Posts for jlun2

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There's no such thing as "too small" an improvement, given that it has happened before.
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How different timewise would the PSX version be compared to NES? Is it large enough to have 2 of them published? Edit: Although if something like this is also featured in future virtual consoles/compilation games/official emulators, I'm not sure how would the obsoletion process be like nor which version outside the original to use.
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Hey, can you please not embed videos? It's ok to post links (the full url), but not embed 10+ videos on 1 page. Not everyone has unlimited, perfect connection. :/
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How exactly do you re-enable the hand for this to work?
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Hey, maybe because I know nothing about this game, but wouldn't it be better to manipulate the minigame appearances to all use the shortest ones, or is that pre-determined?
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TAG wrote:
my V1 copy of SM64DS came in the mail the other day, it's nice to know i still can decipher the crash dump screen. please may I embed some videos like i did with my previous video? they are SM64DS glitches. and they are specific to Version 1 too.
Can you simply place the links on this thread without doing so? :P
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Is there any way to have a straight forward TAS without any major skips in any pre-generation 3 games? Hell, I'm certain that within a year or so someone will discover a major skip that DOESN'T corrupts memory in GSC, and create like 3 branches+ for this generation as well.
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Malleoz wrote:
jlun2 wrote:
With all those weird effects from reactivating chapters out of order, what happens if you activate a previous chapter AFTER you reach the credits, then attempted to fight a boss you skipped (Cortez for example)? Speaking of which, wonder could you fight the shadow queen twice..
As a matter of fact, yes. Any revertible triggers that are present will allow you to set the game to that Chapter. Using this, you could actually end up doing the endgame sequence several times.
That would make a rather odd 100% lol Actually now that I think of it, what would happen if you attempted a job at the help center that unlocks from later chapters, and without completing it, trigger the previous chapter before the job is available? And having every party member unlocked then doing chapter 3 again would be rather interesting...
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With all those weird effects from reactivating chapters out of order, what happens if you activate a previous chapter AFTER you reach the credits, then attempted to fight a boss you skipped (Cortez for example)? Speaking of which, wonder could you fight the shadow queen twice..
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I don't have the game iso with me to test this right now, but would it be possible to use cruise boost during the robo spongebob fight along with disable the hand to scale up the south wall or the robot and reach the invisible spatula at the beginning?
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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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