Post subject: Published movies that rely on emulator errors
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What should we do about them? As far as I know, there is only one affected run, but I wouldn't be surprised if there were more. - [1838] Genesis Gods by Aqfaq in 07:29.73 Does anyone here have this game?
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they should be deleted/hidden/put a note that they rely on an inaccuracy or something like that
Post subject: Re: Published movies that rely on emulator errors
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Zeupar wrote:
What should we do about them? As far as I know, there is only one affected run, but I wouldn't be surprised if there were more. - [1838] Genesis Gods by Aqfaq in 07:29.73 Does anyone here have this game?
Mind elaborating on the error? I can't find anything on the chain of submission texts. :/
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Do you mean exploiting a specific error in the emulator? Because if not, there are probably a few runs that have emulator inaccuracies and don't sync, and thus rely on the emulation error. (I believe River City Ransom is one such game)
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True wrote:
Do you mean exploiting a specific error in the emulator? Because if not, there are probably a few runs that have emulator inaccuracies and don't sync, and thus rely on the emulation error. (I believe River City Ransom is one such game)
That's a difference class of emulator error, where it's just 'you'd do things with slightly different timing, manipulation or RNG manipulation' as opposed to 'due to an emulation error this strategy/route is not possible on console'
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Aqfaq wrote:
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 #300941
jlun2 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.
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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.
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Warp wrote:
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).
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jlun2 wrote:
said bug must be investigated further
Indeed. I only know that the current run will freeze in Bizhawk. I can provide some savestates, if somebody wants to investigate the situation further.
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jlun2 wrote:
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).
Yes, I agree. I note that we have two Genesis movies that are console-verified; perhaps the best approach here would be to have a console-verification bot play this Gods run?
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Radiant wrote:
jlun2 wrote:
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).
Yes, I agree. I note that we have two Genesis movies that are console-verified; perhaps the best approach here would be to have a console-verification bot play this Gods run?
Console verification for Genesis is problematic in that almost all Genesis TASes on site are made with an inaccurate emulator and desync due to timing/lag changes. Thus, it would probably desync even before the glitch, and even desyncing during the glitch wouldn't provide much information (the sonic Genesis TASes on the site don't console verify either - that doesn't strengthen a hypothetical case for 'remove sonic Genesis TASes for being inaccurate')
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Depending on the glitch, it may be possible to verify that the glitch is possible on console without verifying the entire run. Obviously difficult for frame-precise glitches, but I seem to recall seeing a camcorder video of the NextDelay glitch in Megaman 2 being console-verified, for example.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.