Posts for jlun2

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slamo wrote:
EDIT: Yeah, I just got into a glitch hell and it's inaccurate. I'll need to find out what's wrong.
Thanks! Wait how did you manage to do this on console? 0_o
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ars4326 wrote:
As for the glitch, once you defeat Cold Killer again your inventory becomes bugged. However, for some reason you have to death warp a second time to get it to activate. From there, you have unlimited bells in your inventory. ...and the game REALLY starts to hate it when you go off burning more than 7 Bells :D
Are those region exclusive glitches?
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Has there been any documentation on exactly what causes the game to mess up when simply looking at the glitched moves? Because it would be very useful if it allows you to change and capture an opponent's pokemon since that would mean no mass egg hatching in a catch em all.
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solarplex wrote:
edit: Tested out Prince of Persia with newest revision, you do start falling as soon as the game starts, unable to be played. If someone else wants to do the bug report, go for it cause im not interested in doing it.
So....has anyone reported it yet? I don't own this game nor have ever played it so I can't exactly tell what's supposed to happen.
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Have you posted the program for the other devs as well so they can try it as well? Same with posting this on the issue tracker so others with different cards can also help.
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1. Regarding CPU cycles, isn't that what Dolphin now does? How difficult would it be to implement something like that in BizHawk as well? 2. An encode would be nice. 3. This section:
you can manipulate the corresponding bytes from $CF4B by simply opening the move list and looking at the invalid move. When used during a fight, this allows us to manipulate the data of the enemy Pokémon, most importantly its species. Simply speaking, this can basically turn any encounter into the species you want before you catch it.
Reminds me of an effect of the Pomeg related glitches in G3. Now I'm really curious to see if a catch em all is possible there without resorting to mass egg hatching. :o
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0_o Also the fact multiple stages was done seems to mean it syncs. I hope a full game TAS is made. :)
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Is it possible to use some kind of homebrew application to check exactly how the console handles memory cards?
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I never played this before, but does this mean you can kill things without getting XP? Wouldn't just "low level" make more sense than "Pacifist" then?
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TASeditor wrote:
I can't watch either. Edit: No NES Mega Man movie works for me, except MM6.
What message does it show? :o
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micro500 wrote:
I also mentioned previously that there is a second prize world. I am still working on finding a way into it, and knowing now there are only 8 important bytes greatly reduces the number of codes to try if I end up using a brute force method. I am in the process of figuring out how the final check of the working code works, and if I make any breakthroughs with that I'll post about them.
How is it going?
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The encode in the submission displays "The video you have requested is not available.". Also this run was seizure inducing. >.> No vote.
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solarplex wrote:
Edit: Alright I tested to see if the cancel glitch works on Dolphin and it doesn't :-\ So I guess the emulator doesnt emulate it yet.. So now onto working on seeing if i can get higher on the palm tree. that palm tree angle is the worst to figure out lol.
Huh. How does that work? Have you tried reporting the bug to dolphin bug tracker?
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Supports peripheral recording (such as zappers, mouse, and light gun)
I haven't tested it yet, but does that also include the DIP switches for Nintendo World Championships?
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Spikestuff wrote:
Patashu wrote:
A TAS is deliberately played on a version that has less levels to make the game end faster?
I can think of another game that has been TASed which had less levels. Gex: Enter the Gecko (Gex64) The Nintendo 64 version has less levels to the Playstation and PC version... Wikipedia: The Nintendo 64 version of Gex: Enter the Gecko was entitled Gex 64: Enter the Gecko. This version features a new level, which replaced the secret levels. It is titled "Gecques Cousteau", a play on the French diver Jacques Cousteau, and is centered on the RMS Titanic, and played almost entirely underwater. Other changes include fewer bonus levels and fewer quotes, due to the Nintendo 64 cartridges storing significantly less data for games than CDs. Some of the sound effects were altered slightly. The only normal level that was removed was Scream TV's "Poltergex".
But they are of different consoles. This is both for the same console (PSX) but different regions. I think the (U) version should be used in this case.
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I'm not sure if this is the place to post, but I recalled asking whether or not pokemon Green can use similar save corruption akin to pokemon Yellow that would obsolete the door trick thing (since it's a vault run). I recalled getting conflicting answers. Can anyone at least make an unoptimized proof of concept that it's possible so this can be settled?
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I'm not sure where to post this, and since you seem to know quite a bit about computers so... What does "Limited Connection" mean? What's the difference between that and no connection? I tried googling it, but it just shows ways to solve it, rather than a dictionary definition.
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c-square wrote:
I have to vote on the side on Entertainment. I like this one better. One thing to consider in this whole argument: What would the argument be if the submissions were done in reverse? What if the shorter movie with the longer input was submitted and accepted first, and then the slightly shorter input version that took three extra minutes to complete was submitted next? Are we comfortable saying that you can obsolete any TAS on this site by ending input a bit earlier, even if it adds hours (or theoretically, days) to the TAS itself?
I believe this was addressed before as not a real improvement.
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While imo the 23 frames wasted is for a better cause, I'm not sure exactly what's the purpose of publishing this when pretty much the rest of the movie is 100% same as before. Maybe it would make more sense to do this on an improved version of the TAS, but if this event were to happen to some TAS that is nearly 100% optimal, then appending input would pretty much never happen, so I'm conflicted. Edit: I did vote yes regardless however.
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got4n wrote:
You can probably do your glitch, just count yourself instead of referring to frame counter Like you're on frame 17000, for me NinjaBread Man goes 4 by 4 so count 17004 1 frame 17008 2th frame 17012 3th frame and do it like that for glitch, I think that is what CK was referring to.
I count using the VI counter instead. Maybe CK was referring to that instead?
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Kurabupengin wrote:
I need to do a skip glitch that involves very specific timing and frame precision in order for the glitch to work. But I can't perform it with that lag thing going on. Any suggestions?
Can you record the screen when this is happening? Are you certain you are not confusing VI with frames?
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drizor wrote:
Slowking wrote:
QuizmasterBos wrote:
Considering Tingle Tuner support is well on its way, will you wait until the emulator can support it fully? Or will you try to complete a TAS without the Tingle Tuner first?
Any more details on this? Who is working on this and what is the progress? Also not too sure where the tuner would be used at this point. A lot of uses were replaced by storage. Are there even still good ones that warrent the time lost calling tingle?
Earth Temple is the place I'm thinking about.
I hope those can be replaced by some faster non-tingle turner strategy one day. What are those uses btw?