Posts for jlun2

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Vote: Did you find this movie entertaining? (Vote after watching!)
Yes, but I'm not sure if it's because of the absurdity of the game or the TAS itself. lol
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1. Has the punis glitch fixed in the latest revision? If so does it sync? 2. How many new things have been discovered since you lasted started the TAS? Nice to know you're starting again. :)
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SoulCal wrote:
http://pastebin.com/QXh8HTrw Almolicious, who does RTA TTYD runs, created this. About 2 minutes can be saved compared to English.
Uh....Buzzy bettle fight? I don't remember that. Also does that account for chapter 3 being mostly skipped? Oh, and I believe it was mentioned the (J) version doesn't auto heal. Does the route still become faster due to this?
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Well, either put that in the submission text as what to improve next time, or try and see if you can remanipulate the ending (and also have the last cutscene display correctly if lucky).
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I think it should be mentioned in the movie page that it's 66 frames faster but looks slower due to different emulator.
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Thanks! I wonder how rare it is for the game end glitch to not only work but also play the end properly? Or even warp to the ending scene directly lol
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solarplex wrote:
Patashu wrote:
Is it an emulator glitch or would it happen on console? Curious as to if speedrunners have to put up with it
I believe it is a dolphin issue (that has probably been solved in a recent revision) but I am currently on 4.0.2 stable.
Does it sync up at the latest revision? I don't recall any major overhauls in emulation for gamecube.
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(possible 5 secs or so gain)
Uh...you save time? But in the case that it's worded oddly and it means you lose time, is there a way to implement death without losing time?
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Can memory corruption be used to save time for this game?
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dwangoAC wrote:
feos wrote:
I'm at wave 20 right now, and I can say that things do differ! Different platforms disappear, at wave 16 shadow lords start spawning. But while after wave 16 there's no unique content, only after wave 42 it's no longer more difficult! As in, that is the first wave where all enemies are shadow lords. http://seanriddle.com/jwaves.html
Now *that* is an interesting result! feos, if you are at all interested, you are welcome to submit a DOS Joust TAS; I won't have time anytime soon to get all the way to wave 42 (if that really is the ultimate answer, pun intended :).
Well, according to the list, it seems after wave 56 does it truely start looping. Also what exactly happens after wave 90? Game over? Kill screen? Loop back to wave 1? One more thing: Does something similar apply to the other versions?
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Well, not sure why, but: [1584] NES Action 52: The Cheetahmen "warps" by SwordlessLink in 03:56.06
Important: The version labeled (Rev A) has to be used in order to get the movie to sync. However, before playing back the movie, make sure that you select "Ooze".
Stuff like that can affect movie sync.
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Experienced Forum User, Published Author, Skilled player (1709)
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That was really fast paced compared to the other runs. With the nudging mechanic, how long did it take to optimize the multi-ball sections? :o Yes vote.
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scaryice wrote:
Shadow Lords appear on wave 16, so I'd say you should play through that level at least.
Wait, how much content appears for this game, and for which ports? :o
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feos wrote:
jlun2 wrote:
Is David Crane part of the game's name?
Yep: http://www.mobygames.com/game/nes/david-cranes-a-boy-and-his-blob-trouble-on-blobolonia
Huh. I wonder would the previous movies have to be renamed then (along with the encodes). :P
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Metarkrai wrote:
Since there's a flag for special islands, having the Ticket isn't enough, so for now, there's only Southern Island that's available, as it's the sole event already fully coded into the cartridge (for the others, the delivery man script is added with Mystery Card).
I've been playing around with emerald, and it appears changing 020322E4 before entering rooms cause you to appear somewhere else. I once accidentally went to Far Away Island while messing with it, and mew was there even though I don't have the ticket. Maybe there's a way to somehow warp yourself there directly?
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derula wrote:
Not a great fan of the way you ended input, seems like there would have been tons of time to lose all the extra lives during the game so the game over would have occurred very shortly after end of input, without losing time...
Agreed. I voted No due to this since the TAS seemed "incomplete" like this.
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An encode would be nice to see how different it is from feo's version.
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This was unexpected. :o
It turns out to be a major problem for all Japanese versions, which makes their manipulation slower than the non-Japanese versions. (It's not impossible, though, you can always toss items or use the 1st Pokémon slot and use the species list to do exact byte manipulations.)
Does this mean the Green TAS can be obsoleted by this until a more entertaining version of it be made (not sure how, but hey, everyone also thought Yellow was fastest so...)
In some menus (specifically the item menu in this run), you can scroll faster by pressing other keys while scrolling up/down. This works because the game only checks for some newly pressed key, not the up/down key specifically. That means by pressing left and right alternatingly while holding up/down, you can save a frame for each scrolled item compared to tapping the up/down key. This does work in Yellow as well (and would by itself allow for a 10 frame improvement over the published movie).
Is that a new trick discovered for this TAS alone or for R/B/Y? Has it been/Does it apply to the other TASes?
Zeupar wrote:
So you have broken this game even further? I didn't expect it at all, so this has been a nice surprise. Also, I really like the fact this run was done on Pokémon Red Version. I suggest this screenshot:
I'm not sure if that can be used since it's post TAS, but maybe as an alt screenshot? It's hilarious given the context. lol
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If a retreat glitch TAS only saves 20-30 mins in a 3.5 hour TAS, does that really warrant a new category?
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Uh....what exactly are the addresses for this game? I tried looking up the game resource page, and ram watch pages, but SM64 doesn't seem to have any addresses listed. Can anyone please post them?
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Contains speed/entertainment tradeoffs - Major skip glitch - Executes arbitrary code - Heavy glitch abuse - Corrupts memory - Heavy luck manipulation - Genre: RPG
Um....didn't this thread already had a discussion saying that this wasn't the case? What changed?
Post subject: Re: Kill screen ending choice
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So you mean you could slow down every now and then to make it go forever? I wonder if there's a limit. Although even if there were, not sure how publishable would that be... Also you're saying even if you made the jump, you would just end up freezing in place? lol?