Posts for Amaraticando


Amaraticando
It/Its
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Why did the Lua folder vanish in the last releases?
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It/Its
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I recommend using the Lua script to help you in the making... Did you use it? What about amaurea's comparison Lua script? But my best advice right now is: get ride of Snes9x and use Lsnes or Bizhawk. If you don't use Windows, Lsnes is portable and can be compiled in Mac or Linux.
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It/Its
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thegreginator wrote:
Is there a reason why the screenshot for this movie is not from this movie? :P
I was watching this "vintage TAS" and just noticed that...
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It/Its
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Dooty wrote:
edit12; New WIP; http://tasvideos.org/userfiles/info/17265389619791919
For some reason, it desynced in Rattle Battle. I'm using Bizhawk 1.8.1 and sha1sum of the ROM is 29601b586c57c1f5da8956b640e5fc48dcc4364f.
Post subject: SMW script for lsnes
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It/Its
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I wrote a lua script of Super Mario World for lsnes. The lastest (stable) version can always be found here: https://github.com/rodamaral/smw-tas/blob/master/smw-lsnes.lua (last edited 2014/09/08) This script works for lsnes stable rr1 and lsnes beta rr2. Let me know if it has bugs and don't be shy to suggest improvements. Some observations: 1) The script will try to detect the version of Lsnes that you're using, but you can change that in the options. The beta version has more features that doesn't work in the stable version. For instance, there's no lag count or lag flag in rr1 and you have to use the lateral status panel to see the lag. 2) Mouse right click: that makes the hitbox of a sprite appear (or disappear). The mouse must be near the sprite. Also works with Mario. 3) Mouse left click: that makes the hitbox of a block appear (or disappear). 4) Button "-" (minus) diminishes the transparency of the script. Button "=" (equal) increases it. 5) The hitbox of the enemies are not accurate yet. Only some of them are and I will improve it soon. 6) Mario's hitbox includes 2 kinds: interaction with blocks (white points) and interaction with sprites (red lines). I changed that approach very recently, so tell me if that in unintuitive. 7) There's a cheat, enabled by default, to beat the current level. Start + Select + X: activates the normal exit Start + Select + A: activates the secret exit (don't use it in levels without it) Start + Select + B: simply exits the level
Post subject: Re: Any new progress on this branch?
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It/Its
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bahamete wrote:
This is the reason that we don't want to do this movie. Go ahead and do it yourself :)
A decision should be made officially here. Or is this open for each one to decide?
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It/Its
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What about using lsnes? It'll probably allow a console-verified run. EDIT:
Dooty wrote:
Eye Of The Beholder wrote:
Btw, you would try the lsnes, did you find problems to use it?
Yes, I did, but some tricks are simply impossible to do due to the amount of extra lag on the new emulator, also the sound is a little worse.
How can a trick be affected by the lag? I thought lag is something that only makes some computations last twice as long without changing any rules of the game (including frame rules), because even the internal frame counter of the game is frozen during lag.
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It/Its
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Perfect Death wrote:
Does this version has the glitch that allows to save a lakitu cloud for the bowser fight to skip the flames phase?
bahamete wrote:
I don't think we can even item swap...
No item swap >> Not possible to eat Chucks >> no cloud in the item box.
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It/Its
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Agreed! Voted yes.
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It/Its
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Is it possible to eat a Chuck in this version of the game?
Post subject: Movie starting from a savestate in Lsnes Beta - rr2-β21
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It/Its
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For some reason, I can't create a movie that starts from a savestate in Lsnes. My procedure is: 1) Save a state using: File > Save > State (binary or not). 2) Attempt to creat a movie: File > New > Movie. 3) In the Anchor savestate field, I select the state that I just saved and this appears:
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It/Its
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Masterjun wrote:
Amaraticando wrote:
Some news: Forcing Yoshi inside a wall: http://youtu.be/5Nwcggojnds
This isn't new. Wasn't it like done in the Kaizo Mario 3 TAS?
They used the turn block to force Yoshi into the wall. Actually, I was inspired in this TAS to try it without the turn block or items.
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It/Its
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Some news: Forcing Yoshi inside a wall: http://youtu.be/5Nwcggojnds BrunoVisnadi's table of applications of the stun glitch: http://pastebin.com/AifjaRPF Masterjun's description of a new way to do the credits glitch without extra controllers or buttons, after a speedrunner showed a video in which he (supposedly) did the credits glitch in a RTA: http://pastebin.com/1jKvFdvP
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It/Its
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It/Its
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adelikat wrote:
1 You are happy with its logical behavior, not what it looks like on screen.
Basically, yes. The only negative "logical" behavior that I had was a minor slowdown of Draw, but maybe my script wasn't optimized...
adelikat wrote:
There are fontsize, fontfamily, and fontstyle parameters, have you tried using those to find a font that is more pleasant for you?
Look. It seems that no matter what fontfamily I use, the image is blured.
adelikat wrote:
2) I don't know what lsnes does, you will have to try it. Also, I don't like sneaking in 2's into a thread ^_^
I mean the background of the text. Bizhawk's background is a shadown of the text, while lsnes' is a full background. But it's not very important, sorry for sneaking.
Post subject: Problems with gui.drawText() font
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It/Its
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1) Is there any way to make gui.text() bahave like gui.drawText() ?? gui.text() changes its position when I maximize the screen and displays text in the black area. gui.drawText() only displays text in the proper graphics area (256x224). I don't wanna use the 2nd function because the fonts look ugly and the script seems to run slowly. 2) Can I use the background in the same as Lsnes does? I'd like to have a semitransparent background, not only the contour.
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It/Its
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I'm using Bizhawk 1.7.1 and playing SNES. The frame count and lag count are always the same and the function emu.islagged() always returns true when the emulator is not recording/playing a movie when not in compability mode. EDIT: in Compability Mode, everything works fine!
Post subject: About eating other Chucks
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It/Its
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I have a question for you guys. Eating Chucks was forbidden in the SMW 96-exit because one could get the orb in a level with a Chuck, press start+select and use it everywhere. Most of us concluded that it would be not entertaining for a 100% run. As Kaizoman666 said (about allowing stun glitch but not the orb glitch): "Pretty much just because of the limited usability of stunning sprites to complete a stage compared to eating Chucks." My question is: can we use the other effects, like getting a Key in the reserve box? For instance, would this be allowed: https://www.youtube.com/watch?v=1EIN4b9u6Y4 ??? This table lists another effects: http://pastebin.com/7Ux8XaLQ
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It/Its
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I don't know about Nico, but Panga uploaded a comparison video at youtube. https://www.youtube.com/watch?v=HCr0EKuxTbk
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It/Its
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"Does not eat any chucks" What about Does not spawn any Reznor? The same logic applies...
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It/Its
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Voting yes, because of the big improvement and surprising mind-f*cks all over the TAS.
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It/Its
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http://tasvideos.org/Nach/Continuances.html : Super Demo World - 120 exit by dnnzao, Dawn, and Amaraticando. Remove those 3 names and put PangaeaPanga!!! I wanna watch this so bad :o EDIT: As a matter of proof, I have watched his WIP when he uploaded his video. Dawn's part of the WIP was kind of based on his. EDIT 2: as the site doesn't use 1 frame = 1/60 seconds anymore, but instead 655171/39375000 seconds =~= 1/60,099 seconds, then your final time will diminish roughly 12 seconds.
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It/Its
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:) This hack would get a bunch of nos, if submitted, even a no from myself. There're some topics about ROM hacks: 1, 2, 3. I prefer an unique topic for all hacks, except maybe Super Demo World and The Second Reality Project 2.
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It/Its
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Therefore, I fail to see why the cloud can't be used in the traditional any% (now warps) TAS. What's the problem if the glitch jumps to open bus, but the player can go on without using ACE and without getting any other benefits afterwards?
Eszik wrote:
Masterjun wrote:
jlun2 wrote:
Eszik wrote:
But they would also use the cloud only as an item - and that would be a different category, because it would avoid ACE.
Correct me if I'm wrong, but... The sole use of the cloud already leads to ACE. In fact, when others commented that real time runners don't use ACE, I think they just refer to them using ACE but only able to input 1 byte of instruction before the game stops reading from the controller after 1 frame.
You're wrong. It doesn't.
Then why couldn't we use the cloud in a non-ACE run ?
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It/Its
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Patashu wrote:
Eszik wrote:
Masterjun wrote:
The glitch always jumps to open bus. The reason why the game can continue is just because it managed to get back to the normal code again, but the fact that it executed open bus makes it not different from the ACE run. So you could say: "If you get the cloud you might as well get directly to the credits."
And you could say: "If you get the cloud you might decide not to use its ACE effect because the category you're TASing bans it."
Getting the cloud is ACE
But what's the code for getting the cloud? How can people easily do it in RTA? I see that they always scroll the screen, so is pressing R the code's input? @bahamete: nice info, thanks for sharing!