Posts for jlun2

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alec kermit wrote:
I think we've found the source of the problem, it's a move in the on-rails levels of the game where you press B and Bond does a complete 180 degree turn-around (much faster than it normally takes to manually turn all the way around). Every one of our desync's between us have happened just after/during this move. We'll muster up the strength to do half of level 2 over again I guess, this time without using the B move at all. It'd be cool to get a technical explanation as to why this move breaks syncs... PS: We've been TASing with "Enable MMU" and "MMU Speed Hack" turned on (these two settings are found when right-clicking the game>Properties in Dolphin's main window). Will this in any way affect anything negatively (encoding, etc)?
:o Maybe try a different dolphin revision and see if it desyncs as well? If it works, it can narrow down the error. Edit: I don't mean re-TAS it on a new revision, just use that B move then do some frame specific trick and see if it desyncs.
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What are your dolphin settings? Are you using the settings mentioned here?
Post subject: Re: Access Pokémon beyond slot 6 glitch
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Torchickens wrote:
There is new potential for a glitched run. Using this glitch (a Pomeg Glitch sub-glitch) originally found by voltage, it's recently been discovered by luckytyphlosion and I that you can corrupt box 1/2 and get Bad EGGs with glitch moves, which you can battle with by having one in the last position of your party. Is it possible for certain glitch moves to allow you to warp? Maybe just by scrolling up we can corrupt important data earlier than the box data and save time. Video.
0_o The thread also mentioned cloning in FireRed/LeafGreen. :o Also wondering can it be used to glitch yourself event pokemon. Edit: How about the gamecube games? Can this be done there? Can you trade bad egg to there?
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THC98 wrote:
Oh I see it, thanks for the explanation. Could getting the game to crash like you said in GameCube lead into some interesting results, like some memory corrupt glitch? I don't really know how those things work :P
:o Even if you can't, the fact it's a permanent boost sounds useful.
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scahfy wrote:
yep2yel wrote:
More improvements found, and updated submission details with new glitch information.
The routes for accelerators 2, 4, and 5 have been replanned. The run looks significantly different from before, especially with the glitch usage.
Why is the time mentioned in the encode 3 seconds shorter than the title? :o Edit: Yes vote btw.
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feos wrote:
Heavy glitch abuse is when one does sequence breaking by some in-game means (game engine faults). Soft sequence breaking. Glitched is when one corrupts the gameplay and breaks the logical conditions for common soft sequence breaking, overcoming the gameplay limitations. Hard sequence breaking. What do you think?
I disagree with this, since it still wouldn't really work for movies that don't have memory corruption glitches but are heavily messed up like Link to the Past (It's a simple clip glitch, which means the movie that doesn't use it would still have "no clipping/mirror-jumping/mid air-saving/variant of exploration glitch").
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Pokota wrote:
Why not just use "conventional route" for the conventional run? (This kinda also references the recent "No Unintended Exits" run of Zelda 2)
You mean like these runs? Both use the "intended" route but skips every single battle within said route, while still technically going to those battles by forcing the opponent to just quit. :P Edit: The latter's previous movie was also referred to as "glitched" despite using the "intended" route yet the former example isn't. >.>
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Currently, ""glitched" & any%" seems to be winning, so I'm wondering does that mean it'll be brought back even though noone has been able to define "game-breaking glitch"? :o Edit:
scrimpeh wrote:
There is a bit of wiggle room regarding its exact definition, sure, but the meaning I always assigned to it was for a movie which would use one big glitch or combination of glitches to bypass a large chunk of the game's sequence in one fell swoop.
Explain why Super Mario 64 "0 stars" was never considered to be "glitched" please yet Link to the Past runs are. Are you saying skipping the 70 star requirement isn't a "large chunck" of the game?
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I find option 2 ("glitched" & any%) far too inconsistent since it makes runs like LttP be titled as "glitched" but not runs that look far more glitchier like these for example be titled as such. And before anyone argues that they don't skip bosses or whatever, all those movies linked basically destroy the game such as skipping most of the game. Edit:
For some people the distinction is about skipping the final boss, for some it means warping past most of the game, sometimes it's about wall zipping, etc, and this has led to a lot of debate.
This movie has all 3 yet I'm pretty certain it won't be considered "glitched".
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Post subject: Re: More Semantics
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Weatherton wrote:
Taken to its logical conclusion, a completed TAS is just a really extensive script.
Well..... I highly doubt that's always the case, since unless you can somehow automate glitch finding and creative use of said glitches, chances are, a completed TAS won't be 100% scripted/botted.
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Dyshonest wrote:
The MMEG is a very stable exploration glitch, blue/red switches behave normally, graphics will display properly (if they don't just bring up the map real fast, they'll reload properly then), obstacles, sprites and enemies appear and interact normally, etc.
That's an exploration glitch, and the Palace of Four Swords could be entered even earlier: [2139] GBA The Legend of Zelda: A Link to the Past "Palace of the Four Sword" by Tompa & Yuzuhara_3 in 05:16.73 :P
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Dyshonest wrote:
If we had a Swordless runthrough on the GBA one uploaded here, would having the Four Swords Dungeon and its boss replace Ganon be an acceptable move to allow it to be published, or should it only result from beating the real final boss, and not a bonus one?
I'm curious is there a way to go there without exploration glitches. Maybe somehow clipping in?
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Dyshonest wrote:
Interesting. The guards can be bypassed the same way in the GBA one? I hope it isn't too off-topic to ask, but can the Link clones at the end of the Four Swords dungeon be harmed by the hammer or anything? If so, they can possibly be a suitable final boss in a No Sword run. They trigger credits, so that requirement of a submission should be fine. I vaguely recall the Hammer being able to hit them for the absolute lowest amount any damage value could be, but I'm not sure.
They can be hit by a hammer: Link to video but it's GBA only though.
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Nice! 2 questions: -Is it possible for the Thwomp to not ask "Are you sure?" for all 5 questions during the quiz? -What happens if you swap to goombella as you exit Petalburg? Would koop's girlfriend still strike you?
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Huh. I guess that explains why using the moonjump code while ground pounding causes you to freeze like that as well. Also, for Sandy's Dream, I've been thinking maybe use the explosive tiki's to somehow knock spongebob back and then groundpound so that he'll glide faster than with CB.
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Unreal wrote:
Great work Malleo! Sounds like chapter 2 will be done in no time. :) I have a question regarding the Hooktail battle. How precise is it to get the 3 cycle on him? I have gotten 10 jumps on him before on console but it seems the timing for the 10th jump is really precise. I have yet to perform this sequence. Boss: Hooktail Mario: Power Bounce x9 Koops: Shell Toss Guard Hooktail Fire Mario: Power Bounce x10 Hooktail Cutscene (Answer “Yes” for 1000 coins to take 5HP of damage) Mario: Power Bounce x10
It apparently has nothing to do with frames: Post #362760
That's poorly formulated. Let me give you an example: The Shadow Queen, second phase (real form). The maximum number of jumps you can do on her is 10. For every jump starting at the 5th jump you have a 67% chance of getting a jump cap. Getting jump cap meaning that you stop jumping on the enemy even if you hit the action command. So that we basically had a 0.39% chance (around 1 in 256) of getting 9 jumps in a row.
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Tompa wrote:
This is the same category which I previously worked on, which is basically "All Dungeons no Exploration Glitch". Improving the run published on the site, though with a slight change in the rules.
Is it going to be a swordless TAS? That would make it quite interesting. :o
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TASeditor wrote:
The run should be improvable by 2 frames, but keyboard blocking doesn't allow it happening.
Can't you hex edit the file to include the keys? :P Also what game is this? Edit:
betasuppe is a little platform / text adventure hybrid game that I made for the TIGsource B-game compo that ran in August/September 2007. The game is unfortunately very short, but it is completable, and people generally seemed to like it =)
Is this game notable? I don't mind the easiness, given the fact it was made for a contest, but I don't think it's worth publishing since it doesn't "feel" like an actual fully-fledged game nor is it notable like You Have To Burn The Rope. :o
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Link to video Coel found this. Is it in some way related to that Goo Lagoon backwards w/o BBB glitch? Also using this glitch to reach plankton with Spongebob gives the following dialogue http://imgur.com/125TLsv,rRmcu6H Kinda funny that the devs made text for this despite normally unreachable with spongebob.
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feos wrote:
Because it's Moons, where obsoletions aren't done like that.
Wait, I'm confused. What if the current movie gets obsoleted by a run that doesn't use...whatever the heck happened here but ends up being very dull? Does that mean separate branch, rejection or moved to vault? :o
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