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BigBoct
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Tap down once so that Samus is aiming downward, then perform a quarter-circle forward as she hits the ground.
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BigBoct
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Er, what exactly did you do to Dracula? Whatever attack that was, I either have never seen or have entirely forgotten it.
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BigBoct
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There is usually an option in movie playback/recording options for whether nor not to clear the SRAM.
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BigBoct
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That was a great watch. Do you plan to submit when it's done? You have WIPs dating pretty far back, so I'm fairly sure you can prove that you started this project before SNES9X v1.43 was disallowed.
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BigBoct
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I don't think so; you're clearly going for "as fast as possible" in this, despite using a suboptimal character for that goal. (Almost) all of the Street Fighter runs we've published focus on entertainment. EDIT: That having been said, I DID enjoy this, but I'm torn on whether it's publishable or not. It's not the bleeding-edge fastest time, so it's ineligible for the Vault, and it does get repetitive very quickly, which hurts the entertainment. If this went to Moons, it would probably wind up being fairly low-rated.
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BigBoct
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So you think it'll go octuple-overtime? That would be incredible.
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BigBoct
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I have very fond memories of Metronome from an incident like fifteen or so years ago, when my brother and I were playing through Blue with some high-level Pokemon (read: out of our badge range) we'd gotten from a friend. One of them was an Electabuzz with Metronome. The story goes as follows: We're in Silph Co. fighting Giovanni, and both of us have one Pokemon left standing. For us, it's the Electabuzz; for Giovanni, I don't remember. We have one turn left until the Electabuzz faints from poison. We try to use Thunder or something. Electabuzz ignores us and uses Metronome...which turns into Horn Drill and connects. My brother and I were laughing about that for like half an hour afterwards. And for some reason there was a PC in that area, so we were able to get out a Pokemon that wasn't about to faint from poison. The moral of the story is that this is an EASY Yes vote.
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BigBoct
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Why would this run not qualify for your hypothetical category, Warp? From what I can tell (I've never played the original Megaman) it DOES use the intended routes throughout the game. Or do you just mean the other controversy around it? My thoughts on the run itself: You didn't break 1 million points. No vote. (Just kidding.) My actual thoughts: It was fun seeing the game played (mostly) as intended. I personally don't mind the label of "low-glitch," and I am of the opinion that the pause glitches are okay here. That having been said, as compared to some of the other Megaman TASes I've seen, I did notice a few inconsistencies. Most notably, not getting 50,000 bonuses on everything, and a few hits on the Wily 3 boss seemed slow. I do think this run is worthy of publication, however, and I WAS entertained, so voting Yes.
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BigBoct
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I am of the opinion that any run which uses arbitrary code execution to an end other than creating a "game complete" condition should be placed in the "Demo tier" proposed by feos in the General forum, with obsoletions being based on such factors as...
  • Time from power-on to the TAS gaining full control of the execution flow
  • Time from gaining full control of the execution flow to final delivery of payload
  • Entertainment value of payload
(Is "execution flow" the right phrase?)
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BigBoct
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Technically not bad at all, but you could shave time by taking a single hit in each fight so you're not always getting Flawless Victory messages. N?K did that in his Mortal Kombat II as-fast-as-possible run.
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BigBoct
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Considering this is only one zone, I think a fully optimized run, that stays withing the confines of the levels at all times (i.e. no terrain ejection, no zipping, no horizontal underflow,) would be the most publishable, so as to show off as much of the hack as possible. That having been said, I DID enjoy this, but I don't think there's enough gameplay here to warrant publication. Possibly paradoxical vote of Yes for entertainment but No for publication.
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BigBoct
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Very much enjoyed this. One nitpick: I would have preferred that you go through all of the Training missions at once, then do all the Time Attack missions in a row. Would be a longer segment of redundancy, but followed by a longer segment of straight missions.
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BigBoct
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SNES9X v1.51 had its' sound emulation core completely rewritten from v1.43's, which caused differences in emulator timing; that's why you can't play movies from v1.43 on v1.51. Movies and savestates from v1.51 and newer should be cross compatible between those versions. lsnes, on the other hand, uses emulation cores from byuu's emulator bsnes, which was coded with emulation accuracy as its top priority. It's far more accurate than any version of SNES9X; enough that console-verifying movies made with it is possible. (I think so far it's only been done for Super Mario World's glitched run.)
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BigBoct
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When the timer stops. If you can set up a time-saver by spending some real-time while the in-game timer is stopped, that is absolutely acceptable.
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Not remotely entertaining (to me) but very fast. Perfect material for Vaulting.
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It's looking good. Personally though, I think if you're going to do Sonic-only in S3&K, you should do it in S2 as well. Sonic and Tails in both would be awesome, but I can't even imagine the difficulty of multi-tracking a dual run.
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I wasn't trying to criticize, sorry if that's how it sounded. I was just making an observation.
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BigBoct
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The amount of synchronized input required in that clip was surprisingly low. Emerald Hill Zone Act 1 was almost complete by the time you gained control of S3&K, then there was like 20 seconds of score tally in Sonic 2 while you progressed the entire way to "Angel Island Zone in flames" in S3&K. And then the GMV ends.
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That was spectacularly entertaining. Fast movement throughout, fast boss fights, and a consistent level of high optimization. Easy vote of Yes.
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This was a lot better than I expected. Yes vote, suggestion Moons, and also suggesting that a Knuckles any% done on S3&K obsolete this.
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BigBoct
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I think it was a rule on SDA, not here.
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BigBoct
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Torn338 wrote:
Hmm, Super Metroid randomizer... Sounds fun, actually. I'll try it out myself since I love Super Metroid too. I followed you. I also might race you if I get good enough at the randomizer.
The one I'm working on right now is trolling the hell out of me. I had to do most of Upper Norfair without the Varia Suit (it was where the X-Ray Scope is) and I need the Speed Booster (which is MIA so far) to get the Gravity Suit (at the Wrecked Ship R-Tank.) I'm getting the feeling I'll need to do some Suitless Maridia. The ranzomization tool can be had from http://smrandomizer.codeplex.com
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Twitch Username: boct1584 Link to stream page: http://www.twitch.tv/boct1584/ Do you stream Speedruns?: Sorta, see below - TAS work?: No - Races from SpeedRunsLive?: Not right now, but probably eventually What else do you stream?: My bread and butter is blind runs of randomized Super Metroids. I'll also stream blind runs of other games if they strike my fancy/I get a request. A friend of mine has also expressed interest in blind-racing randomized Super Metroids against me. Do you stream on a schedule?: Most often I stream between 4pm and 6pm weekdays. Other info:
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BigBoct
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The most recent incident was that I tried to do that, but there was an input lag spike (my computer's not that great) resulting my system not registering that I was holding Shift when I hit F1, and it loaded the state instead of saving it. My problem is that for the longest time, I save-scummed with savestates on everything I played, and it's still a reflex for me to do that.
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Post subject: snes9x - option to prevent savestates from loading SRAM?
BigBoct
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I'm still doing the blindplays of randomzied Super Metroid runs I mentioned in my last time, and I'm trying to do them with minimal tool-assistance. I'll save a state occasionally for a really hard part, then save the SRAM at a save point. Problem is, then sometimes I load a state by reflex, and the SRAM from that savestate overwrites the newer SRAM from the actual save and I lose progress. I know there's an option to not do that in ZSNES, but I don't know where it is in SNES9X. I'm using v1.52-rr, SVN revision 184 I believe.
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