Posts for CasualPokePlayer


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http://tasvideos.org/userfiles/info/69909855521277011 I've re-synced this movie to 2.6.1 with an official BIOS (which is apparently not present in this TAS?). The movie mostly synced fine save for adding frames to account for the BIOS and slightly different loads (the latter mostly being a result of me turning Equal Length Frames off, since that caused weird lag to appear in one of the levels, otherwise the loads are mostly identical). Here's an encode of this resync: Link to video
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InfamousKnight wrote:
..but if that does become a reality, trying to judge a movie that's made on different version of said core that can only be gotten through some link could be a little messy I suppose..
Well no there's already cores in Bizhawk that aren't acceptable to submission (e.g. MelonDS).
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phoenix1291 wrote:
CasualPokePlayer wrote:
Bizhawk is not based off libretro lmfao
No, but you can load libretro cores into Bizhawk. http://tasvideos.org/Bizhawk/Libretro.html
That thing is afterthought land and doesn't really work afaik. You might as well just use RetroArch at that point.
Guernsey wrote:
So you can add cores to Bizhawk? Does that mean that you can use cores like BSNES or Mesen on Bizhawk?
BSNES is already in Bizhawk so yes? Mesen lol probably not.
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StarrlightSims wrote:
If it ends up working on other objects, like the Wingardium Leviosa stones, you could potentially skip most of the Black Potion Challenge at the end of the run. Also, you can technically use the same warp method but instead of warping to the End Game, you warp to the end of the First Quidditch Match, which skips like 15 minutes of the run.
Could you also just wrong warp all the way to the final boss (or whatever is the latest point you can warp that isn't the end cutscene)?
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http://tasvideos.org/userfiles/info/69704961893283352 Slight improvement by reducing camera movement of the first cutscene with a L+U input rather than just holding Up.
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Does this rule suddenly not apply with this submission? http://tasvideos.org/MovieRules.html#SpeedOrientedMovieMustBeatAllExistingRecords Spike posted an improved movie in this thread, which therefore makes it the de facto record for this game, which this submission does not beat nor match.
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Bizhawk is not based off libretro lmfao
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arnaud33200 wrote:
@Spikestuff sadly I realized about cycling through button 1 & 2 a bit late. I'm wondering, is it documented somewhere?
For this game probably not, but "consecutive input lag" is fairly common throughout games (due to games seeing them as holds rather than presses), and can sometimes be avoided by simply using an equivalent function (but different) button.
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Tremane wrote:
wanted to TAS some good old "rockman world 3.gb" but the emulator crashes while loading with the following error: https://imgur.com/a/mCWJFjf emulator used: BizHawk 2.6 on windows 10
https://github.com/TASVideos/BizHawk/issues/2587
This bug will not be present in the next release. Until then, a workaround is to put the rom in a .zip archive and load that. --yoshi
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jlun2 wrote:
Given you trigger ACE by pressing L/R or U/D (so probably can trigger ACE almost everywhere), would you ever make a playaround of this game?
I wouldn't say "everywhere". As I said:
going back through the main menu without resetting is much slower, and will simply not work for my purposes anyways (due to the game splashing FFs in a huge chunk of RAM I need to slide past)
So if I ever enter the game, which I would likely need to do create a bigger payload, I would need to reset and do special preparation to execute this bigger payload (probably possible?). Even then, I don't think this is a very good game to have a play around for, I could go do a playaround of Gen 2 Pokemon and it'd likely be much better (like actually having English characters). Still, I wouldn't leave this entirely out of consideration...
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feos wrote:
Overall it sounds like ASE can dramatically break gameplay and result in all sorts of events that may or may not be able to directly spoil the completion criteria. Most likely it won't be allowed, but to actually spark a rule discussion (since the technique is so new), your best bet is making an any% run that uses it.
There's no actual use case for Any% in Gen 2 (the fastest way in theory to get ASE is just ACE, which ends up just being suboptimal usage of ACE; outside of ACE it takes too long to setup, and would likely be slower than forgoing ASE anyways). There is however a game which might have potential for this. TTYD recently now has a potential credits warp, and this credits warp also uses ASE (they called it Arbitrary Evt Code Execution, but Evt Code is just this game's scripting system, so it's really ASE). That could perhaps end up sparking some rule discussion on this. EDIT: Also sidenote, there is some documentation on the script commands able to be used for Gen 2: https://github.com/pret/pokecrystal/blob/99e66c25577e367d6c7ca75fea8b466b54c3317a/docs/event_commands.md and here https://github.com/pret/pokecrystal/blob/master/engine/overworld/scripting.asm
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feos wrote:
The rule wrote:
Arbitrary code execution of ROM data, and memory corruption tricks to write to arbitrary memory are also not allowed.
Will gaining ASE involve writing to arbitrary memory?
No. Out of bounds moves manipulation is a memory manipulation glitch, but it is limited and can't write to arbitrary memory (if you want a comparison, look at underflowed bag/pc items in RBY; they are also memory manipulation glitches but they can't write to arbitrary memory).
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feos wrote:
CasualPokePlayer wrote:
So asking in the event a Gen 2 Glitched Catch 'em All TAS ever happens, I'm just going to pose the question: would ASE (Arbitrary Script Execution) be allowed?
How do you achieve ASE?
You would modify an NPC script so it points to RAM. This is a achievable with out of bounds moves manipulation.
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Patashu wrote:
I generally think Catch 'Em All should be defined in such a way that it's entertaining, clever and whimsical, and that the obsoletion of the RBY Catch 'Em All TAS by one that just catches every pokemon in the same way was a mistake in the first place, to throw in my two cents.
http://tasvideos.org/3134M.html Glitched Catch 'em All is full completion, and thus it is vaultable. And with the advent of mass farming glitches it ends up ultimately becoming ultra boring (I should mention lucky and I have a new CEA TAS which cuts the old one with an even faster mass farming glitch and using save corruption to easily set it up, it's also even more boring, but that's not going to come til later). If you want something Moons worthy, Diploma (ie glitchless Catch 'em All) is the closest thing you got. I guess anyways for Gen 2 the entertainment likely wouldn't change by much whether ASE is banned or not; if ASE is banned, then the main glitch to use to get Pokemon is literally just using bad clones and the daycare to glitch in a ton of eggs which are then hatched to fill in dex entries.
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So asking in the event a Gen 2 Glitched Catch 'em All TAS ever happens, I'm just going to pose the question: would ASE (Arbitrary Script Execution) be allowed? I'll explain: ASE is different from ACE; for ACE, you're executing whatever machine code you want; for ASE, you're executing whatever script you want. Games sometimes have a scripting system which acts like a pseudo high level language (often to handle cutscenes), and thus achieving ASE would be controlling this scripting system. The limits of a scripting system would also be based by the game. Some games might have a very expansive scripting system which may be useful in a TAS if able to be controlled (Gen 2 happens to be an example of such a game), or some games might just have some garbage scripting system which barely can do anything (or possibly just no scripting system at all). It could arguably be compared with arbitrary items (including glitch items), some might have some interesting effects, some might just literally be ACE, but it ultimately it ends up being a per game basis, and is allowed (provided you're not just doing ACE and whatnot; also assuming items don't correspond to completion anyways). With ACE, the theoretical limit is just with whatever the machine can do, and this theoretical limit is equal across any game using the same hardware. For the main practical implication for Gen 2, the scripting system happens to have a command called givepoke. Which means you can just make a script to give yourself a Pokemon. Repeatably. Would this be allowed? And this isn't even all, there's also commands to do arbitrary wild battles (which would arguably be similar to the currently latest published Gen 1 Catch 'em All TAS). Would that be allowed? I guess it should be also be mentioned there are a few commands which are literally just ACE/ARE/AMC. Although I don't think there's a question whether those particular commands would be allowed (obviously not). There are ways to do such a TAS without ASE, but ASE would be much faster than the current methods, so I'm wondering whether a TAS should use ASE (if it is allowed) or not (if it is disallowed).
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Alyosha wrote:
Thanks for the research, does ThunderAxe31's WIP of this game not encounter this somehow? (It's done in Gambatte, but haven't looked at it myself.) http://tasvideos.org/userfiles/info/67980900883093493
Oh, interesting. Seems like there's some infinite jumping glitch with the hammer or something so doing the puzzle the intended way isn't needed (thus this glitch never comes up).
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https://github.com/mgba-emu/mgba/issues/2032 Looks like this series proves to still be ass to emulate correctly all the way to the GBC game. I researched this and this happens to be another case where correct open bus implementation is needed, otherwise this game gets stuck in some infinite loop at this point. GBHawk has good enough open bus behavior where this doesn't happen, so any TASes of this game would have to be with GBHawk disregard, TASes can just go use some infinite jump glitch with the hammer, only relevant for casual playthroughs.
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deuxhero wrote:
Is this the newest game with an ACE exploit? Edit: Excluding things that require some externally generated file to be added to the system (most of the famous console modding exploits like Twilight Princess, Cubic Ninja ect.)
By technicality, isn't an ACE exploit, but rather an ASE (Arbitrary Script Execution) exploit. Which itself is very powerful, but still technically restricted by the scripting system TTYD uses.
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I am going to abstain from voting on this, due to the problematic goal choice. After watching the movie, it seems to be fine up until the "end." I went ahead and google translated the final dialogue of this ending, and got this out of it:
Congratulations ! You have reached the end of the game in Easy Mode. Now, I want to see you finish the game in Hard mode, because in addition to having more levels, you will have to face me in the end. Do you have heart or are you a chicken?
This character is directly telling you to go complete the game in Hard Mode (and for quite literally all the reasons why a TAS would prefer hard mode). This character also from what I understand off Wikipedia's gist of the story is quite literally the main "bad guy" of this game. He is apparently the one you are meant to fight in the end to complete the story. Thus the end of "easy mode" from what I'm seeing is like a "bad ending" where the story is only partially completed, and hard mode is needed to achieve a complete (and I believe acceptable) ending.
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WarHippy wrote:
Here's an 89 frame improvement in the section with the BUZZ BUZZ that we talked about earlier. Hopefully it's not too much work to resync.
Ah, didn't expect that to actually work. Here is the movie resynced to the end: http://tasvideos.org/userfiles/info/68872463278858967 Could a judge replace the movie file in the submission?
Post subject: Re: #7005: CasualPokePlayer's GB Prehistorik Man in 12:48.73
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Radiant wrote:
TASVideoAgent wrote:
This game is actually a port of Prehistorik 2, which was made for MS-DOS and Amstrad CPC. Even with the major cuts out from the original PC game, Prehistorik Man seems to still be a rather faithful port,
I'm curious what your source is on this. I've played a lot of Prehistorik 2 on the PC, and this GBA game has wildly different level layouts, bosses, items, and so forth. I fail to see how this can be considered a port instead of a sequel. Anyway, it's a good run and I love this series, so yes vote.
That's what Wikipedia said, and after watching some videos on Prehistorik 2 I agreed. And looking at the link you sent, I still mostly agree. Most of levels 1, 2, 3, 5, and 6 seem to adapted over, mostly intact (with some things cut). Although level 4, and 7+ are no where present (cut out). Although I guess only the big monkey and tree actually made it over to the GB, with the 2 first bosses just being new ones (probably just due to the lack of levels lol). The club/hammer/throwing hammer/hang glider are all present, so items are somewhat intact too. Also note this is the GB game, the GBA game is a port of the SNES version (of which is the sequel).
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After further testing, I believe the GBA->GBC switch takes exactly 948.84375 audio frames. Thus using 485808 as the new offset should solve console verification issues with input polling (along with applying a ceiling to the final number before sending it to string.format).
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Link to video Console verification has been successful.
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Link to video Console verification has been successful. The previous verification failures were due to a flawed script, not any actual emulation issue.
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After doing some tests, I believe the GBA->GBC switch offset is actually correct. The issue is due to string.format always flooring the resulting "cycles", which leads to off by 1 issues. The correct solution is to simply ceiling the "cycles" once all the math is done with it. EDIT: After trying to play back The Humans with this new script, it synced further, but later desynced. Adding 1 audio frames to the script seems to fix this. However, I am skeptical if this is the right choice. It might be possible that the GBA->GBC switch takes in between 948 and 949 audio frames, rather than just 949. Although I am relativity confident it can't be more than 949 audio frames, and this is probably "good enough" for now.
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