Posts for lapogne36

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[4253] PSX Crash Team Racing by AleMastroianni in 45:04.34 without a doubt. My second contender would be [4153] PSX Tomb Raider: The Last Revelation by Troye in 1:01:42.98 because the PSX/PC differences made it significantly harder to route.
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i dropped this long ago, mainly because the power-ups routing was a serious pain to do for a 40+ minutes game. Good luck if you are planning to do this TAS.
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Points of interest where not having enough movement costs time: Chapter 5: With less than 13 MOV (though I am not 100% sure 13 MOV would work), Leif needs one more turn to reach the exit, so one more enemy phase, which in this case should cost around one minute. Chapter 9: With less than 14 MOV, Leif must use his Movement Stars to 2 turns the map, so I have to wait an extra turn in chapter 10 (around 10s time cost). Chapter 13: Without 19 MOV, I must watch the entire enemy phase, costing around 40+ seconds. Also if Leif doesn't have enough stats for chapters 2, 10, 16A, 17A and 18 bosses, I would have to burn RNs to proc a low% Adept + a low% crit + the Movement Stars proc as well as a decent level up, which I believe would be 20+ seconds of RNs burning in each case. Now if I go for the extra fights to get these thresholds instead, every extra fight costs 7~8 seconds and I would need 20~25 extra fights to get at the same point than the Paragon Mode TAS, so you can expect at least 2 minutes and 30 seconds of "extra" fights. All these times are estimates but should be close to reality.
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feos wrote:
lapogne36 wrote:
The two previous TASes of this game which served as the main reference also used Paragon mode.
Links?
https://www.nicovideo.jp/watch/sm13425884 (1:17:27) https://www.nicovideo.jp/watch/sm16251835 (55:47)
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Hard difficulties in later Fire Emblem games actually increase enemy stats as well as adding new enemies and giving them better weapons. In Thracia 776, the only difference between the two modes is the amount of Exp you get from battle (capped at 100 in both case), which for a TAS can be translated as less grind because you need to have a high movement Leif. The two previous TASes of this game which served as the main reference also used Paragon mode.
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Very easy yes vote. To add some insight: The PAL version has a language glitch that make it competitive with the NTSC version, but at the cost of the game freezing right before the credits, which is pretty bad for a TAS. The character choice is to pick either Tiny/Dingodile (fastest characters but poor turning) or Coco/N.Gin (slightly slower but better turning). Tiny/Dingodile is without a doubt the faster character for about half the tracks (basically the first 2 HUBs), while Coco/N.Gin may be faster on the other ones. It's unclear which character is the fastest, the time difference between the best RTA times for each character is only of 18s.
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The emulator used 2.3.2, the submission text was just a copy paste I forgot to change.
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Did you try running them with VBA or Bizhawk ? Because it will definitely not work with Bizhawk since some functions have different names than with VBA.
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The general rule is you have to reach the apex of the turn at a "symmetrical" angle while turning as much as possible. If you can get a faster turning speed by slowing down, it's also an option to consider. This can be applied to any game with truck-like movement (looking at you Lara Croft).
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"Usually" when someone is writing multiple names including himself, he puts his name first because it's the most obvious one, and it's not limited to TAS submissions. I don't remember reading anything about alphabetical order of TASers' names before. On that note, if a similar case were to happen in future years (2 or more TASers with the exact same movies and equal contribution), I would recommend the mods to only let one choice in the list instead of several to prevent this sort of strange situation.
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Over the years and the various PSX TAS I made, I noticed that the RNG followed the same formula, and most of the time at the same RAM address, so I assumed it was the default PSX RNG value. The few PSX games I know that use another RNG system are RPGs. About finding the address in the first place, there is this forum post that may help you. If you want a quick summary, get two savestates at the same frame, but one of them with a previous change in the input that clearly modified the RNG. Check all the RAM values that are different between these two savestates, and the RNG address is the one that will always give the same "random" result in the game if you freeze it.
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There will be a stream reveal of a TAS of this game done by me and Nitrofski in five days, I will not give more details until the reveal but be ready to see some high quality content. 2019/12/07 9:00 PM UTC @twitch.tv/Nitrofski
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Even if your computer is a potato you should still be able to do a TAS with it (what I mean is that it's not an issue at all if you can't play the game at normal speed with the emulator). As for the game, I know it's a "Playstation Classic" (well at least that's what Sony said) but it doesn't look like a TAS of it would be very entertaining.
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I agree that a 2 frames "improvement" is trivial even if it's in the first level, especially since this TAS improves the current one everywhere apart from specific cases (lag and 3-3 elevator). The only thing I don't really like about this submission is the shift of BIOS (from 5501 to 7001) to save loading times, despite the fact that the recommended ones for BizHawk are the 550X ones. Though as far as I know it isn't stated on the TASVideos website, only on the mednafen documentation.
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Memory wrote:
The snowmobile section was great. Now, it seems there does not appear to be a written definition for glitchless, not even in the RTA community's leaderboards. It would be appreciated if the kinds of glitches avoided were listed somewhere.
The simplest explanation would be that anything that isn't the result of a bad game design isn't allowed.
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With the release of the Playstation Classic, I think it's worth looking at the current status of all the preloaded games of the console (US + Japan) TAS already exists: Metal Gear Solid : 3164M Oddworld: Abe's Oddysee : 3801M Rayman : 3371M Resident Evil Director's Cut : 1876M Saga Frontier : 1511M Super Puzzle Fighter 2 Turbo : 2955M (Arcade version) Tekken 3 : 2943M Wild Arms : 3751M Devil Dice : Nicovideo (Superplay) G Darius : Nicovideo Intelligent Qube : Nicovideo (Superplay) Mr Driller : Youtube Parasite Eve : Youtube Final Fantasy 7 : In progress Games without a TAS (Moon material?) Armored Core Battle Arena Toshiden : Bad "TAS" on Youtube Cool Boarders 2 Gradius Gaiden : 2012 unfinished WIP Grand Theft Auto Jumping Flash : 2009 unfinished WIP R4: Ridge Racer Type 4 Syphon Filter Tom Clancy's Rainbow Six Twisted Metal Games without a TAS (Vault material?) Arc the Lad : 2010 unfinished WIP on Nicovideo Arc the Lad 2 Destruction Derby Revelations: Persona
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Thanks for the encode, horse races after DTC are always fun to watch. And also, a DTC result without a horse race is called DTC6.
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Yes it's basically a light version of Fire Emblem, released in the early years of the Playstation.
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Je te conseille de demander à un juge car la question est inhabituelle, ensuite de ce que je comprends des règles tu devrais pouvoir forcer le jeu en 60 FPS car il respecte les critères spécifiques permettant de le faire.
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Confirming I am joining team 🦆
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And here like a fool I thought that it would be different from the last time.
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Sounds good to me, maybe you should add some details for the image generation, like that the method should be free and easily accessible.
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I guess this is referring to this : https://youtu.be/sY2BJIo5x4o?t=10m8s It looks like an alternate version of the Boat OOB. Maybe it would be faster for the Boat OOB to go to Ka Dingel but that's all, and it's only a "maybe". However it would be a different story if it was possible to get the Ocarina without the boat.
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Do the following modifications : memory.readbyte -> memory.read_u8 memory.writebyte -> memory.write_u8 memory.readdword -> memory.read_u32_le memory.writedword -> memory.write_u32_le Not sure about the 3 "register" functions, a very random guess would be : emu.registerbefore -> emu.getregister emu.registerafter -> emu.setregister gui.register -> event.onframeend The full list of lua functions is at this page : http://tasvideos.org/Bizhawk/LuaFunctions.html
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