Posts for jlun2

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Sorry for double posting, but are there any chapter flags that can be triggered remotely with some action? The only thing I can think of right now is that journal from chapter 6 where you're supposed to return to the ghost, but I'm not even sure if it's possible to smuggle it out, nor would it set the chapter 6 flag at all.
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Not exactly the same problem, but for that bound game I made a thread about, the initial loading is far too fast in comparison to what if it wasn't played via hourglass. Same thing happens when attempting to pause, along with other versions of the game.
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kien_ wrote:
jlun2 wrote:
So the retreat glitch only saves ~20 mins from a 3+ hour long TAS. Huh. I'd thought it'd be like sub 1 hour or something gamebreaking due to all those runs that forgoe it. :P
you know why? because there have too many dialogues than dungeons : )
Funnily, there's more than one thread regarding text being (J) or skipped being annoying. :P
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If it helps, since this game is console verifiable for every run tested so far, this could be done on emulator then played back to see if it's possible live.
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Zarmakuizz wrote:
Currently 0xA presses is asking for some hot glitch hunting for really specific levels, but by glitch hunting something bigger might be found… ACE for example. tl;dr: Freedom, do&watch whatever you want, we'll see what will happen.
Too bad if an ACE glitch were to be found it won't be an improvement to the 0 star since there's a high chance of people demanding a separate branch in that case. :P
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Malleoz wrote:
We are also on the verge of a Chapter 6 skip. More info + video tomorrow.
What? Elaborate please.
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andypanther wrote:
This stuff looks crazy (yes, I don't understand it at all ^^), but i'm so excited that normal mode will be improved! I did honestly not believe that it was possible to save more time. Good luck with this! While I'm in the SML thread, I had this idea for the game for a while now: A highscore TAS! The goal obviously is to get the best score, but without death abuse, so this would limit infinite scoring methods. The routing would be insane, but I think it would make for a great TAS!
Makes me wonder is it truly faster to die over and over or beat the game over and over for highscore. :P
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So the retreat glitch only saves ~20 mins from a 3+ hour long TAS. Huh. I'd thought it'd be like sub 1 hour or something gamebreaking due to all those runs that forgoe it. :P
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Sorry if this was mentioned somewhere, but: 1. Does this support motion sensing and/or wireless adapter/GCN/GBA cable? 2. Assuming no, I'm aware other branches of emulators exists that have them. How accurate are they compared to the actual console? 3. Also how many of these (and probably more) does mGBA currently support?
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brunovalads wrote:
The only thing I can think is to manually program each level, like making a counter that decreases as Mario is reaching the pipe/door, and then for the final room making what I said before. So, it's a nightmare...
What if there's more than 1 door that leads to the end and all of them are at the same room (final level for example)? Won't your idea make it never visit any other doors but the nearest?
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Less annoying than the previous version due to no spam throwing. Still a pretty shit game, so I wasn't entertained.
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Maybe because I'm kinda not familar of sonic games, but is the original games this was based on really that slow and boring to the point a TAS of a hack where all those boring stages are skipped really needed? Also this didn't even feel like a boss rush; it felt like some overly long stage with 17 bosses eggmans with rather poorly looped music ("boss" 10 for example). It became rather tedious when I had to sit through 17 eggman executions. No vote. Edit: Also in ~3:00 of the encode, that pretty much reinforced my view that this isn't a boss rush; it's a stage with all the enemies as Eggmans and his bots.
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moozooh wrote:
To underline this point, Xenia is making better progress than all of Playstation 1/2/3 (or any other newer console) emulators have, and is already close to the state Mupen, Dolphin, and DeSmuME were in when we started accepting the first submissions for those. (Well, unless there are some mad desync issues, of course.)
That's amazing! How is that possible? 0_o
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I was itching to do a TAS of a Tony Hawk game, and eventually decided to do THUG2's Story Mode. The easy difficulty is chosen here for multiple reasons: Main category ran by speedrunners of the game Requires less points and goals Most entertaining of the difficulty levels Fastest possible way to beat the game
I bolded the ones I found rather odd wierd...curious, since isn't that the whole purpose of hardest difficulty to make the game harder? And also for most cases (that I've experienced), it's of course much faster to do easiest difficulty lol. But since the poll has nothing to do with whether it'd be published and only entertainment, I voted yes.
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grassini wrote:
does this have any known improvement without glitching?
Likely with use of different strategies. Would it make more sense to use Crystal since iirc the coin case if fixed there, or is there some other wierd gamebreaker there I'm not aware of?
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1. 1.52 rr? Does that even have rerecord yet? 2. iirc, a certain lag glitch in some megaman that was doable only on console due to less lag on snes9x. Also applies to a varied extent for pretty much any game; some worse than others. Hard for me to give specific examples when I never really TASed SNES games and grew up with mostly gameboy. Sorry.
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TMK wrote:
BTW I'm Tyler Kehne, just made an account here. Not a TASer but I do extensive SM64 research, mostly ABC stuff. If anyone has weird SM64 glitches they've experienced but haven't been able to explain, hit me up and I can probably figure out what happened.
Well... Does a question regarding the remake count? But if it has to be the N64 version, it was mentioned before that duping too many goobas crash the game. What exactly does the game overwrite? Does it have any potential for gamebreaking glitches?
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zeromus wrote:
I'm presently engaged in a long-running process to evaluate squirrel as a possible replacement. Doesn't help you any directly, but reading about a language designed by people who hated the same things about lua as you do might help you feel better while venting.
Sorry about derailing, but completely replace or as another option for scripts?
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Experienced Forum User, Published Author, Skilled player (1709)
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Fortranm wrote:
Do the first three GWG games have any sort of credits?
Credits appear at 170 stars. You get 5 stars at 1,000 points in most of the games. According to gamefaqs, 220 stars is 100%. 20 stars are inaccessible in single player, which means I can have 6 games modes skippable. Unfortunately I do not know which is the slowest, so I'm making test runs of all of them to check and skip the 6 slowest. Oh, and if anyone wonders if this is too "trivial", that's mostly the case for the Classic games, but the Modern counterparts have more luck involved (such as moon spawns on Fire). Edit: Games that I can't seem to bot easily: *Boxing (Classic) *DK Jr *DK *DK 3 Not sure how to approach Cement Factory. :| Edit2: Cement factory notes: 0x03C184 - 0x03C1B0 are cements; 4 bytes long and up to 12 at a time. 0x0 offset seems to be "X"; 5 for left machines and 7 for right. 0 means gone 0x1 no idea 0x2 is "Y" 0x3 is destination Lifts are 0x03C14C- 0x03C160; also 4 bytes long for up to 6 lifts. 0x0 determines whether you're on or off it 0x2 determines the position as follows: Your position is however 0x03C13B and determined like this: 0x03C12E is the lift timer with 0x03C124 determining it's countdown length. Every loop it changes 0x03C12F from 0 to 1 and vice versa, 0 moves the right elevator and 1 moves the left. 0x03C130 is the conveyor belt. 0x03C137 is the amount of cement for the upper left machine 0x03C138 is the amount of cement for the lower left machine 0x03C139 and 0x03C13A is the same but for the upper/lower right respectively.
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Hey thanks for the attempt. It doesn't take account into Fire for some reason, and the latter one seems to only work for menus (it shows 0 regardless for in a game). 3A04C appears to be the icon for modern mode, and 414A8 seems to be the difficulty that applies for both versions and seemingly all games. Thanks for your idea for an AIO script btw. :) Edit: Oops, seems like it does.
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Some notes: Boxing's NPC initially starts with 2 HP, and gains 1 after every 3 rounds. If said NPC was in the middle of the ring while at 0 HP, he gets knocked to the side in 1 hit. That is ~2 seconds slower than having him knock you back once, then get beaten up until the end. After 10 rounds this is not needed anymore since he gets to the side with 0 HP at the end. Chef and Fire are the ones that can be autofired for the entire time in Classic. A bot is still preferably than a very large input file when testing however. Fire can have up to 7 stickmen hopping at one time. It doesn't appear any significantly fast to obtain n1,000 points. Fire (Modern) has NPCs that spawn depends on points. For example, freezing my score to 18 spawns an egg every time, but freezing it and changing to 18 doesn't. Also gives a debug screen if score set to "270F". Rainshower takes 20:49.52 to get to 1,000 points yet after 06:17.52 it reaches 2,000 points. Reach 1,300 points triggers the "x2" points jingle, but doesn't increase the multiplier to x4. Also the sunny days from every 100 points never appear after 1,000 points.
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natt wrote:
jlun2 wrote:
The problem is that M GBA starts with Bios, even if I selected to skip it. It makes syncing rather annoying.
Skip bios is ignored when recording a movie, but that's applied consistently. How is that a desync issue?
Make a savestate during BIOS. https://code.google.com/p/bizhawk/issues/detail?id=441&colspec=ID%20Type%20Core%20Status%20Priority%20Milestone%20Owner%20Summary%20Assigned&start=100 http://i.imgur.com/KfB0cXz.png I should be seeing the red background with 102 lag frames consistently. I mentioned it on google code as well.
I think he means syncing existing movies recorded on VBA-next onto mGBA
No. It's a new movie made using mGBA.
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FractalFusion wrote:
jlun2 wrote:
But even after changing the code to this: http://pastebin.com/0eEhyNqW No input is ever set even if the statement was reached: http://i.imgur.com/SZ192E3.png
The line that says
joypad.set({left = 1}) 
should be
joypad.set({Left = true}) 
instead.
Worked now. Thanks! Sorry for the bother.