Posts for jlun2

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Thanks very much! One thing I noticed while messing around is that right before an egg blows up, its id is 47 on your script. For some reason the glitched egg stays at that id when it respawns. One time it managed to spawn at slot 5 and still worked.
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Tangent wrote:
Are you volunteering to do this for every submission then?
Wouldn't it make more sense to simply edit the site to stop accepting them? I mean, there there's a continuance list, so doing that for other emulators seem to make more sense than to cause endless frustration on viewing and encoding.
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feos wrote:
While I'm reversing the objects, do you have a movie where that particular egg from 51966 doesn't duplicate?
http://tasvideos.org/userfiles/info/22712033439594178 Oddly took more than 1 shot (but less than if constantly moving) Walking to it instantly destroys it, and in the case you meant 1 hit == destroyed use this instead http://tasvideos.org/userfiles/info/22712072057914286
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I'm just confused why some people still embrace mupen given all the problems during TASing, viewing and publication despite alternatives existing. Other than "easier to use" and "my TAS started in Mupen" I don't see why people still use them. :|
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If an improvement were to ever be made, can it not be done in Mupen to avoid all this hassle for N64 publication? Edit: Even better, ban mupen. :P
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Hey, I'm not sure how you would check quickly, but with the introduction of vault, several TASes that were submitted from way back but were rejected were accepted and published. So if you want more ideas, those could work too.
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Hey, you'll never know. After all, that's what people say about glitches like Brock skip, and look what happened now! ;)
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Actually before you start, would more testing around for any minor timesavers be helpful? Or at least list some possibilities, and see if new things can be found?
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I'm conflicted. It seems based on the comments, making a suboptimal "A" TAS would potentially get a better "B" TAS and vice versa. While it might make sense to argue that this means both should be in one TAS, that may result in both parts being sub-optimal. Although if I must chose, I think that the "A" run not be used as verification, and instead make a specifically crafted .dtm that would result in the best "B" scenario and then make a seperate "A" TAS that disregards whatever may happen in "B".
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http://tasvideos.org/Addresses-84.html 04E9,04EA,04EB are bullet types fired 0438, 043B, 043D and likely others seems to be NP?C ids Enemy hps are 04EC - 04F9 (1 byte unsigned) Freezing the value of 03E5 during that part of the level causes the egg to never go away (even if walked into) but I have no clue why only that egg. Standing, then firing causes the egg to die sooner. The current stage benefits the most from this glitch due to mass backtracking compared to others. But yes, it should save time if it can be done on all stages.
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feos wrote:
Is it present in the previous movie you posted? If so, tell when it happens there, and when you need it to happen in the latest one.
It's in the last 2 WIPs I posted. The dupe starts at frame 51966, and if it can be repeated at any spot outdoors at the next stage, you can skip entering the south building and instead go to the raptor enclosure located right above the player at start. Link to video Here's an encode of the glitch for that particular screen. Incidentally the only place I could do it for some reason.
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http://tasvideos.org/userfiles/info/22664661458798568 Posting an incomplete stage right now since I'm kinda demotivated since if the egg duping glitch can be repeated on this stage, no more backtracking is needed. Can someone please help find the cause?
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Experienced Forum User, Published Author, Skilled player (1709)
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That was quick. Having never played this game, it's rather hard for me to see if its optimal. The short notes don't help either.
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Hey, does that mean for a 100%, no more having Flavio follow you?
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feos wrote:
I'll just mention, that Sonic TASing won't worth anything if it didn't aim for in-game time. Simply because in real-time, one can find a prefect delay to stop the time counter ASAP, by waiting here and there, and it'd be faster than any current Sonic TAS, but... is there a point? So yeah, Sonic is not the game where you waste time for entertainment to get the lowest possible in-game time, you are forced to aim for it to be really able to talk about optimization (which TASing is about).
I have no idea what you're talking about, but since chances are, sonic TASes get moons, it isn't exactly relevant since no matter what happens, it won't get vaulted. I'm specifically asking for in terms of vault, and do TASes of such deserve a seperate branch, obsolete, etc.
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I don't have the game with me now, so can you please check where in midair would you appear if you started a battle with a ground-based NPC and was doing a spring jump? I can't recall if Mario would continue going up during the curtains.
Post subject: How much should in game time matter for vault?
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Currently, there's this submission: #4686: Spikestuff's PSX Tekken 3 in 01:49.73 that aims for vault but sacrifices real time for in game time. When questioned, all that was linked was http://tasvideos.org/Movies-Vault-C1012Y.html However, there's also precedent to reject runs that wastes real time for low ingame clock, such as #2956: adelikat's NES Mike Tyson's Punch-Out!! "clock stopping glitch" in 19:17.96 where instead of vault, it was rejected. Also, it's known that games such as Super Metroid can technically achieve a very low in game time in comparison by pausing repeatedly at the expense of viewer patience, and real time. Additionally, 2 other games have been noted in the comments of Spikestuff's submission that could allow seemingly infinite real time used yet the game time remains 0. How much should in game time matter for vault? How much time wasted would be considered "reasonable"?
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Tangent wrote:
I think the rule's for things like games that count down score, 'flawless victory' announcement, or do things like Super Mario's fireworks that would otherwise force a player into taking unneeded hits, wasting weapons, or wasting time just to avoid them, but that said, a cursory glance through Spikestuff's link, I don't know that I saw anything that paused to manipulate luck. Also I'm absolutely sure things like the Super Smash thing you linked or another example, Super Meat Boy's 0.00 timer glitch, would get flat out rejected as a valid goal. A Punch Out run using a timer glitch to go for in game time was also rejected. It seems like a tag in need of clarification.
I just remembered this also applies to Super Metroid, but not as extreme since the timer still counts, but a lot less.
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Huh. Curious that this is banned despite doesn't seem to be a glitch or developer cheat. Also, should this discussion be moved to the windows game section?
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Is in game time even vaultable? I know of at least one game where focusing in game time would allow an infinitely long real time movie, but 0:00:00 in game completion. Its smash brothers. https://www.youtube.com/watch?v=cfX2KVXlAF4
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Uh...do does glitches you listed even exist in this version?