Posts for jlun2

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For the overall TAS, if a different character was used, how different would it be in time and content-wise?
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Voted yes because it was unexpected, but I don't think it would hold for moons. Also, what happened at that last couple seconds before you win? :o
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Patashu wrote:
https://www.youtube.com/watch?v=pwYXTcnWCno Not sure if anyone knows how to reproduce it.
iirc parts of the game were disassembled, so would that help pinpoint the factors?
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goldenband wrote:
Why don't we look at a simpler premise: can anyone extract the opening book from Chessmaster? If we can find an error -- a line that leads directly to a forced mate, ideally -- then we can exploit it, most of the CPU's moves will be instantaneous, and we won't need to dumb it down in order to get a quick win. Beating the game on Newcomer/1 difficulty (as in the run posted earlier) establishes a "fastest possible" run, I suppose. But I'd like to see the CPU taken down at its best by exploiting its flaws (and no, the menu command that tells it to move immediately isn't one of them).
That still won't solve what to do with the many different chess games that exist out there; do they obsolete each other, or all published despite being quite similar to one another?
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Spikestuff wrote:
hnoor wrote:
100 percent run of Zelda OoT in Mupen64
No you're not. You're going to use the more reliable emulator BizHawk for TASing your n64 game.
Proof: Post #337932
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So...what exactly is the difference in difficulty for this game?
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Samsara wrote:
Oh hell yes. I'm checking this place out right now. I think I've gotten through most of it through trial and error, but I've reached what appears to be a complete dead end. I don't see any alternate paths or items or anything... EDIT: Nevermind, found the way through. The level can be completed. http://i.imgur.com/p22Oswv.png http://i.imgur.com/HeXsbRc.png EDIT2: https://www.youtube.com/watch?v=D9kvPXlQAX8 It's a really interesting level!
What's that passcode at the end?
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ais523 wrote:
JPC-RR does support subframe input (e.g. #3080: ais523's DOS NetHack "fastest death" in 00:01.15 which is another submission that's shorter than this one; and in the more serious NetHack TAS that dwangoAC and I are working on, we use subframe input to do luck manipulation faster). In order to avoid Warp's concerns, I played using JPC-RR's default clock speed.
How do emulators make use of subframe input? Does it advance the game by instruction?
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jlun2 wrote:
https://www.youtube.com/watch?v=b9HAk1IhBV0 2nd storyline stage broken. I'm not sure does this count as clipping, nor do you actually need to move Hammy, but I couldn't seem to land there without her. Also doing this with Hammy is a dead end since you can't pickup things to break the sprinkler.
Link to video I managed it without moving Hammy. Also here's my results of manipulating the combination lock https://docs.google.com/spreadsheets/d/1qH1NStvWQZ1CqHknKw8A45geyeit57QE8fBk2LPbEQg/edit?usp=sharing For some reason it freezes quite a number of times.
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EEssentia wrote:
Unless I'm missing something, both are equally legit. If a game exists on multiple platforms, then it would make sense to be able to run it on any of the platforms, right? So whichever gives the more advantage.
Would the VC rom extracted and made to run on an actual N64 also not freeze for that glitch?
I wouldn't recommend the Virtual Console version though; the game seems to randomly hang due to unknown reasons. The N64 variants should be fine; but, in order to avoid extra lag, you may need to override Dolphin's emulated CPU clock rate until it matches up more with console lag.
Is that an emulator bug on Dolphin or does it actually freeze on console?
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andypanther wrote:
For a VC TAS, there will always be the argument that you're playing an official release.
Would it be more legit to TAS it on dolphin or a N64 emulator?
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Can't you just contact a mod to change your name so others wont be confused?
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What was the purpose of those balloons? Also the beeping noises were highly irritating.
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That was nice. Also what emulator was used? It would be weird if a glitch used was not exactly reproducable on actual console. :P
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Experienced Forum User, Published Author, Skilled player (1709)
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Hey, how many times can you dupe star pieces? Would the game eventually glitch up?
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Malleoz wrote:
I'm planning on working on All Cards in the near future :) this is my favorite Paper Mario game to optimize and play so far.
Would it be a separate category than 100% (whatever this game counts) or some branch that is different and entertaining enough to stand on its own? Also wow that was quick.
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JMC47 wrote:
I did some basic input recordings for a project of my own on F-Zero GX and suffered no desyncs whatsoever. I wasn't TASing, but rather just doing some replay/recording stuff. I think it's rock solid, but someone should definitely try it with savestates.
I asked the TASer from the video above, and this was the reply:
Luckily the in game replay file never desynced for me so far. However dolphins input recording desyncs really fast for me. I think I need to use different settings to record input correctly.
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Because the test run was sorely out of date, I updated it and shortened it by ~8 mins. The game only registers the completion as 36% even though the only main thing I really skipped was the walking back to the stages 12 times and the last stage. Oh, and only the last stage can be skipped using other missions; none of the other story ones were able to be broken that way. Funfact: The only time luck was ever needed was the safe combination; everything else was deterministic. lol Oh, and it costs ~50 frames to move from one number to the next for the safe.
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So....does the real time runs still use cloud to beat bowser? or do they just complete 0 stages and count that as any%?
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Hey good news! While messing around, I discovered that as soon as the item objective is done, you can immediately press start, exit the stage and the game would count as if it's done! This means I can immediately go to a different house, thus making manipulating the combination lock a bit easier! :D Edit: Oh yea, and it doesn't work on the first 3 story related missions. Also, it can't be done on the last raid before a story one, or the game won't proceed. In other words every 5th item. Edit2: This also crashes the game if certain stages are done. Edit3: It ended up crashing even if I did the bugged stage at a different order. It didn't crash however if I did the bugged stage first. Edit4: This messes with the percentage counter, which means I can get a very low percentage doing this, and 100% be simply not doing this trick + not skipping last stage. lol
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Hey, I'm not sure why, but on Chrome, when I try to post something on a thread with encodes, it stretches horribly:
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That was amazing. Quite clever use of dragging the other 3 links around. lol
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Amateseru wrote:
As a speedrunner I was really sad when I realized that nuts crash on emu (I'm an emu player, I can't play on VC) so without paying attention to the rules of zsr, I tried to modify my emulator, and I changed the video plugin (mine was Jabo's Direct3D8 1.7.0.57-ver5) if you put the plugin Mudlord's Rice Video Build 6.1.4 then the deku nuts won't crash anymore, and the deku seeds neither ! (I guess magic and sticks should work too, I also tried deku sticks on B and half of Link's body disappeared, but the emu didn't crash) So pretty much it depends of the plugin (which is quite incredible in my opinion) I guess it could be allowed to use another plugin since Mudlord's Rice is a bad plugin (especially about the pause buffer oh my gosh....) and it's not faster at all than any other version, obviously if you do GIM with nuts then it won't be allowed to do it with deku seeds because it's supposed to crash on VC, it seems legit for me after all, I'm playing on a ROM 1.0 and I don't use blank A even if I could. (oh by the way every version on emulators crash or work for the same item example: Deku nuts crash on jap 1.0 but also on 1.2 US or PAL etc...) Voilà, excuse my bad english u_u
How does a graphics plugin have so much influence on things seemingly not related to graphics? 0_o