Posts for CDRomatron

CDRomatron
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Experienced Forum User
Joined: 3/28/2017
Posts: 7
Location: Scotland
Was not sure, so I've gone through and checked. I've tried clearing the save ram on both, copying the cart save to GBAHawk, copying the GBAHawk save to the cart, and 0xFF the whole save on both, neither seem to change the seed I reach the minigame at.
Speedrunner who finds something cool once every couple years I guess?
CDRomatron
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Experienced Forum User
Joined: 3/28/2017
Posts: 7
Location: Scotland
Thanks for the quick response and suggestion. I've so far tried setting it to 10000, 20000, and 32000, none of which seem to change the frame it arrives at as the RNG is the same across all three. It's just the option titled "EEPROM Offset"? (I've been changing it manually in the SyncSettings.json to get to the point where I can test it.)
Speedrunner who finds something cool once every couple years I guess?
CDRomatron
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Experienced Forum User
Joined: 3/28/2017
Posts: 7
Location: Scotland
Hi, was recommended coming along here from Discord. I'm trying to start on a little project to do some learning. A big goal for me was being able to run the TAS on console, since I had all the hardware I would need to run through GBI. The game is Spyro Fusion, saves with EEPROM. I've been using GBAHawk 2.2.0, and have verified that my dumps match what they should be in terms of the bios and game. The game rarely advances RNG, which makes manipulation trivial in most instances, except for a singular minigame that appears approx. 3 mins into gameplay. The RNG function uses the current frame count to seed it when starting the minigame, so I need to know what frame I've entered the minigame. On GBAHawk, I've seen the value I get, and the starting position of the enemy (which gives me an idea of where I am). On console, the same inputs give me a different starting position. After playing around on GBAHawk, it appears like the console is entering 4 frames later than emulator. My suspicion at the moment is due to the game doing occasional auto-saves with EEPROM. I understand that there is a sync option for tuning, which might solve my problem. But I'm unsure where to start with it (as the range is ~64k possible options). Does anyone have any suggestions based on the situation? Thanks in advance.
Speedrunner who finds something cool once every couple years I guess?
CDRomatron
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Experienced Forum User
Joined: 3/28/2017
Posts: 7
Location: Scotland
Hi everyone. I was doing a run of this game the previous day and encounter a wrong warp when restarting the Velo race. Clip here: https://youtu.be/i7OEPoU-nZ0 Full run here: https://youtu.be/Sb8X-NN-9nw I have a feeling it's something to do with either: -The special qualities of the Velo track -Restarting when crossing the finish line
Speedrunner who finds something cool once every couple years I guess?
CDRomatron
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Experienced Forum User
Joined: 3/28/2017
Posts: 7
Location: Scotland
So, I don't see this being particularly helpful as far as the TAS for N-Tranced is concerned, but definitely something that I feel is worth noting. So, very recently, someone started running N-Tranced RTA and I knew something felt off. There was a box that wasn't there normally. It seems like the version of N-Tranced that was released as part of "Crash & Spyro Super Pack 1" has differences to the regular version. I made a video quickly showing off the box that does not appear in the normal version and interactions with the box (2nd Volcano level) https://www.youtube.com/watch?v=4lNQxIOGurk It has also been noted that the hint/tutorial thing at the start of the first atlus ball level is also missing. I played through the game until "Rocks can roll", and was not able to observe any changes other than what I have already noted. However, there may be parts of the game that I cannot tell by simply looking (i.e. is the character speed different? are there glitches that do not exist on the regular cart?). This also means VV was willing to change parts of the game for the multicart version. This is a list of all the multicarts that I can find that may be affected similarly: -Crash & Spyro SuperPack Vol 1 (N-Tranced & Season of Ice) -Crash & Spyro SuperPack Vol 2 (CNK & Season of Fire) -Crash & Spyro SuperPack Vol 3 (Fusion & Fusion/Purple & Orange) -Crash SuperPack (N-Tranced & CNK) I've yet to play around with the Crash SuperPack version of N-Tranced, but I'd guess it would be similar to the crash & spyro port. I'm not too familiar with how the TAS community feels about official multicarts like this, but I felt it was definitely worth mentioning. EDIT: Upon further reading, the packs I have described above are the PAL SuperPack carts. NTSC-U regions seem to have gotten a separate super pack, one which has the same game as volume 3, one that has the same games as the crash superpack, and one that has both Huge Adventure and Season of Ice. EDIT 2: It seems the differences present in PAL Superpack Vol 1 N-Tranced are the same differences present in the J version of N-Tranced. The same may be true for the other games contained in these packs.[/b]
Speedrunner who finds something cool once every couple years I guess?
CDRomatron
He/Him
Experienced Forum User
Joined: 3/28/2017
Posts: 7
Location: Scotland
Thanks for taking the time to test this ThunderAxe! Shame that it isn't of any use, but oh well :)
Speedrunner who finds something cool once every couple years I guess?
CDRomatron
He/Him
Experienced Forum User
Joined: 3/28/2017
Posts: 7
Location: Scotland
Hey guys, recently made a finding in N-Tranced which might be something you guys would be interested in (I run this game, don't really know too much about TASing). In 'Island Intro' (the tutorial level), just before the cutscene near the checkpoint, the camera locks into place. The camera can be moved about by pausing and unpausing the game, and it will move near crash and lock both horizontally and vertically. For the most part, walking off to the right will cause the cutscene to play. However, if you bring the camera near the cliff where you need to double jump to get up, the cutscene won't play by walking off to the right. Furthermore, all of the obstacles will not spawn off-screen, such as boxes, and the tutorials. This means we can just slide-spin the entire level (as long as you remember to jump over the two pits). I haven't played around with this too much, but as far as I can tell, you need to pause-unpause three times to move the camera far enough that the cutscene won't play and once at the end to load the portal to end the level. It might be faster than doing the level normally, but not by much. Since you need to skip the cutscene when doing the level normally, you're essentially pausing the game a net number of three times. tl;dr would you get rid of all obstacles in Island Intro at the cost of pausing three times? Sorry I don't know too much about this, haven't had much time to play around with it, but I'll be happy to answer any questions you guys have. Here's a link to my video showing it off with Spikestuff and Warepire's overlay: https://www.youtube.com/watch?v=MWE2-P3Cyqk And here's it working on console: https://www.youtube.com/watch?v=Rp6ewi-jsTA
Speedrunner who finds something cool once every couple years I guess?