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.
Hm...I'm surprised no one mentioned Pac-Man and Galaga.
Also some suggestions:
-Battle City
-Bird Week
-Donkey Kong (the arcade version has kill screen but not sure if same applies to NES)
-Dig Dug (same as above)
-Tetris
oh, and I think Duck Hunt was mentioned to have an impossible level at 99.
So...I finally watched it, and despite the fact that it had a flying monkey, I found the last boss part pretty much tedious and kinda ruined it a bit for me. :P
(And please, please no more "pi" nonsense. The previous "pi" submission was boring and nonsensical, and personally I objected to it obsoleting the previous run. Do something much more visual, much more awesome. I'm still hoping for someone to make that "rickroll" version. That would be something worthwhile.)
A 3D pi made of smaller pi's that dance to "Never Gonna Give You Up" perhaps? ;)
I have dug into system specs during machine coding for the playaround to determine that, yes, last year's pi-around is invalid (not that anyone cares). Basically, writing mounds of stuff to VRAM without checking for V-Blank results in some areas where the written stuff doesn't go through (even if you checked for V-Blank, you still couldn't write a mass of stuff at once before V-Blank status changes again). I tended to be overly reliant on planning my VRAM abuse (as well as being lazy from one Pi Day to the next), so you have me to blame for not coming up with an awesome audiovisual program.
?
Can the movie's dancing pi digits still be achieved if taking this to account?
Also, for possible improvements, I thought Silver was mentioned in Mr.Wint's TAS's thread somewhere as being potentially faster. :P
Finally this takes too long to set up the arbitrary code, so I wasn't exactly all that entertained. :P
NES Ghosts and Goblins multiplies a few in-game variables by the amount of game completions. A some point the game becomes nearly unbeatable, then enemies start warping through you, then they start going backwards, then it overflows and you're at the start point again.
Is there a video of this? :o
Also, rather than hex editting the input 256 times, just do what adelikat did for #3912: adelikat's FDS Super Mario Bros. 2 in 115:17:46:40.00.
Oh, and here's some candidates:
Elevator Action
Urban Champion
Donkey Kong Jr
Donkey Kong 3
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I think a better question would be whether or not he's using Hidden mansion mode, since as explained before, the crown theft glitch doesn't beat the game.
Cpadolf: I don't think you need to worry about in-game time here. Whether you use the death pause trick or not, the final ingame time can be whatever we want. Why not go for 00:00.00? It's just a memory address like any other, so we can set it to any value.
On that note, the run really ought to go for more than 100% completion.
255% save the animals% 00:00 in game time% no screw attack% UWR :)
I support this notion. Although maybe having 0% with an ingame timer of 999:99 would be hilarious as well.
If it does, it might be a neat idea to have two published runs with completely different yet fastest routes of glitching the game to completion - one with arbitrary code on the EN version, and one with map distortion on the JP version. And finally one "regular" version that bans memory corruption.
I find that kinda pointless, since it's not like the map distortion glitch was exclusive to a region or anything like the glitched pokemon green TAS.
I got the warp on my nes real time!
Thank you so much lord tom and HSS
The hard part is getting those 3 frame perfect object and probably gonna take forever to get in a good run but it's doable
Hum... No one know who was the Super Mario beta test? After 30 year that he did the job, you can say: Look, you did a bad job! I found a bug in your game!
hahaha... And there are A LOT OF BUGS in the game! You just need to be a machine to play it.
Well, that's the problem. Most of these bugs are frame specific, and I don't think they had emulators with frame advance to test bugs on back then. So it's not really the bug tester's fault. :P
Yeah, that's another way of triggering the ending scene. If you can somehow put a nonzero value into $07d8 and manage to get back to the world map, then the game will end the next time you exit a level.
By the way, to be reproducible on a real NES, a run should not depend on the values of uninitialized bytes of RAM. That's why you should avoid executing past $0102.
Nice!
Also, "glitched"? Does that mean another branch or would this obsolete the current run?
Imo I think it should obsolete the current run and an updated version of a playaround should instead be used to showcase the new discoveries made since the initial version.
I'm more of the opinion that the goal of a TAS is entertainment, and just because there's a frame rule coming up isn't an excuse for looking sloppy. (And indeed, I think it's unlikely that anyone else will take up TASing this game, although I'd enjoy it if omeone did.)
I guess the real question is to do with how much needs to be redone, which is unclear. NetHack's sync-stable enough that bits of existing input sync. If we have to redo the entire Castle, it probably isn't worth it. If that syncs, redoing gold duplication wouldn't be so bad.
Just something Mister didn't mention. We are indeed ~102 frames faster than the usual YI4 route, unfortunately the overworld takes so long (~135 frames more).
It's a shame if it fails to these ~30 frames...
Wait, how fast is the normal method using lsnes? Maybe a table that compares the routes both done on lsnes would help clear things up?
If the emulation bug indeed allows a shortcut that's impossible on the console, then I think we should rescind the unwritten "no unpublications" policy in this particular case.
I do not think that a run that's based in an emulator bug should be admissible in any way, shape or form, and no grandfather clause (in this case "it was published, it thus has the privilege of being protected forever") ought to trump this principle.
I think if that were to happen, said bug must be investigated further so as to not jump the gun (like what happens when we declare a movie as "perfect" :P).
This is great!
The Chaos Engine is now TASable, because the graphical oddities got fixed by the improved core!
I also tested some extreme glitches in Gods that I am familiar with. The results were significantly different compared to Gens. Most notably, the game ending glitch fails and the game just freezes.
Hey, this reminds me of something:
Post #300941jlun2 wrote:
Oh, I forgot to mention. The reason I used vba-v24m-svn422 instead of VBA22 is because the glitch is SLOWER in VBA22 than in vba-v24m-svn422 due to the "glitched" moe appearing here:
http://i762.photobucket.com/albums/xx262/jlun2/glitchedmoe.png
Can anyone please verify which moe behavior is correct?
I never managed to find out the real behavior due to it being a 1 frame trick, and I think this situation happened with Wario Land 2 with the OoB glitches.