Posts for jlun2

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Is there any way to skip to the 2nd and last Bowser without BLJ like in the remake? Maybe a similar glitch?
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1. Is the options faster to use ingame rather than the start screen? 2. The previous Sapphire TAS mentions this:
A thing I recently discovered is that if I enter an area and the music fades, the game waits for it to fade before loading the next area. This is an issue with the bike since its song fades to the normal area song. Getting off the bike immediately loads the normal area song, so I can do that and run into the next area. Also, between two areas that change songs, before the transition, I can use the bike to get the current song to fade, so the game doesn't have to wait as long before it fades completely. The fadeout issue explains the occasional bumping against walls in the run.
Does that not apply here? 3. After getting HM Surf, is it faster to do double battles rather than single battle twice? An example would be at the weather institute; wouldn't it make more sense to use surf twice, killing ball 4 pokemon rather than 4 times? Same with the victory road part with bad egg. 4. iirc the pokemon center doesn't have that fadein if you plug in the wireless adapter. I'm not sure how that would be implemented on VBA due to lack of development, but maybe for BizHawk? 5. Wouldn't it be faster to deposit almost all you pokemon before the E4? The best time to do that seems to be during Fortree city.
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feos wrote:
Passwords or cheat codes that aren't supposed to be known from running the game for the first time aren't vaultable. So you guys have to actually like it if you want it accepted :) Otherwise it'd have to be 2 runs - all normal stages (vaultable) and all extra stages (only Moons).
I thought it was generally disallowed, with exceptions. Also even if it needs to be a separate movie, these 2 movies are both vaulted with the the former relying on a rule I never knew. Maybe I should look into this game again once I find out how to beat the main game mode...
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SmashManiac wrote:
I've been playing the fan translation on my DSTWO, and I'm currently in the middle of day 3. The story is very bizarre, but the basic premise is that a haunted video game is being transmitted through Wi-Fi and playing it kills you within a week. The real world controls are absolutely craptastic and are without a doubt the biggest optimization challenge for a TAS. While I'm fairly impressed with the walking, I think it could be a little bit more optimized. Still, it's hard to say for sure, and I believe the level of optimization currently present is better than what a speedrun could achieve and is worthy of publication. That said, I find this game to be a complete bore even with the tricks and glitches showcased here, so I'll have to vote No for entertainment. However, I have to congratulate you for this record, since it must have been quite hard to achieve. Good work! :) One last thing: I'm reading in the submission details that there's some emulator glitch showcased after the credits. I'm not sure what it is since I don't know what the credits should normally look like, but isn't it an issue for publication, considering input ends afterwards? Probably not a big deal, but I just wanted to make sure.
1. DSTWO? 0_o 2. The worse part is turning, since it appears moving the camera for 1 frame at specific times is faster than simply turning with dpad. 3. Yea, this game is fun to play, but not so much as to watch lol 4. The input file says "firmNickname yopyop" but the emulator actually uses whatever firmname you have set beforehand rather than that of the emulator. I had a feeling most people who would watch it on emulator would probably not change the default firmname, which is 6 letters long, so I used this opportunity to change the firmname to another 6 character word as replacement. This only affects the ending, and only the bad one.
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Patashu wrote:
Since someone is going to ask it: Could the TAS be extended to do ?4 via this cheat after the completion of all other content? Why or why not?
I support this notion. :)
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Oh.
andypanther wrote:
Sounds like an example where it would be okay to use a cheat to access something otherwise unavailable. Especially if that level would make for a fantastic TAS!
Uh...sounds like its a cheat device more than an ingame cheat code. Some clarification would be nice.
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I never played this game, but what exactly does "All Playable Stages" mean here? Is there some ending, or does the game loop indefinitely?
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Experienced Forum User, Published Author, Skilled player (1709)
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MUGG wrote:
Someone told me that when you fight the Gelato goop piranha and break the tower plate above it, the piranha will instantly die. Is this true? Is it dead for good? Is the plate reachable by some TAS technique? (without rocket nozzle and without Yoshi)
I got a thought. Is there some moonjump code to test this?
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Hey, I'm almost done, and it appears I'm kinda stuck: http://tasvideos.org/userfiles/info/18412301736800072 The 5th room (the bathroom) has a potential 800 frame timesaver that I wasn't able to accomplish. If you could somehow move fast enough, you could skip waiting for the red lady. I managed to be 2 frames away from accomplishing such but I was ultimately unable to skip waiting. If anyone wants to try, the red lady only spawns once you past a certain trigger point, so turn a bit more before heading to that point to get a slight headstart. Oh, and for this room alone, it seems you can't just exit and reenter the room to get rid of the lady in red. :/
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Antronach wrote:
Because I wanted to be a contributing member of society, but realized that all I ccould do was vote on submissions to this site, so here I am.
Well, you can also rate movies. My reason for joining was to post this. :P
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JMC47 wrote:
The graphical puny glitch is fixed in the latest builds of Dolphin, and probably fixed in that build with EFB2RAM, I think?
According to Malleoz , it desyncs due to different loading times, so that fix might need to be backported.
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Well, Lsnes has a similar type of file format like bk2 (both being archives), so an editor for it would be nice. :)
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jlun2 wrote:
Either an invisble block, or that minor wall you circled may be walkable OoB. Needs checking though.
So...what happens if you tried goombella buffering there? Also, dark bones timesaver? Is this a new trick or you managed to apply the early battle onto it?
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How exactly does this game's RNG work? Time/input/frame?
Post subject: Re: Ram watch and loading times
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AngerFist wrote:
Edit: I have delightful news, skid_au has made ram watch for Dolphin! Though it's for debugger only but he said Lioncash will do a non-debugger version. So if Itspersonnal or any other won't work on Prime, I'll restart once JosJuice and Lioncash's patch is done. Oh.. and I managed to find and persuade a deity of a kind new partner :P Here is a hint, he managed to blow everyone's mind this year ^_^
Not sure how relevant it maybe for this game, but is there a pointer scanner as well? That would really help with roaming addresses. :)
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Kurabupengin wrote:
So is someone working on this? I mean, theres the glitched run, but what about a glitchless run? The glitched run is boring and uninteresting, so a TAS of the full game can be entertaining... just sayin'.
Well, not exactly. There's several autoscrollers, so that can potentially ruin it. :P
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Posting here instead since I don't want it to get lost on the submission thread:
The data we want to corrupt is Move identifiant to get a certain Glitch Move. There are 354 moves in 3rd Generation. Any move with an identifiant higher than 354 will have its characteristics read on ROM adresses not affected for this, meaning that this move can have nearly any combination of characteristics. ex : Move with a sleeping effect, Dragon type, 241 Base Power, 115 PPs, 130% Precision, 187% of Effect Precision, and a Priority of 15.
That sounds incredibly overpowered. Since it was mentioned it's possible to transfer to D/P/Pt but with somewhat different effects, I think this may warrant further research. :o
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Curious how this is one of the few times jumping to the credits directly is slower lol.
grassini wrote:
GodessMaria,do you ever plan on testing the japanese ruby sapphire versions?you mentioned u can skip a lot of badges in the endgame check at ever grande and the japanese versions can walk through water with a glitch and possibly reach lilycove faster(thru slateport)?
iirc walking on water requires diving, and I'm not sure if there's any dive points for slateport. But I could be wrong. Speaking of badge checks, does that actually exist, or did you corrupt memory to say you "got the badges" despite the contrary?
Post subject: Re: Harry Potter and the Sorcerer's Stone
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DaJaWi wrote:
As a live speedrun though, the game is very unforgiving. There are stealth sections with wonky detection where if you're seen, you restart the level. There are moving platform sections with wonky pit detection where if you fall in, you restart the level.
I played this game on emulator before, and discovered that you can literally walk past the professors (and thus skip several rooms) with the use of savestates and somewhat precise movement lol.
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It's faster than Ruby/Sapphire now lol. I just wonder would using ACE to warp directly to the end take longer than this route due to the need for renaming your pokemon into codes.
Post subject: Re: Actual, meaningful progress!
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I'm not sure if this would hinder progress, but I recall this conversation regarding the pi playaround. So that can be a problem for verifying it.
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Experienced Forum User, Published Author, Skilled player (1709)
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Since you haven't responded on the submission thread, can this be redone on BizHawk/Lsnes for console verfication purposes?
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Malleoz wrote:
EDIT: It desyncs right away because of loading times. :(
iirc there was a toggle for loading times. Or did you meant you used the same settings for loading and it still desync?