I'm trying to do a submission again, and the preview text for the submission is coming out rather badly formatted, even though I'm following all the text guidelines. As an example, this in the text panel...
...turns into this in the preview window.
Is the preview window broken and there's no note of it, or am I doing something wrong?
A thought I had while I looked over the thread...are there any Game Genie codes to manipulate critical hit chances? If there are, it might be worth asking for special permission to use one, since the purpose would be to redress a bug in the game rather than to cheat.
I can't see the "dirty SRAM" being any sort of problem, because Run Saber doesn't even use it (SRAM) as far as I'm aware. I'll take a look after work and see what I can do.
As for differences in .ZMV format between v1.42 and v1.51, no idea. I'll try playing my Run Saber run in 1.42; if I'm thinking this through right, it working would prove there aren't any.
I've just attempted to submit a ZMV for a TAS submission (Run Saber) but the upload script is rejecting it, saying the movie begins from a snapshot. I know for a fact that it does not ("Record from power-on" has always been checked in my movie options) and I was wondering if perhaps this issue is due to the movie being made with ZSNES 1.51 instead of the 1.42 that the site suggests.
Anyway, just wanted to get this out there. (And if ZMVs aren't actually accepted, I haven't seen any indication of that.)
The wall-plants are first on my to-do list if I decide to start over again (or if someone comes up with a suggestion for the Stage 3 boss, I'll just start over from them.) And yes, damage causes some pretty nasty hit-stun (haven't checked on length) and causes you to fall if you're hanging from something.
The last one takes five hits, and I could only manage to get two each time she popped out. Might be fewer if I could get a sword power-up to spawn before her; I'll look into it.
Where does it say the site doesn't accept ZMVs? I looked pretty hard and saw nothing saying so.
As for desyncing, it's much less common in v1.51, but it seems to be on a game-by-game basis. Run Saber has given me minimal trouble (I check it after every stage,) while Mighty Morphin' Power Rangers has been a nightmare, mostly during boss fights. ZSNES also has the advantage of not having five or ten different custom versions in addition to the official ones.
Also, because I forgot to mention, the bomb attack (X) takes a full five seconds (or 300 frames) to finish going off, and since you can't do anything during, it's just about worthless for TAS purposes.
I've redone Stage 1 and gotten through Stage 2; knowing I could dash made a massive difference. Still using the male character (found out from GameFAQs that his name is Alow.)
http://fast.filespace.org/Keita-chan/RunSaber-Alow-Stage2.rar
or
http://www.filespace.org/Keita-chan/RunSaber-Alow-Stage2.rar
And since I figure someone's gonna ask, the reason for the high jumps right after minibosses is to avoid doing the pose thing you see at the end of the stages.
Last for now, I'm just about convinced that bombs are not worth using; even if they hit hard, they take a LONG time (didn't think to do a framecount; on my to-do list for tonight,) and you can't move until the animation finishes.
When I started emulating the SNES about eight or nine years ago, I used SNES9X for a while, and (in my opinion) it was not good. ZSNES was, so I switched to that, and I've never had a reason to consider switching back.
And if I may ask back, what features and customizations are you talking about? ZSNES seems as full-featured as any emulator I've ever used.
1. There's a dash?
2. Two players wouldn't speed the game up significantly (if at all) due to considerable inuvlnerability time on the bosses so far, plus coordinating two sets of controls would be a nightmare.
3. I tried bunnyhopping up the wall in your screenshot, and it didn't seem as fast as regular climbing. I'll check it again later.
4. It just didn't occur to me to change the difficulty.
I'll have a redone Stage 1 tommorrow.
Run Saber is a fairly blantant rip-off of Strider by Atlus, but still pretty good for that. It's a pretty stylistic game.
I'm working on a TAS of it now, and here's what I've got. (This goes to the end of Stage 1, on normal difficulty, using the male character.)
http://fast.filespace.org/Keita-chan/RunSaberWhiteStage1.rar
or
http://www.filespace.org/Keita-chan/RunSaberWhiteStage1.rar
Recorded using ZSNES 1.51.
I'll probably end up redoing Stage 1 at some point due to my discovery that higher jumps result in a momentary pause upon landing, but I think what I've got is pretty good, that notwithstandanding.
Yes, I think so. I timed runs with her and Jason through Stage 1 and I'm sure Deadstick's right about her having better speed, and since everyone's damage is roughly the same, that's a pretty big advantage for a tool-assisted timeattack. She also has the bow in Ranger form, though there haven't been many places I felt it'd be more effective than a jumpkick-to-backflip.
Another update: I stuck with "Takes no damage" and managed to get that segment of Stage 3 pretty close to optimal.
Stage 3 is now finished, with Kimberly posing for beam-out at exactly frame 55784, which translates to 15.495--- minutes, I believe.
Here's what I have so far.
http://fast.filespace.org/Keita-chan/MMPR-KimberlyTAS-Stage3.zip
or
http://www.filespace.org/Keita-chan/MMPR-KimberlyTAS-Stage3.zip Zipped this time, so you don't have to deal with renaming the movie file to match your ROM name. Still using ZSNES 1.51.
Haven't worked on this in a few weeks (power converter just got fixed), but I made some good progress last night.
1. Kimberly run through Stage 2 is finished without desyncing; she poses for the beam-out at 34,000 frames exactly. It seems as if running back and forth through the boss arena helps keep him from appearing in different spots on playback.
2. Run is currently at Stage 3 Part 2 (new area right after the morph point), and I've hit a bit of a dilemma; specifically, to keep the run as a "Takes no damage" run, or to make it "Takes damage to save time" due to the toxic fume pipes found throughout the remainder of Stage 3. Leaning toward the former, because IIRC this'd be the only place I'd be doing it, plus there are only a few pipes I can brute-force my way past.
I actually haven't even played it; it's one of those games I heard of, made a mental note to try, and forgot about. Heck, the only reason I remembered it was that I saw this topic.
I'll give it a play through myself (after I'm done going through Front Mission 3 again) and see.
The run is very entertaining, but there's really nothing about it that strikes me as needing to have been tool-assisted, aside from the 2-player sync. (Or did you guys do it via netplay?)
I'll vote yes, but I agree with DarkKobold that there's no way this should obsolete the current run.