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What does that offer over the currently published run? That run was interesting from a technical standpoint. I don't think it would be as interesting the second time.
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SpongeBob - Legend of the Lost Spatula
Not sure if this counts. Almost every time you try to do the glitch to fall through the water in Goo Lagoon, the screen will lose sight of SpongeBob and his character will disappear. Being unable to move, all you can do is pause the game and restart the level.
Super Mario 64
A very annoying softlock that happens when you dive into a certain spot on the edge of the long rocky slope in Whomp's Fortress. Mario will loudly and continuously shout "Hoo! HOO!" as he glitches between the two platforms until you reset the game.
Also, happens a lot when BLJing on the elevator in Big Boo's Haunt. I think it was MUGG that tried doing it on console, so he must have forgotten, but the game will usually freeze if you build up too much backwards speed.
Kirby 64
Jumping into a pit and then pausing the game while your health is counting down causes the game to freeze.
Where does this happen? I don't remember a place where you can enter a wall.
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You mean try the original, on PSX, right? The more challenging, more impressive-to-break game? Go for it. No one's currently running it, and you may beat our WIP.
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His run was on the Workbench for 18 hours before you submitted yours. You're saying you didn't check the Workbench or the homepage even once in roughly a day, just to make sure no one else decided to submit an improvement to a very short but improvable recently submitted run?
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So did all those environments (Console, BizHawk, and the two Snes9xes) have the same saved game? Do BizHawk and lsnes just not show the sword on the Mario RPG title screen?
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Wow, interesting. For the first few minutes, it looked like snes9x 1.51 was keeping pace with the SNES and BizHawk, but it gradually got slower until it was about a second behind after 10 minutes. It's reassuring to see how accurately BSNES emulates the console, especially since we can now TAS with that core.
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I don't know if you knew this, but this game is a port of a PlayStation game of the same name, which is probably better for a TAS due to better graphics and because it's the original. The whole World 1 for that game has been TASed, and memory addresses and tricks have been found. You can find everything you need in that thread. Also, check out the WIP encode in that topic; your trick saves a lot of time in the second part of the tree level.
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So, I finally got a debit card and was going to show my very late thanks to the coders who more than fixed the site, but I read on the Donate page that the site isn't accepting donations at this time.
Why is that? I thought the site was supported by donations. There's no longer a way for me to show my thanks for the coders' efforts or help support the site?
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I've never seen that widescreen hack before. It's quite interesting.
This is the first time I've ever seen the mission star fly out of the 100 coin star like that. That looked really cool.
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Oh, my bad. We're talking about CDs here; there wouldn't be a special chip.
Could the timing issues be caused by less lag during battle scenes, or something with the RNG causing the game to lag? Just throwing ideas around.
Well, if it's more accurate and compatible then PSXjin, then I hope to see it have its issues fixed and be ready for TASing in a few months or so.
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andymac wrote:
What's really appalling is that we have a published run on this site that is being rivaled by real time runs.
Totally agree. The best thing to do is work on and finish this run so we can stay ahead of real-time speedruns. After the new record is established, there will be plenty of time to implement small improvements in a v2 run.
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sack_bot wrote:
Submit? I'm not done with world 1! I will optimize at the end of world 1
That's what I was saying. I hoped you were planning to go back and optimize it, so I'm glad you are. I'm looking forward to seeing the optimized World 1.