Posts for jlun2

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feos wrote:
It does not matter what way it (breaking the game) is done. Glitched is a run that breaks something in the game and forces it to admit it was completed while it wasn't.
1. So, you're saying glitched == memory corruption? How about the previous warped Yoshi's island TASes? Does that mean they honestly warrant a separate branch with the current TAS just because it beats bowser despite being "absurdly boring to watch" after pretty much every other TAS was like that? 2. Why the heck was my Starfi run labelled glitched then?? Yes, the current version messes with the save file, but it, along with the previous versions that don't, all beat the last boss!
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Derakon wrote:
Even more interesting would be tracking how many times each individual frame is played (i.e. the player recorded over frame 2040 a total of 50 times, etc.), so we could readily see which parts of a run caused the author the most trouble.
That can be a problem if some trick/glitch was found that drastically cuts the movie's length though.
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Spikestuff wrote:
jlun2 wrote:
feos wrote:
Glitched branch existed since 2005 and all understood its meaning. Suddenly it became evil.
I've always found "glitched" tag annoying. IMO its used as an excuse to make TASes like this publishable.
BAD JLUN2, BAD. That is a terrible example. The TAS demonstrates what it would be like if you did not have the capabilities to break the game. There are other TASes which can fall under this category. WHAT NO EXAMPLE? Well I'm on a tablet and I don't want to generate the examples (if I do it will be an edit).
Well, my thoughts is that the tag is stigmatizing "glitch" runs by branding it a needless title to pander to video game "purists". Now I know of certain games that can produce entertaining runs that abstain from certain glitches (Yoshi's Island, SM64, etc), but there's still the fact that people seem adamant on labeling certain runs as glitched so they can get a less broken run to remain is what I mostly disagree on.
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feos wrote:
Glitched branch existed since 2005 and all understood its meaning. Suddenly it became evil.
I've always found "glitched" tag annoying. IMO its used as an excuse to make TASes like this publishable. Also I never got why people want a less glitch run when they could simply watch a let's play that shows more of an otherwise boring game, but that's offtopic.
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feos wrote:
In most cases, it must be a game that creates a SRAM file after you complete the game, or so. You record a movie that creates that SRAM file (can be unoptimized), then start a new movie where the game works as after you completed it, it knows it from the SRAM file. I don't even know which games allow such "post completion" mode and don't use SRAM, but require to do regular savestates. But if there is such a game, you well need to make a verification movie to the needed point, save a state at certain frame and start a new movie from that savestate. Then the judge replays the first movie to that frame and makes a savestate too. If it's hash is the same as for your saverstate, then your target movie is valid.
You mean like this movie?
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CoolKirby wrote:
So it looks like [1917] Windows Cave Story "best ending" by nitsuja in 50:10.30 is the only one that needs its branch name removed, since there are no other branches for that game. Does that sound right?
Well, would a Cave Story TAS that aims for a worse ending becomes faster (or different in a way that it warrants a separate branch)?
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Anyone want to explain the differences outside text for the japanese version? According to here it listed the boo glitch as not working in "U", but then list that it doesn't complete the game regardless unless you complete another area. So if that's the case, why use (J)?
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WST wrote:
Simple answer: game consoles usually cannot process float values. Thus they operate with integers, in particular, when calculating positions. For the game’s physics to be more or less realistic, those integers should represent fractions of a pixel. They are what’s called subpixels. (upd) even simplier answer: subpixel position is position inside the current pixel.
Really? I thought it was just that you can't display a raster graphic in less than 1 pixel interval so in other to make an object have a varied momentum, it use subpixels to achieve such. In terms of TASing, check here: http://tasvideos.org/GameResources/CommonTricks.html#SubpixelCarryover
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I find it odd that a movie where luck has been manipulated to the point there's no section dedicated to grinding (despite the level requirement for the last part of the game) isn't tagged with Heavy luck manipulation. :P
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thatguy wrote:
The thing is, by a similar analogy, that for many people TASes should be elegant too, so we should come up with elegant AND precise names. Sometimes a compromise must be reached: personally I think that for Super Mario World "11 exits" is a perfect name for the branch.
I agree. It definitely sounds better than the example names feos mentioned.
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I'm not sure, but has this issue been addressed for BizHawk yet? It seems to be affecting "Blues Brothers" for the NES, and I have no clue which version of emulators have the correct lag.
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BioSpark wrote:
also random question, by reverse engineer do you mean look at the asm/disassembler? i've never known how to do that or what program to use.
Try looking at http://tasvideos.org/ReverseEngineering.html
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feos wrote:
Glitched% - DOES NOT legitimately beat the game! It breaks it to make it think it was completed.
I think I've only remembered 1 submission like this, if you don't count the "THE END" screen in this movie: :P
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Invariel wrote:
The fun part about this is that it is easily doable in realtime. Not as fast, of course, and hitting the flags will take a lot of practice, but getting to that point is incredibly easy.
Getting to that glitch spot, or getting near this time? Anyways, yes vote because the boss gave up.
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FractalFusion wrote:
I've just heard from Zeupar about emulation bugs in previous emulators (anything using gambatte, and possibly VBA) that affect the glitches in Gold/Silver. It may have affected other glitch runs as well. BizHawk 1.6.0 should be used instead. BizHawk 1.6.0: http://tasvideos.org/forum/viewtopic.php?t=14875 Changelog: http://tasvideos.org/BizHawk/ReleaseHistory.html
Can you elaborate the bugs and how it affects the glitches?
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I'm just wondering how do you exactly define a "game-breaking glitch" for every game without ambiguity? If a glitch (or a series of glitches) allows stages to be completed faster, but still (mostly) in the order as intended (examples like these) then does that count as "gamebreaking"? Also if a glitch allows a major skip in only parts of the game, does that count?
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MUGG wrote:
No, I think Itspersonnal said something along the lines of, they (I don't know who) already reported it and the developers said it's not significant enough to look into
https://code.google.com/p/dolphin-emu/issues/detail?id=6100 Is it this bug?
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XkyRauh wrote:
Patashu wrote:
Q u a d r u p l e S t a r
And how long did the setup on that take? How did they even get the bullies way over there!? O.o
If it was done in real time, he must've had insane patience to restart everytime the bullies touch the lava. lol
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CoolKirby wrote:
That sounds just fine to me. Thanks for getting everyone's opinion so quickly. I've slightly modified it to "11 exits" so it fits in with the other runs with similar titles (like SMW "96 exits"). Okay, so how about Carl Sagan's Yoshi's Island run? How should we name that one's branch to cover all known large skips? Would "no glitched warps" work?
Well, no actually, since according to the submission text:
More 1-1 Warps This run contains 3 additional 1-1 warps: one in 2-4, one in 3-1, and one in 4-7.
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Nach wrote:
There's a whole bunch of codes listed when you beat the game. Although, did you even beat the game? Until the MC himself is dead, the game ain't over. If you in fact did not beat MC Mutoid Man, can we even consider this run as beating the game? Runs have to complete the game to be eligible for acceptance.
Who? Also, the game already showed the ending, so how is this not "beating the game"?
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FatRatKnight wrote:
Which means it might not be a glitch, but intended for an enemy, identical in appearance, to move unlike the other ones. It is a comfort to hear that this event does happen on the console itself. Regardless, when I can get the time, I'll take a closer look.
Just curious, did you ever managed to figure out the cause? :o