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Here's the table I got, with framerate made to match nico's 30fps (gameplay mechanics aligned nicely):
https://files.tasvideos.org/common/SubmissionFiles/6866S/diff.png
Times in the nicovideo run where it's faster than you (level starts):
15:11.067
18:43.767
23:55.233
38:40.067
40:17.033
43:47.167
47:01.267
50:40.367
51:52.500
54:10.333
Can you elaborate why your run is slower there?
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Yeah it's always better to take your time and do everything properly (I'm totally not referencing tmnt4 here, lol).
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I don't see a problem with TASing the officially released bundle, with or without bugs within that bundle. It's how it's been released by the publisher, so people are playing it that way and experiencing those same bugs. They could've fixed those bugs, but they haven't. Exactly how we TAS original games with bugs that devs could've fixed.
Bugs in unofficial emulators are not okay, because those don't belong to the release people are meant to be playing, on the original system without any extra layers.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Once again you're making it sound like publishing 2 different runs that look differently, on 2 different platforms, is completely impossible, unacceptable, bad for the site, and obviously wrong.
Also:
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I do not agree on limiting creativity on a legitimate environment the game has been officially released for. If they've introduced different bugs when preparing that release, why should we decide "no it's not a legitimate environment, don't trust the official publisher, we know better"? Why exactly banning one of the options (the one where the resulting gameplay looks different enough) makes things better?
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Your point is that the new release is not a part of the game anymore. Which is quite arbitrary to decide for the publisher of that game, based on which of their publications we like or not.
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If it's an extracted N64 image, we publish it as an N64. If it's a Wii image, we publish it as Wii. It remains consistent with what the game was meant for, there's no confusion and no false claims. If you run a VC release on Wii via some kind of a tasbot, it will look the same as in the TAS. Banning official releases is a much harder sell if you ask me. If it was released with glitches in its virtual machine, then that is the legitimate technique to abuse in speedruns, especially if it results in different gameplay. "We don't want unique gameplay because official release contains bugs" is the opposite of http://tasvideos.org/WelcomeToTASVideos.html#Why
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I guess it's more related to this rule then:
http://tasvideos.org/MovieRules.html#UseTheCorrectVersion
Version exclusive glitches or anything else that makes the VC release special, would be okay. Identical gameplay would obviously be too similar to have both versions.
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It's explained in the rule I linked.
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No one is saying that they compete for the same platform. VC is Wii, and if TASed in Dolphin it's published as a Wii movie, with whatever is special about that new bundle. An extracted game though, if TASed on its original platform emulator (the rules use N64 as an example), is published as an N64 movie.
So if the hardware and software background behind default SGB colors is essentially the same as CGB, are there SGB specific problems comparable to CGB with the same (or different) games?
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We're not banning VC relases, and I'm pretty sure we shouldn't. So the logical result is Post #472277
Have any SGB TASes on the site made use of this SGB-only functionality, current or obsoleted? I mean manually editing colors or drawing on the screen.
This isn't addresses in the rules, and it feels uneasy to try to guess developer's intent.
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That sounds a bit like VC releases of old consoles being TASed in Dolphin. Nintendo shipped an emulator inside the VC game bundle, and we're free to abuse bugs in that emulator, as it's part of the game now. And if we extract that game and run it on the original console emulator, it's fine too (unless it's the same as the original, non-extracted game).
Also now I have to ask if SGB also has any oddities in how it interprets things and assigns colors.
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It's Nintendo who's made that boot ROM, right? Sounds like they officially support those games in the "simple color mode", even if it's not 100% bugless.
Does this happen with explicitly supported GB games too?
I just think it doesn't make anything simpler or better.
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I have a different question. For GB games that are supposedly not supported explicitly by GBC, it still somehow assigns colors in a meaningful way, it's not an utterly random mess. How is this determined on the hardware level? It's not full-color like actual GBC games are, but still looks sensible. Are there also GB games that have completely wrong colors assigned in the GBC mode?
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Are you working on it right now, and should I wait with backwards-obsoletion?
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Watched both and I think the clipping makes this movie worse. The current run is kinda slow paced and shaky, but it's still a great game for this "primitive" platform, there's a lot of variety in gameplay, and it's easy to follow. With clipping that loops level layouts, it either seemingly never progresses or just breaks everything beyond recognition, turning all the complex gameplay into "zip zip zip win", pretty much "zip right for justice".
There's definitely content to miss if this obsoletes the current run, even if it's borderline. This run, clearly Vault IMO. Voted No.
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If there's no known way to glitch this to game end, on new gambatte or gbhawk (those are good now, right?), then indeed we'll have to backwards-obsolete this branch.
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It's also impossible to undeniably proof that whatever SRAM state one claims to be coming directly from the factory is actually straight from the factory (or has never been messed with since then, or has had no serious bitrot).
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If I force this submission's video to 60fps and then decimate to 30 (to align with the vid at nicovideo), and make this and the nicovideo one start when the first level begins, here's when the ending starts:
Nicovideo: 99184 (0:55:06.133)
This run: 98034 (0:54:27.800)
The previous run is 1:00:36.717.
Checking every level now...
EDIT: 143 frames lost across 10 segments, but overall gameplay improvement is 538 frames.
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The only example is the camhack script for Sonic Advance. InvisibleEmulation does the same thing as frameskip, it's just not wired up for all cores. And it's not meant to speed you up, it's meant to disable screen updates for a bit, like camhack requires.
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This is incredibly lame!
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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It's coming from a variety of active contributors, and from having asked other staff members and people in chats, I haven't seen a single opinion against this demand. The age of our contributors is completely irrelevant to the discussion. The relevant part is that we agree to sacrifice accuracy, for example if it breaks determinism. Emulation is imperfect, so people just deal with subtle differences in some games.
Also, the obvious difference I'm noticing is we don't encode GB in shades of green. That's not authentic. Why is it encoded as shades of grey?
I explicitly said it's not the reason to avoid GB TASing, and you keep treating it like it's a reason I mentioned. It was an explanation why it's widespread in RTA.
Sure. Also, at the top of Judge Guidelines we say:
Which means we should be hearing people out, checking if they have a point, and whether it's possible to update our approach without causing any harm. It's the kind of balance we should be aiming for.
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I'm not saying the demand is in the RTA community (CGB is already used there), the demand is right here at tasvideos, as you can see in this thread. I'm not saying we don't want to TAS GB because its hard to capture, I'm saying it's already common outside tasvideos because of that.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.