Posts for CoolKirby

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According to cohn's testing detailed on this page (bottom row), Direct3D9 and OpenGL randomly crash in Dolphin 3.0, so if you can use Direct3D11, it might fix those crashes. Dolphin has a Frame Skipping option in the Emulation menu (next to File).
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kaizoman666 wrote:
This run and the glitched run use two entirely different strategies. I see no reason they shouldn't go in a separate category. Same goes for the Kirby run.
With the new Kirby's Adventure run, as RinKaenbyou pointed out, the current any% and a possible future 100% run would look very similar, and only the new "glitched"/"stone glitch" run would stand out from them. Kirby's Dream Land 2 only has a 100% run because an any% run would be far too similar and give a bad ending. So if someone eventually makes a 100% Kirby's Adventure run, it and the stone glitch run would be the only categories needed to be published. With Super Mario World, the any% and 100% (96-exit and 86-exit small-only) look completely different. But with the credits glitch discovered, there are two any% runs, the "beats Bowser" and "credits glitch", and there isn't a clear way to decide which should be published.
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Why does it have to be glitched? Why can't this be an any% improvement?
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DarkMoon wrote:
Glitcher wrote:
A very clever and creative way of completing the game! I do hope that this run obsoletes the previous one and is not put into a poxy "glitched" category like [URL=http://tasvideos.org/forum/viewtopic.php?t=12197&postdays=0&postorder=asc&start=40]some other movies[/URL]... >_>
It's funny, because that movie wouldn't be a "glitched" run.
He said that before MUGG added the "glitched" branch name. Before MUGG changed it just a few hours ago, there was no branch name (signaling an any% improvement).
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Slowking wrote:
CoolKirby wrote:
I got it to run in snes9x v1.51 v7 svn147 (the latest v1.51) just fine first try.
Where do you get 1.51 v7? It's not on google code.
This is where I downloaded it. With the (U)[!] ROM, the movie syncs perfectly on this emulator.
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I got it to run in snes9x v1.51 v7 svn147 (the latest v1.51) just fine first try.
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MUGG wrote:
"The End" screen TAS in 9 minutes This smv aims to go to the The End screen as fast as possible. Another crazy thing pirohiko found!
I like how it glitches to the "The End...?" screen, like the new glitch for Super Mario World does. If this "The End" movie was submitted, I can't see it being a separate category to this movie, so I assume it would obsolete this movie. Unless this case is different from Super Mario World, and glitching to The End wouldn't count as beating the game.
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Awesome! You finished the run already! I have to agree with the "Removes lag like a boss" in the submission text. I just downloaded and played this game's remake for the 3DS (with lag removed), and the original game looks really laggy in comparison. I didn't use the Lua script, but it looks like you removed nearly all of this game's lag! The speed with which you move around and the surprising split-second defeating of every miniboss and boss is very enjoyable to watch. This definitely looks better than the published run, is way shorter, and should replace it as the any% run (as others have said, a 100% category should be the only other category this game needs)! A BIG Yes vote for this fantastic improved run of my favorite Kirby game!
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MUGG wrote:
The published Super Mario Land 2 "glitched" TAS has a similar ending, except it's worse since the BGM that plays on the credits is the current level's BGM instead of the actual ending theme. And that TAS obsoleted the proper 21 minute run!
That's because the 21 minute run used the pipe glitch too, so it's like using the same glitch for other areas in the game. Orange Ocean music plays during the credits when you use the stone glitch in 6-1 of Kirby's Adventure, just like SML2. Nice job glitching to the credits in 2-3! This being my favorite Kirby game, I'm really looking forward to your run.
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Incredibly fast-paced and totally glitched-out. This reminds me of the N64 Mortal Kombat Trilogy run that got accepted earlier this year. This definitely deserves a Yes vote! Congratulations on finishing this great glitchfest!
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I also agree with your decision and look forward to the WIPs and the completed run!
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Then I guess the only option would be to find a way into the wall under a pool of water in a level and glitch to the credits from there. I guess a movie that played to 6-1 and glitched to the credits wouldn't feel like a genuine speed run, and that means it probably wouldn't be accepted.
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Very good run! The run was worth the wait. I kind of miss the Tetris blocks at the end of the Big Boo battle, but the brilliant strategy in the final boss battle made up for it. Easy yes vote. Looking forward to the "credits glitch" run too!
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I just tried skipping the Gooper Blooper Breaks Out cutscene (when the Blooper appears) and found I can't because pausing and choosing Exit Area causes Mario to let go of the tail, and waiting any longer causes the cutscene to start. Also, I tried skipping Petey Pirahna's cutscene and got the same result as Kimimaru (reset).
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There are slopes in 1-1, room 3. Could they be clipped into and used to get under the water in that room to perform this glitch? I briefly tested on console with Tornado standing on the slopes and didn't get anything, but that doesn't mean much. Would a new "stone glitch" run stand a chance of being accepted (goes to 6-1, glitch, credits)?
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Definitely voting Yes after watching Dada's encode from the previous submission!
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Thanks to MUGG's strategy of jumping in the water for a little bit before turning to stone, I just glitched to the credits too on my first attempt with one 51% save file! Now it's double console verified.
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Thank you, Inzult! Well, there's your answer, MUGG. I guess a glitched run can start being made now.
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I know it's in Grape Garden or Yogurt Yard (I just went through that level an hour ago in my real-time run). I'll play through the levels to find out which level for sure. EDIT: Found it, it's Yogurt Yard, level 1, room 2 (5-1 r2).
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MUGG wrote:
I don't think the glitch has been proven useless after only 10 tries.
I didn't say that.
MUGG wrote:
Is that what you were trying to make?
Yes. I was working with a 100% and two 17% files. I'll try it with your settings and your strategy.
MUGG wrote:
I got the game to run a glitched "world 1 intro" sequence (with Sword Kirby and a sword enemy), then I was in a random room in some level I don't know what world it's from.
What did the room look like? Was there a door you could go through? How did you get to the room anyway, through the stone glitch?
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About 10 times. I have an original NES controller so I can't autofire. I've been testing by entering the room, turning into Stone Kirby and breaking the block, then pressing B again, and then pausing and unpausing over and over.
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I just recorded a real-time run up to 6-1 and tried to splice in the input from your savestated run, but it froze the game. I tried moving the Start button press down a few frames and delayed entering the room, but I can't get your .fm2's result. My goal was to produce a run that would allow an NESbot to console verify the glitch. The currently published run didn't sync both times I converted it, so I made my own, but I can't seem to reproduce this glitch with my movie file. I haven't had any luck reproducing the glitch on the console either. With rapid pausing, I keep getting either a pink screen with glitched tiles and letters and Kirby's HUD (lives, health, current Copy Ability) or a whole screen of yellow glitched tiles, Kirbys, and Waddle Doos.
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Well, I don't have an NESbot, but maybe someone who has one could test it out on that. I'm going to keep trying with rapid pausing.
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I haven't had it destroy my save data yet. I've only gotten a screen freeze so far without pausing, and a solid pink frozen screen by rapidly pausing (manually, not autofiring). Since it appears to be a frame-precise trick, the easiest way to test this on an NES would be to play back a run up to and including the glitch to the NESbot. Hopefully someone with an NESbot has access to a Kirby's Adventure cartridge so they can test this out.
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Wow, awesome! I've never seen this glitch before, but I'm going to try glitching to the credits on my NES right now and let you know if it works. Would a new movie using this glitch obsolete the current published run or be published alongside it as a new "glitched"/"stone glitch" run?