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ALAKTORN
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those glitches look awesome are any new DKC TASes in the work? I’d love a new DKC2 TAS…
ALAKTORN
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so anyway what was this about?
MESHUGGAH wrote:
AnS wrote:
Also, wait, didn't the guy actually beat the last boss on this video?
He did (edit: and used original version), and the comments also mentions it's possible to start the level 6 (glitched too) with resetting, not sure it was mentioned already.
ALAKTORN
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the stupid in this topic is too much to take… why are people trying to argue when they don’t understand what’s going on
ALAKTORN
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AnS you sound ridiculous to me
ALAKTORN
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lol, I find all the whining about Adelikat’s “hack” to be quite hilarious “wow, he’s using an arbitrary starting state, he should be using the arbitrary one we have always used up to this point instead!!11” but still, like Nach says this TAS isn’t valid until it’s proven that said state can be reached from power-on just wanted to tune-in in favor of what Adelikat’s doing because of all the opposition that it’s getting
ALAKTORN
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@ais: I wasn’t really talking about stuff where you can retry over and over to be successful, I know about people abusing the RNG for perfect IVs and all that stuff in Pokémon games; given enough retries you don’t even need to manipulate anything anyway, you’re just waiting for the magic to happen, that’s hardly “manipulation”, it wouldn’t work for Wi-Fi battles I’m curious about what you said on the Final Fantasy games though, how do people manipulate that? I’ve never seriously looked into any game’s RNG as when I do it’s while TASing and I don’t need to come up with human manipulation methods to manipulate RNGs while TASing, but the one game where I know the RNG well (Advance Wars DS), there have been no methods found for human manipulation (except for a very minor one), and I would expect all the other games I’ve seen RNGs of to be the same (for one example, dropped items in the Megaman series)
ALAKTORN
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I never understood how he thought the RNG could be manipulable in human play, that’s a ridiculous claim that is never true for any kind of RNG except for the really shitty RNGs that aren’t based on frame timings, which are few from my experience, luckily; and Pokémon has always been based on frame timings since gen I, AFAIK
ALAKTORN
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that’s not possible with Yoshi, Yoshi can’t dive
Post subject: Re: SM64 2P - 25s over 0 Star TAS in 2nd fight
ALAKTORN
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Kyman wrote:
Link to video Cuts 25 seconds out of a 0 star run for 2 player. I would suspect 4:1x or less is possible for a 2 player 0 star. You can also cancel star animations by damaging the player who collected the star, so you can continue playing in the level after collecting the star. This enables levels like LLL and TTC to have all 7 stars collectable in one entry. EDIT: I'm dumb, the intro is skipped too. Make that like 3:2x or less.
please make a 0 star happen
ALAKTORN
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the fastest TAS is of about 2 seconds, hyperspeed flying + jump straight to the top of the mountain human run I’m not sure, might be 14″7 or slightly better but that’s without using skips and a normal on-the-ground route, for some reason speedrunners never liked to use the skip
ALAKTORN
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Miles wrote:
Zeupar wrote:
That question has an easy answer: The run should finish when it reaches the credits.
But the game plays the credits twice. Regular runs don't end the first time they play.
When’s the second time?
ALAKTORN
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that looked really far from optimized even to my untrained MKDD eye some of the things he does look really cool though, so there’s certainly potential for a great TAS if anyone plans on doing a proper one
ALAKTORN
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^shocking to think that the animation skip warrants losing that much time to detonate the bob-omb O_o
ALAKTORN
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Weatherton wrote:
I may optimize the level a bit, not sure if I'll use this warp trick though, it's super weird.
I hope you can implement it, it looks awesome if you have questions I may be able to help, I hold a few TTs WRs
ALAKTORN
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https://www.youtube.com/watch?v=54iInYhelg4 Shoot to the Island in the Sky 0 A presses!
ALAKTORN
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^does it get updated anymore? Wiggler's Red Coins 3 bobmario511 3 Thiago Trujillo YouTube I have no idea why people couldn’t figure out 2 As before, but the YT glitch guy made a vid of it using savestates
ALAKTORN
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I think I love you, MrWint
ALAKTORN
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http://www.youtube.com/watch?v=s87uNx50j38 no A presses challenge brought to the extreme…
ALAKTORN
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ah, I thought it was the same thing
ALAKTORN
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^uhm, that stuff is old and there was a rejected submission here too
ALAKTORN
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what the fuck
ALAKTORN
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Derakon wrote:
I wouldn't expect already-existing TASes to sync on the new emulator, just like a TAS made on SNES9x probably won't sync on lsnes.
mkdasher wrote:
I found out what was causing Bizhawk to desync with Super Mario 64 .m64 files. Apparently m64_reader.lua script is reading 1 frame later than it should. Just for creating the .bkm files, I fixed it by erasing the first frame on .m64 file.
ALAKTORN
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^how are those times compared to the real-life TAS bot thing? are they more accurate or less?
ALAKTORN
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Mastania wrote:
Woo, finally gen 3.5 is done. I did notice one thing: Near the end, it would be possible to 2-hit Lorelei's Cloyster with Surf,
Dasher said Cloyster’d use Hail which loses a lot of time
ALAKTORN
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that sounds like you could advance the RNG by going back and forth into the grass, until it’s a value that gives 0 encounters? or am I wrong? would be awesome