Posts for jlun2

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I wonder how many stages can acquire 100% without redoing the stage later? About the credits, is there any post game screen of some sort the proves the game was completed? For example, the yoshi island 100% TAS uses the beginning menu due to lack of credits, and this game has a similar situation as here, which can sorta be solved by pausing after skipping the credist (which will say that you've done the main story).
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Try making a test run and see if you can get it to happen while recording, so others can analyze the event. :o
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I grew up with this game, and I'll be interested in seeing a 100% TAS one day. Great to see it finished; I thought it was scrapped. :P Edit: That was quite nice. Loved how you swapped characters to get rid of knockback, land on water, jump multiple times, etc. Couldn't the last ending part be skipped with Start?
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On the youtube encode, I've noticed the end audio glitches up, and the save file gives an error screen, but I suppose that's one of those savefile bugs mentioned.
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Is it the latest revision? There was a similar bug reported here https://code.google.com/p/dolphin-emu/issues/detail?id=7497&start=100 Try posting as much info and the input file as well.
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Experienced Forum User, Published Author, Skilled player (1709)
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You mentioned casting spells temporary extends your hitbox. Couldn't the 4th and 5th flower be obtained that way? Also given how slow the camera moves once you killed the troll, would wasting some frames to move closer to the right before firing be faster?
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:o I guess the desync mentioned above is fixed now? I'm kinda surprised bird spamming is still somewhat possible since KSSU (not that its a bad thing)
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This would've been so easy to simply stay in one place or so every round, but the diverse strategies used made it fun. Yes vote.
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Mothrayas wrote:
ars4326 wrote:
One question though, Mothrayas. What if a team discovers something like ACE, or a game-end glitch?
If a team discovers a game-end glitch, that team would probably win by default (as it would be much faster than any other run). I probably would also award a honorary win at least for the team that clears the game in the fastest time without game-end glitching. Or maybe I'll do the reverse, to make sure the contest will remain competitive. I'm not entirely sure yet.
And then it was found that said glitch would be slower than not using it like OoT right? ;)
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Plush wrote:
Weatherton wrote:
Any chance at all for BitFS 0xA?
Nobody has a clue on how to get past it at the moment. It just seems a pretty tall pole which you HAVE to grab... I think we need something new for this, probably the glitches we know so far are not enough. If only there was a way to build vertical speed while on the ground...
Or some old obscure glitch found on some youtube glitch compilation video. :P Is there any place that compiles glitches for this game? Other than youtube?
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Experienced Forum User, Published Author, Skilled player (1709)
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No vote. This game's dull, the "fights" were a joke, also why did the devs thought the volcano section was even needed? Was the game 1 minute too short for them? >.>
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http://tasvideos.org/userfiles/info/18775629422354891 First stage done. The reason I used (EU) rom is because I can't seem to find a (U) version that doesn't freeze on the emulator. Anyways, movement is usually allowed every other frame, with some slight changes every now and then. Addresses annoyingly change locations every stage, so I have to refind them over and over unless the pointer(s) are found. For first stage alone addresses are: 0223A56C - Direction 0223A584 - X 0223A588 - Y 0223A58C - Z
Experienced Forum User, Published Author, Skilled player (1709)
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Plush wrote:
Stevmay09 wrote:
So... how many stars could you collect without pressing the a button at all? even in the castle sections.
That is pretty generic. If you mean from power-on new file then it's... 48 stars. You'd be stuck at Bowser in the Fire Sea.
What's stopping 0 presses for that stage? Also what other stars in castle prevent 70 star 0 A button?
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ais523 wrote:
jlun2 wrote:
Uh... There was an article on every glitch of this game on GameFaqs, but it seems to be gone... Fortunatly, I found it again!!
The "Create an invisible box." glitch detailed there has effects that look very much like uncontrolled memory corruption. If so, it might be exploitable for a large-skip warp by corrupting memory in exactly the right way. (Hard to tell, though, without details of what exactly is going on.)
Reading back, I'm still curious on what exactly does it change ingame to cause a game freeze. Also it doesn't seem to always freeze either.
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Is it possible to disassemble this game to find the unlock criteria for the last bonus stage (or at least see if it exists)?
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Can anyone please explain what "Spore Spawn RTA" means for those who don't follow Super Metroid runs? :|
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Uh....is this even a serious game? Looks like one of those games made in a day as a joke rather than a game to play. :|
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Mr. Pwnage wrote:
It's definitely possible, but pannenkoek said he went with the 11-hour version because it was easier to develop a movement pattern that ensured Mario's coordinates were exactly the same each time through the loop, so he could copy-paste the input in the m64 file. Draining the water down will probably still take about 1 hour, but at least that's more in line with some of the long cloning stars.
Well, if it saves 10 hours, imo its worth a bit more trouble finding a movement pattern for this than grind half a day. Ideally not using this star (or even not needing 70 stars without BLJ) would be nice though. @Plush What's negative VSC? What was stopping 0 presses from this before?
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http://tasvideos.org/userfiles/info/18706844669008296 Here's my route for the game. It skips the ending stage by retrieving the globe the 2nd time. I personally went through this game the "legit" way and the ending is exactly the same; no credits are shown. Rather than skip the dialogue, I showed it so that people can see the the end screen. Edit: Tricks used: Recovering from attacks If you were holding an item, getting hit forces you to drop it, but you'll survive. This includes normally lethal attacks such as guard dogs and the taxidermist spray. Jumping over laser fences There are certain laser fences (seem mostly during coop stages) that normally only Hammy could jump over. With somewhat frame precision, one can jump over as RJ. Technically not frame precise if you count getting hit, but still getting over the fence, as a success. Oh, and it seems success rate for this increases if you jump to the side of the fence. Clipping Get pushed out of borders by npc, scenery or objects. The last one isn't used since from testing it seems while objects can push other objects OoB, it cannot push the player out. Quick grabbing Running towards an object before grabbing allows you to do the "pick nothing" animation while still getting the object. The time saved is much more noticeable for heavy items or with Verne. Skip the last level By retrieval the blue globe again during a story mission, it confuses the game into thinking you beat the stage. While it has the unfortunate side effect of glitching the counter to say "80%", note that this is technically 100% since there's no way to reactivate last mission nor is there a way to bring the counter back up. Also beating the last level without this glitch causes the counter to say 100% Using the mike without delay By jumping while using the mike, you can avoid the taunt animation.
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Genre: Action
I disagree with this. I think its more of an "Adventure" game since there's no real "action" involved. Edit:
Youtuber wrote:
Who's yopyop?
lol >.>
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Why is Snes9x being ported to BizHawk? Is it going to replace the current bsnes core?
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Espyo wrote:
We also have pages about glitches and such on the wiki. Like PiePusher said, TASing Pikmin is NOT easy. You need to know every little thing about the game, if you want an optimized run. I'm no speedrunner, but I know the ins-and-outs of the game considerably well, so I'll try my best to help!
I think maybe making a Games resource page here to document TAS-related tricks would be helpful.
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Mr. Pwnage wrote:
Cloning goombas requires a bob-omb (by re-grabbing it right as it explodes), and there are none of those until after the pole, which is the big problem. WDW water overflow would be a lot faster by reaching the crossover point in the downward direction, because then Mario doesn't have to make all those sidetracks to resurface for air, and can just wobble around in place between the wet and dry halves of the tunnel.
Is that theoretical or an actual 11 hour timesaver? :o