Posts for jlun2

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goldenband wrote:
Aha! Yes, that's exactly the kind of thing I'm talking about -- not situations where the odds are against you or the computer has an unfair advantage, but where the game actually forces a negative outcome in a situation where there's an illusion of randomness ("fixed" games of chance) or free choice (multiple paths, first choice always fails).
Well, if you want an unwinable situation like that, in SpongeBob's Atlantis SquarePantis for the GBA, the minigame at the start of world 2 (Bubble Catcher) on Hard mode is impossible to get the highest rank on even if you do it perfectly like in the TAS due to it giving you too little time (Rank is determined by time left).
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Well, it's not AI, but... In Spongebob Squarepants the movie for GBA, the stage "Yoodle a Sea Doo" has this skeleton platform falling towards you. If you used an OoB glitch like in the TAS, you'll find that the wall actually speeds up just to catch up with you. (Despite moving at a lower constant speed as soon as it appears on the screen)
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solarplex wrote:
"time ends at last input" Well stinkers haha.. I'll have to change my inputs then? cause there is text after king boo, but 8:39 seems like such an odd place to call last input.
Well, would the game reach the credits if you shorten parts of the input? If so, sure I guess?
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Well, I think one or two of the Castlevania runs also start with SRAM to skip beginning cutscene/tutorials, so I guess it's alright. One thing I got to ask is that were the pauses OoB needed? I thought they were only used in RTS as a frame buffer or something. Also, using the mirror warp is slower? Huh. Yes vote. Edit: Also, time ends at last input, not when King Boo dies. :P
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Oh, sorry! Well, there's also the movie made without the stone glitch, but was made with an older version of FCEU.
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True wrote:
What is the latest WIP from power-on? I can try to console verify.
:o If you can, could you please try and verify [2406] NES Kirby's Adventure "game end glitch" by MESHUGGAH, CoolKirby, Masterjun, MUGG, TASeditor & illayaya in 00:35.91? It had different behavior for the glitch depending on the version of FCEUX used, and it was mentioned that it could be hexed to use a soft reset for to achieve similar results.
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Tub wrote:
So far, the ingame-TASers have chosen to avoid using these tricks to the extreme, because they knew that a fully optimized ingame-run wouldn't be as entertaining. But as a result, the category has always been somewhat ill-defined, and I believe any of the ingame-runs could be made faster simply by making it look bad.
Someone should try abusing these tricks to the extreme and upload the run on April fools or something and see what happens. ;)
Post subject: Re: A game I'm making about TAS in general.
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YushiroGowa wrote:
Playaround: Just screwing around with glitches/tricks/physics abuse!
Uh....how would that work? Since you're making the game, aren't you supposed to look out for gltiches, rather than just leaving them there? Because if you deliberately left them there, it won't be an unintended software bug, but a gameplay mechanic.
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Kurabupengin wrote:
I just found something... O_o https://www.youtube.com/watch?v=FeLRPuR5Luk
Well, you can skip most of the dialogue by Start, so I'm not sure would language really matter for this game. :P
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CoolKirby wrote:
We now have two runs of Super Metroid with no branch name, this and the "X-Ray glitch" run. One of them needs to have one, so how about labeling the X-Ray run "low%", as Cpadolf suggested? Also, does saving the animals qualify this run for the "Best ending" tag?
Btw, the old XRay glitch run's movie text regarding a space/time beam run links to this link rather than the recently published movie. I think it should be changed to reflect that.
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grassini wrote:
short and vault
Is maximum score even vault-able? I mean, is this the fastest possible way to beat the game? Would a non-max score run be faster?
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Um....what's the difference content wise between this submission and 4226S? Edit: Other than the chosen character, what makes this a separate branch that should co-exist with the other?
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OmegaPaladin wrote:
Respectfully, I am curious why this was selected for Moons. It seems like a perfect choice for the Vault. I'd like to hear why it was viewed to be suitable for a different tier.
Ikr? Currently it has a rating of 3.8 as voted by 4 different people. Also despite 60% voted yes, I fail to see how this is much better than the prequel movie.
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It was.....okish. While I liked how the character moves with the music at times, it's just way too long for a game like this. Oh, and here's a temp encode to speed judging a bit: Link to video
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That was fun to watch. I know there's improvements here and there, but since this is a large game for a 100%, I think at least finishing a TAS of it would already be nice. :)
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solarplex wrote:
[ Not on US version. and as Patashu said "Jp has the Crown Theft glitch but it does not beat the game so it won't be used." Another note would be my movie file for jp normal mode never saved to make a verification file. so whenever I tried to start a recording, it would start the game as a newgame. so i'm sticking with USA. when I get to King Boo, I'll try my hardest to crown theft on US.
Wait, do you mean the japanese version won't save the input file or the save file? Because for the former, you should report the bug to the dolphin devs. For the latter, it could be a faulty iso or dolphin bug.
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Wait, was it ever discovered whether you can use crown theft as King Boo dies to possibly shorten the fight a tiny bit?
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Well, if this gets rejected, I'm wondering how fast would this compare with the X ray route if you get the beams without the code? Edit: Btw, I support the notion of a playaround with this.
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Cpadolf wrote:
Well keeping it as a "no arbitrary code execution any%" would seem a bit silly since it's still plenty glitched enough, and also it could still be beaten by ~4-5 minutes without any arbitrary code execution with the help of Space/Time beam. But I think its category could be changed to low% and be kept as that, because it does collect the fewest items possible to complete the game.
Uh....low%? I'm unfamiliar with this game, so does that mean 0%, or just arbitrary lower than any%?
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If you want help, you can try recording the input for it while doing it on emulator so others with better knowledge of the game's memory can see what's going on.
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mklip2001 wrote:
My thinking was that the latest Earthbound runs have finished the game quickly by triggering debug menus, so that's set a precedent for allowing those kinds of exploits.
Also, this was more entertaining than the GT code since the code is like only used at the very end of the movie; the majority of it still contains TAS-like gameplay. Oh, and Cpadolf, do we even have a low% run? :o
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Yes vote. Edit:
thereby turning it into a low% run instead of an any% run
Hey, a low%, 100% 999% run simultaneously! :D
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Jokaah wrote:
Ok.. so say I wanted to do this properly. Would it be ok to do it on the japanese version (since that one is the fastest)? Or is english preferred?
Is it faster solely because of text? Because if so then that's not a good reason to switch since it makes actual improvement hard to compare.
Post subject: Re: The save data could not be accessed error...
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This seems to happen to several games on desmume-0.9.10-win32. Example: Nanashi no Game and it's sequel does this. I can reproduce it by going to the battery folder and deleting the .dsv file for the game.