Posts for scrimpeh

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Barring already mentioned runs, I nominate [2528] DS Castlevania: Dawn of Sorrow by mtbRc in 03:30.71.
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This was a good year for SNES, in part due to a lot of ACE runs. I nominate: [2558] SNES Super Metroid "GT code, game end glitch" by amaurea, Cpadolf & total in 14:52.88 While the movie is obsoleted now, it was the first Super Metroid ACE on the site, and still the one that entertains me the most. In addition to showing a then-new ACE trick in Super Metroid, it also shows the GT Code as bonus, resulting in an unusual route choice for a Super Metroid run. I also nominate: [2682] SNES Out of This World by Archanfel in 13:31.10 Had some pretty cool tricks.
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Barring ones that have already been mentioned, I nominate: [2608] GC Crazy Taxi by solarplex in 05:53.18 [2632] Arcade Magician Lord by £e_Nécroyeur in 07:17.35 You could knock off points of the latter for being obsoleted with a version that actually fights the final boss shortly after, but I chose to nominate it anyway because of the initial "wow" factor the movie and the game had.
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At this point I would like to mention that a full glitchathon of Super Mario World would be absolutely glorious.
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You can play the movie in Read+Write mode. To do this, in BizHawk, select Movie, Play Movie, and then uncheck the Read-Only box next to the OK button. Then load a savestate in Read+Write mode, and you will resume TASing.
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I liked it. Very entertaining cross usage, and the run looked pretty well optimized from what I could see. Yes vote.
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There is a way to clip through the ceiling in Moskito's Nest in the GBA version to get the last cage early. I was testing whether it's still possible without the helicopter power. This is important, because the different route in the PSX version forces you to go through the stage without it. So, turns out it is. It's only a million times harder. Link to video Without the helicopter power, Rayman can't instantly snap onto the plum which makes it nearly impossible to get enough punches in to give the plum a large enough vertical boost. Even the way shown in the video, the positioning and timing needs to be incredibly precise. It's still worth going for in an actual run, because not only does it save you revisiting the stage later, but you can also skip the first water section by flying over it. "Nightmare" doesn't even begin describing what optimizing this will be. At this point, I'm pretty much waiting for Bizhawk 2.0.0 to get an official release version so got4n and me can finally start doing this run proper. It's been long enough.
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Axes are good for Dracula's third form because Trevor can't reach him with just crosses without using the platforms. Hence, switching to axes should be faster.
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Fortranm wrote:
scrimpeh wrote:
Unfortunately, it seems to be impossible to trigger it anywhere else, and because screen scrolling is deactivated, you get stuck at this point without being able to proceed:
I actually wonder how you got to Block 7-2. I tried this glitch and got stuck in Block 7-1 because there is no water drop.
If I recall correctly, you can simply drop down the hole where the stairs are to get to the top of the screen. //Watched the last WIP by the way, I was really entertained. Nice cross action through and through.
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Cold Stardust, obviously.
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That was pretty cray.
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zeromus wrote:
Next we'll have to hold his hand through installing the firmwares
Oh yes, I forgot about that. Kurabupengin, You'll need SCPH1001.bin, the PSX BIOS file. It's copyrighted, so you'll have to google for it. Put that in the \BizHawk\Firmware directory (if it doesn't exist, create it), and you should be good to go.
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Kurabupengin wrote:
So how do I play them then?
Download the latest Bizhawk svn build from here (Linked from the previous Page). If you have a CD image in the form of a .bin and .cue file, open the .cue file. If you have a .ccd file, just open that.
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Praise Octoshock. Here's a quick video showing that it's not only possible to get all cages in Anguish Lagoon on GBA, but on PSX as well. Link to video Great things are gonna happen soon.
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I didn't even know you could pull drama from that far up your ass. This site keeps impressing me again and again.
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The crazy nastyass honey badger. What else?
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This game must win an award for the most appalling color choice on a NES game period. Especially "Rugrid", eww... That said, it's interesting how the run compares to the original game. Amazingly, both runs are similarily glitchy, but have different kinds of glitches. It's a shame half of the stages were skipped, I wonder what other glitches there may have been. Also, some variation in the color scheme goddamnit. Voting yes, although I can't be sure it's a moon or a vault.
Post subject: Re: open ROM
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Asdrien wrote:
Hi everyone ! Someone knows the way to open a ROM ? I want to see the ASM code for snes game.
You can use a 65C816 Disassembler to translate the binary ROM file back into ASM code. Be warned however that a Disassembler generally cannot tell code and data apart and will try to translate everything into ASM code, regardless of whether it actually is code or not. As far as I know, there is no easy step for fixing this, and trying to sort out which parts of the ROM are code and which ones are data is a lot of tedious, manual work. After that, you still need to understand how exactly the game is actually programmed and how it works internally, which is probably even harder. Not saying it can't be done, but it will probably be really difficult and really time-consuming. Of course, knowing 65C816 ASM is vital too. Best of luck to you.
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For what it's worth, I would love to make a TAS of Haunted Castle on Arcade, however, the sound of the game does not emulate properly in FBA-rr. According to what I've heard, it does work properly in MAME-rr.
Post subject: More...
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This is frame precise. You need as many speed fists as you can (one doesn't cut it) and drop down from the higher ledge. Then you get as close to the cage as you can while still being able to get back to the lower ledge and use your fist. One frame too late, and you'll drop into the water. Skips having to get the plum at the end of the level.
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Fortranm wrote:
I don't know if this is the right place to post this WIP, but I can't find another CV3 topic. :P http://tasvideos.org/userfiles/info/19089557368838353 This will be a hardmode, Trevor-only run. I will take the Sunken City path since none of the published runs feature that level.
Pretty good WIP so far. I like the goal choice, it's a nice combination of all the things this site hasn't seen yet. I couldn't spot any obvious improvements either. Maybe you can manipulate the Zombies in the graveyard in such a way that you have to jump less times, but I'm not sure whether Hard Mode lets you do that the same way you can do it normally. Keep it up.
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Depends on whether I was playing the game before I was TASing it. If I played it before, I will generally come back to it one day or another. There's only few games I returned to that I only ever played to TAS them.
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For the most part, the run is just Rockman with the level of glitches of the second to current NES submission. Technically not bad, but not worth a seperate category to be brutally honest. Here's hoping for an eventual Mega Man "No magnet beam" run.
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Tengo doce años y que es esto