Posts for CoolKirby

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Nice run. I've been waiting for Sonic R glitched and this did not disappoint. If anyone does have interest in the PC version, it should be TASable with libTAS+PCem and the Windows 95 config.
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Welcome back, Logan! This was a good, fast TAS. Does the video's description mean you're planning to do the rest of the Action 52 (NES) games?
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Hey EZ. Like dekutony said, there isn't a time shift yet. I wonder if something went wrong in BizHawk since the subs are supposed to start at frame 0. Here's the first line of Subtitles.txt (frame # is the first 0):
subtitle 0 0 500 179 FFFFFF00 Welcome to my MKA (MKSC) All Cups TAS :D
Regardless, the .srt subs linked also have the correct timestamps. (I had issues exporting as an .srt from BizHawk 2.9.1, so I used 2.3.1.)
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Previously, open platform (PC, C64, etc.) and homebrew submissions could be rejected if the game wasn't findable through e.g. a public database or web search. This was the notability requirement, and it still applies to ROM hacks. But now, I don't see anything in the current Rules barring PC or homebrew games from publication that are only available through an unlisted link. Such as Doge's Adventure, which can't be found on Google and nowadays may only be downloadable from an Archive.org backup of the author's link. I have a userfile beating the game that I would like to submit, if it wouldn't be rejected outright for this reason. Are games with findability or notability issues acceptable today?
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Could not verify sync. I'm not sure if it's consistently desyncing for me or it doesn't complete the game. The end of input in my BizHawk 2.9.1 enters a cave, loses a battle, gets a game over and ends back in the main menu. EDIT: Submission text says this needs the libretro Gambatte core, but when I try to load the input file, it says "Movie system Id (SGB) does not match the currently loaded platform (Libretro), unable to load". It's a GB-compatible .gbc ROM run in SGB mode, and BizHawk indicates that the BIOS was disabled. A fan translation patch is applied, which I'm not sure if I can link to as it's part of a (partial) disassembly of a commercial game, but these are the hashes of the resulting ROM when it's applied. myherosecond, please see DrD2k9's judgment notes on a previous submission you made. We don't accept unassisted runs as submissions. You can post them to Userfiles, or use the tools BizHawk provides, like savestates and frame advance, to polish your run and make it into art.
Movie Rules wrote:
Fan translations are not allowed at all, even on top of other hacks.
This patch also cannot be accepted under the current rules. No reason is given, so I'll have to try and remember the reason why. Wasn't it that fan translations modify the game in subtle ways that can throw off RNG, among other things, and could lead to unfair advantages? Anyway this sounds perfect for Userfiles if you want to upload it there for people to find a playthrough with English text.
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Cool TAS, fast and interesting. I'm impressed with the detailed models, animations, and sound quality this hack has considering the hardware. Looks like BLJs were patched out? Either way, the 16 star route you chose shows off Sonic's modded physics nicely, and it seems like you picked very quick stars to collect.
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dekutony wrote:
I think the "console verified" tag is still missing from this publication.
Thanks, fixed.
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Congrats on getting this optimized and submitted! It was a nice surprise to see your Userfile pop up on the front page; I didn't know you saw my comment back then and I'm glad to hear it helped you! I like the detailed comments too, they helped me appreciate the complex strategy and manipulation you did. Well done, and I look forward to your next project! Nice to hear about your real-world experience with this game too. This wasn't my first Mario Party or my favorite, but it was the first I bought myself, and is one my family and I tend to come back to play again. They are casual gamers so for them the Wii never became obsolete; it still runs, so as long as they have their infinitely replayable games like this, Just Dance and N64 VC Paper Mario, they're happy, haha.
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iMathII, good to see you here. Thanks for the TAS and your included commentary—it adds a lot!
Dimon12321 wrote:
Sync verified. Despite the submission saying "Start type: Sram", no memory card or savestate is required to play this movie back.
Thanks for verifying sync! For the record, the needed SRAM is embedded in the .bk2 itself, so it will automatically play back without any additional files.
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dekutony wrote:
The only problem is that the subtitles are all messed up now... Sorry about that, CoolKirby.
That's fine, it's important for the TAS to beat all known records so it was a necessary change. Here's a version of dekutony's resync above with fixed subtitles, if someone could please replace the submission with this input file. Edit: A new temp encode was needed to show the two new track strategies. I added one to the submission.
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Great TAS with a variety of strategies for each level, and it's nice to see more of the miniboss fights since they go by so quickly in the any%. The abundance of clips is very satisfying to see, as again the UFO glitch run has to balance doing clips with keeping its ability (from what I understand). I was surprised to see the two Poppy Bros. Sr. in 4-2 defeated with a single star spit. Is there a trick to doing that?
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You have good taste in games, SuperSqank. Every run you've submitted has been something interesting. I thought the run was entertaining, full of action and that "what is even happening?" factor I like in glitched runs (at least before reading the author's comments and learning what was happening).
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Amazing how much time could be saved. With so little lag, it almost looks like a completely different game, or a remaster. It's too bad you couldn't get below the VBA run's time (though without the GBC BIOS screen, you already have), but it could still happen in the future. Yes vote!
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Thank you, dekutony, for preserving this run. TAS preservation has been a real problem with this game. iMathII's TAS is more polished than anything we've seen before, and I'm glad a submission is forthcoming, as soon as the verification is sorted out... So here's a verification file that completes the 150cc GBA cups twice to unlock the SNES cups, then the 150cc SNES cups twice to be able to skip their awards ceremony cutscenes. Two of the completions are iMathII's inputs, and the others are my sloppy 100-coin playthroughs to satisfy that requirement. Here's iMathII's TAS, synced to the SRAM created by the verification movie. 2 frames were lost during sync, which might be because of my save data (it was 1 frame during each of the two cups with C ranks), but I'm not sure as I didn't test it. I also trimmed a blank frame off the end, and reset 135fr earlier since there's no need to save the game there (everything is already unlocked). Similar to the last race in each cup of MK64, I showed the Special Cup times and rank for just a few frames. A resync that keeps those extra 135 frames is available here. Both versions of the iMathII .bk2 include iMathII's subtitles, condensed to be readable while watching the run, especially for slower/ESL readers. I wasn't able to fit the many extra notes from the credits sequence, but they can be included in the submission text. iMathII, thanks for doing this run, and for your work on MKDS too! Glad to have you in the TAS community! As a bonus, here's half of the TAS starting from power-on/a clean save and only doing the 150cc GBA cups, with cutscenes not yet skippable.
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CornetTheory wrote:
I dont know if it is related or had inspired the slope clip that was used immediately after
Thanks for sharing the preserved clip, and for posting it in the first place. It's hard to know if TASeditor was inspired by your video or not, but I think it's likely, given that previously we thought Kirby needed an enemy to clip out and couldn't under his own power. After that, it was only a matter of time before the gaps in slopes were found. In any case, thanks for reminding us what an amazing year 2013 was for this game's TAS. Can you share some of the videos or writeups you've found, or maybe just the best one? Those can be fun, even when one was there to see it unfold back in the day.
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feos wrote:
Looks like we're missing the "beat 'em up" genre.
I've noticed this too and agree that we need the separate tag. I've seen "beat 'em up" in use much more often than "brawler", and it would be nice to use the more popular term if we can figure out the formatting. If "Genre: Beat em up" doesn't work, maybe "Beat-em-up", which I've seen in a couple of places.
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That was fast! A lot of levels like Giraffe Pen look even more TAS-like now. I like the trick in Arctic Pen 1 to destroy the third fan in one frame by using the fish while falling off a ledge. When you have time, it'd be nice to see tricks you used like the double jump documented in the submission text or a Game Resources page, too. In Zebra Pen 1, did you skip a dance at the end? It sounds like Private's voice starts to play, then cuts out and the BGM restarts in the second room. Something similar happens at the end of Monkey Cages 2 with Alex. At 1:27, you toboggan across part of that pond, but on revisits at 10:37 and 16:37 you don't. Could it also be faster to toboggan across at 13:50, 17:20, etc? Otherwise, looks good and it's great you shaved off almost a full minute.
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SuperSqank wrote:
You and YoungJ did a really good job with the original TAS and it helped us formulate the RTA run for this game as well. This game has a really neat speedrun and you guys truly pioneered the run. ... Thank you for returning and pushing this game even further.
Wow, thanks for saying that! It worked out that we made the TAS back when SRC was just getting started. I'm glad our efforts brought you all together for a common goal.
SuperSqank wrote:
RNG in Final Battle is definitely strange. I couldn't figure out how it works. It is possible to save more time earlier in the run but it could mess up the RNG on Final Battle.
I don't understand it either. It's good you found that saving frames as late as Island Getaway affects it, as the right frame/input there could give us a faster Final/Arena too, but it's just trial and error for now.
Alyosha wrote:
I seem to be unable to add SuperSqank as an author, when I click on the '+' nothing happens, can a judge please do so?
This sounds like a site bug. It might be worth reporting on GitHub. Also thanks for your work on GBAHawk; this is the GBA game I most wanted to see console verified, and you made it possible along with Operation Penguin.
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Have you also read the forum thread? FriiedPorkchop discovered some glitches involving tobogganing mode that help preserve speed and can even clip through things, skipping part of Arctic Pen 3. The Giraffe Pen demo encode used the mGBA core, while the BK2 from the later post used VBA-Next in BizHawk 1.11.1, and I couldn't get it to sync in BizHawk 2.3.2 so it might require an older version. I did format and paste its input into a GBMV but only the very first level (Mr. Chew) syncs, the rest may need to be resynced for every room if you want to directly compare strategies.
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Very silly and fun hack, though World 8 dragged on a bit. The music was a nice touch too. Good TAS.
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Good work, both of you, and thanks for keeping YoungJ and I on as coauthors! SuperSqank, thanks for sharing your knowledge and improving the run. Alyosha, thanks for resyncing and improving, and congrats on achieving sub 28! I saved 177 more frames using the trick I noted in the published run's submission text: kicking the last gray lemur (or two, if they're close enough together) to make it run instead of walk to the right. Because the level ends when the 20th lemur reaches the right side of the screen, this saves almost 3 seconds. Foosa Arena is now a 0:50 IGT, and it's likely it can go lower with better RNG manipulation in the future. I used GBAHawk so it's ready to console verify and have a judge replace this submission, if there are no more improvements.
SuperSqank wrote:
CoolKirby/JCool stated that they could get as low as a 45 IGT in this level.
JCool and I are different people. Unless he also said that, which would be a funny coincidence.
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Congrats on finding the cause of that long-standing issue. Keep us posted!
Editor, Experienced Forum User, Published Author, Experienced player (569)
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The framerate could be edited on the site's end, but first it's worth looking into how the framerate ended up as 2.372212666982621E-14 in the first place. It must be a bug in the site parser because the LTM's config.ini gives 30 FPS for 437,596 frames, which should be a time of about 4:03:06.53. Not 10,675,199 days (~29,227 years). Very fitting for a meme category though. Good one.
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Great port! It's just missing the ending vocals. Maybe an update could at least add the lyrics in time with some 8-bit music. Optimization looks fine. Thanks for introducing us to another version of this game!
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Normally an editor or staff could change it to Flash on the site's end. But there isn't an entry in the Flash dropdown for 59 FPS, and I'm unable to add one. I think the easiest fix is to add Platform: Flash to annotations.txt like you meant to, save and upload the new .ltm, and ask a judge here to replace the submitted file with the new one. That should add 59 FPS as an option for Flash and keep the calculated time (1:04.95) correct.