jolly roger bay, would it be possible to clone the koopa shell from underwater to above land, then use that move backwards trick to gain incredible speed for the 0 ABC red coin stage?
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Notoriously hard for those who've had it as a kid, most people never made it past Kaa. This run plays on the normal difficulty in order to make use of more damage boosts. The only difference between hard mode and normal is that Mowgli has 1 less life.
Uh...if it's really that hard, wouldn't it make more sense to use the hardest difficulty?
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Your encode seemed cutoff at 5:56 for some reason. :O But quite nice, especially at Celestial Valley.
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Rather clever way to skip fruit storage. Speaking of which, would fruit storage still be faster?
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How manipulatable is the RNG for this game? Is it set during the battle, or everything as soon as the battle starts?
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EgxHB wrote:
Now that this game has been re-released as EarthBound Beginnings, should we change the game title on the site? Suggested revision to the publication description: "EarthBound Beginnings is the first game in the Mother/EarthBound series. It was originally localized for a 1990 release, but was not officially released outside of Japan until 2015. The English translation's original title was EarthBound, but this name was instead later used for the English version of Mother 2. In retrospect, the first game was subsequently referred to as EarthBound Zero by fans, before being re-titled EarthBound Beginnings for its Wii U eShop release." (Wording is only a suggestion.) Edit: Hellooooooo? Anyone read this?
I just learned of this today. I'm more curious on how different is the original NES prototype compared to the GBA "Mother 1 + 2" release. I recall that "Earthbound" had new glitches compared to the original, so I'm curious how this might also occur for Earthbound beginnings. Speaking of which, are the glitches the Earthbound TAS(es) use fixed in the GBA version? If so, it might make more sense to TAS the GBA version for Mother 2 as well, since people have been wanting a relatively glitchless TAS for a while.
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Back on topic
L-Spiro wrote:
I’ve been hoping all this time that the rest of the chairs at Nintendo would die off, but instead the absolute worst possible outcome happened. This is definitely a blow to Nintendo, and I no longer look forward to the future of that company. L. Spiro
But then this thread will be about those people you want dead instead of Iwata. :/ But seriously, that's a rather dark thing to say in a thread about someone's death. :|
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Alyosha wrote:
So I tried to clip by the elevator by riding it down a bit and jumping back up (hoping it would disappear once off screen) but instead it stayed even though another one appeared above. Out of curiosity I tried to make more and more, and I got up to at least 10. At that point other things like enemies wouldn't spawn as I rode them down, but I could still do things like shoot bullets. Possibility for some kind of stack overflow to happen I think, but who knows if the results will be useful, its also pretty slow to set up.
Since the OoB areas seems to be filled with random junk, is there a way to quickly spawn an elevator there over and over or some other sprites?
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Gamer Maiden Sonia wrote:
I could not care less if this will be the last generation or not, to be honest. I particularly don't enjoy most of the modern games and I'm perfectly fine simply playing the old ones. I have enough of them to keep me entertained for 1 life time. Most games nowadays are far too complex for my tastes. I no longer have patience for them since I'm already becoming a little old. I don't have the same energy and hype I used to have when I was younger. So nowadays I have far more fun with simplicity, which is what older games generally offer.
Nowadays its either incredibly simple one button apps or AAA games that get forgotten in a year. Also huge reliance on stable servers, which is annoying. Edit: Oh yea, and pay2win. lol