Posts for Dyshonest


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I would like to add that I found this pretty entertaining and I generally abhor Kaizo hacks. Unlike a lot of Kaizo hacks, this one is more focused on puzzles and finding solutions, whether they were intended or not. Kaizo hacks very rarely involve much, if any real platforming, ironic considering they're hacks of a beloved platforming franchise, but eh. A lot of the times it does revolve around autoscrolling or puzzle-like solutions to stay alive or progress as opposed to (fast-paced) action. I can't recall the Air 2 run too well but I remember it removed the flight ability, which was really the only reason Air was an entertaining Kaizo hack in my opinion. I voted Yes.
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So, are you really claiming that if I ask you to read something from a book aloud for me, or if I ask you to read something from a book and then do exactly what the book says, that's technically the same thing?
His example specifically implied that the instructions are to be read and executed, NOT specifically read. My counter example specifically stated that minor errors, like a typo, are generally not going to stop someone from being able to execute the read instructions. (a "minor" memory corruption, if you will) Reading the instructions is pointless if it has no way to execute them.
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Kuwaga wrote:
Unless said overwrote/garbled memory is being actively executed the fact that it was corrupted will not be known.
Changing the words in the book in my example makes you read out something different. It's not being executed. You don't do what the book tells you to. Yet I can hear you say something out of the ordinary. So the fact that the words in that book have been changed can be known. If this isn't clear to you, I cannot help.
I am doing quite well, Freud, but thank you for your brilliant and stunning analysis of a person you've never talked to prior.
This is not meant to be a diagnosis, but as a provocation to reflect on your way of thinking.
I take it you aren't interested in changing your way of thinking. That is fine. It was meant as an offer.
The way you described it: "Page 55 reads: Turn the dail to have running water." A lot of people have been found in studies to actually read typos as the world they're an error of, and oftentimes do not notice that there WAS an error. The way it happens: "Page 55 reads: Turn the elegant to have running water." Obviously, it's a different word with a different meaning. You also seem to have missed the sarcasm tag. You intended it as provocation? I responded to your provocation the way you wanted, sarcasm included.
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Reading and utilizing memory is not the same as executing it. 01 Open your book at page 55 02 Read out the topleft word Slight memory corruption might change the topleft word (heck you might even be able to change it through completely regular gameplay or a minor glitch). By changing that word, it'd make you read out something different. That's not executing the changed memory though. ACE starts when you manage to manipulate the list of instructions itself instead.
Unless said overwrote/garbled memory is being actively executed the fact that it was corrupted will not be known. By your example what does the infamous MissingNO. glitch constitute as? It starts to corrupt and execute parts of the memory that it shouldn't, including some parts that are just outright corrupted by the glitch.
1) Memory manipulation can sometimes lead to ACE, so there should be no difference. If a run manipulates memory, it might as well do ACE and reach the credits. It's basically the same thing, just the one time you use memory manipulation to its fullest capacity, and the other time you don't.
For games featuring ACE that shpuld be the definitve "memory corruption" run, accompanying runs should avoid its use. We'd also need to know what on earth "memory manipulation" means to start a proper discussion of your poorly-construed hyperboles.
2) Minor glitching can sometimes lead to memory manipulation, so there should be no difference. If a run does minor glitching, it might as well do memory manipulation and accomplish ACE. It's basically the same thing, just the one time you use minor glitching to its fullest capacity, and the other time you don't. 3) Controller inputs can sometimes lead to minor glitching, so there should be no difference. If a run does controller inputs, it might as well do minor glitching and accomplish memory manipulation. It's basically the same thing, just the one time you use controller inputs to their fullest capacity, and the other time you don't.
The second one is non-descriptive and doesn't even say anything noteworthy and the third one is literally a joke and isn't worth replying to (which you intended).
However, there could be a run that's consciously avoiding that, to show off other glitches that many people would like to see. Put it in the ACE category? Reject it? What for if it's unavoidable?
It doesn't really matter if it's what people want to see, considering this submission...
If that still doesn't help, reading this might help, but it probably won't. You might feel the need to seperate runs entirely into two seperate categories, 100% glitch free and 100% glitched. That would make you feel at ease, before that's done, something would never seem quite right or slightly awkward to you. This is not meant to be a diagnosis, but as a provocation to reflect on your way of thinking.
I am doing quite well, Freud, but thank you for your brilliant and stunning analysis of a person you've never talked to prior. </sarcasm> You seemed to have think I was talking about minor corruption (i.e.: "Look! He was holding U+D to walk upwards faster! Now there's a dead pixel on tbe bottom-right of the screen!"). No, we're talking about major, serious corruption capable of skipping levels of a game at a time (the Orb glitch in SMW, end-of-stage object in Mega Man, etc). How absurd does this look for branches? any% any% huge skips any% skips less any% skips even less any% skips even less than the last Yes I'm using hyperbole now to get my point across because this is essentially what happens. https://www.youtube.com/watch?v=vaDdLJjepZI <-- any% huge skips (everything skipped) https://www.youtube.com/watch?v=_lnogpRPvY4 <-- any% skips less (~2.5 (I still say 3 because most importantly, the BOSS is skipped in the last one) / 10 stages and more than that in terms of bosses skipped) https://www.youtube.com/watch?v=s760jW7HnZc <-- any% no skips (obsoleted by "any% skips less")
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Patashu wrote:
Dyshonest wrote:
So to you, it makes no difference whether a run just modifies memory, or executes it?
In a technical sense there is no difference. Modified memory is automatically executed as "proper" procedure, unless you meant execution as ACE. Modifying memory and having the game not use it is quite pointless.
ACE: You have control of memory that the game executes. Memory corruption: You have control (maybe) of memory that the game reads. I don't understand why you say 'in a technical sense' if you have no idea what the difference between reading and executing is...
"Reading" it is wholly pointless if said corrupted memory is never utilized. If the corrupted memory is being utilized - it is being executed. I am well aware that ACE is total control over the game. That's nothing new.
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So to you, it makes no difference whether a run just modifies memory, or executes it?
In a technical sense there is no difference. Modified memory is automatically executed as "proper" procedure, unless you meant execution as ACE. Modifying memory and having the game not use it is quite pointless.
If so, what 96 exit run WOULD exist alongside the ACE run if things were up to your standards? Would it have to be completely glitchless or just avoid anything that you consider memory corruption? And if not, would a hypothetical 96 exit ACE run obsolete it? And why would you let it stay around if it was using memory corruption, since there's already a run like that?
Honestly I would prefer it doesn't skip stages using such things but eh. The "small only" one is vastly more entertaining as a result. Someone here was working on a legitimate 96 exit run on the GBA one, which lacks the memory corrupting glitches of the SNES version so that would be the definitive 96 exit run to me, anyway. Flying though solid matter/glitchwarping through walls... that's fine. Typical TAS material. Outright skipping stages via telling the game to load the end-of-stage routine at the first screen is fine, too. But it seems awfully redundant alongside an ACE run. "Glitchless" or "memory corruptionless" runs could be quite entertaining. I remember Bisqwit was working on a glitchless Mega Man run, but I don't think he ever finished it. A lot of the games here that feature what I consider "redundancy" would be very entertaining without some glitches (stage-skipping/false-items in SMW, etc). At the end of the day, all movies are more for entertainment, but there should be a line on what's defining content overlap. Any% "with skips" is still an any% "with skips".
The 96 exit SMW run uses glitches that you would consider memory corruption, namely null sprites and stunned sprites. These were used to lead to ACE before the chuck-eat method was found, and they quite obviously aren't used to the same effect in the 96 exit run. Since you're arguing that all memory corruption is ACE and there shouldn't be room for more than one memory corruption category, does that mean the current 96 exit run shouldn't exist alongside the ACE run?
It does not claim to actually do anything else except for get "96 exits", which is very arbitrary in and of itself, especially when 100 are actually possible. Though they're only possible with massive memory corruption, the run already does it. And yes I kind of do consider it awkward to have alongside the other two, especially when it doesn't skip enough stages. It is very awkward when you have random stages here and there get skipped, it plays a few stages, skips, and so forth.
This raises a question similar to the problem with first-gen Pokemon TASes. I considered doing an improvement to the no warp glitch run of Pokemon Blue, which would be a "no arbitrary code execution" run. The problem is that given what we understand of the game's code, we know now that the glitches used in that route involve getting the game to load certain RAM values which can be manipulated semi-arbitrarily to get unusual random encounters. Rather than arbitrary code execution, it's arbitrary data loading. The Pokemon ACE glitch doesn't involve memory corruption, but memory manipulation, and this seems like a bit of a grey area for a "no arbitrary code execution" route.
What part of it is using anything more than simple RNG manipulation? I've watched that one several times over the years. I don't recall anything unusual in that regard. Do you mean the Trainer/Fly glitch (aka Mew glitch)? If so... that's pretty tame.
warp glitches and light memory corruption (non-ACE)
I am personally of the opinion that a "100%" run should be just that, a run that actually gets 100% of things and isn't warping or corrupting memory to flag things as obtained, otherwise why not use ACE/save corruption to flag everything as obtained and at 100%? Though it does need to be said what exactly IS "light memory corruption". If it's powerful enough to skip 99% of a stage after entering its first screen, that's not light. I have watched the current "no ACE" run of Pokemon Blue a few times over the years. Though it does feature some glitches, I don't recall anything that made me think "Why is he skipping [x] thing in a warpless run?". Nothing was too significant. I think Brock was skipped, but that's a mere two battles of the several dozen in the game, and in return it showed off entertaining glitches on how to get past Pewter without fighting him, and get past the Badge Checkers. (correct me if I'm wrong about it actually skipping Brock.)
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Yes, because the run that calls the ending has to construct its own code to do that. The method used in the 12 minute run could call some specific functions, like "end this stage" in some stages, or "spawn water stream object" in Ice Man's stage, but not "go to ending". In order to do that, the 30 second run goes through quite a few more hoops: using the delay glitch to spawn a glitch object, which calls to some object RAM, which is specifically laid out in the run to form code to jump to controller input, and from there on it calls the ending. That is ACE, because it uses data such as object positions to set up as bytecode.
What prevents it from calling for the end of the game, exactly? If that very glitch is what's capable of spawning the ACE-enabling glitch object (which is never even seen in the video), that allows controller input to be read as bytecote (which is similarly not seen very well. I only saw eight button presses, SURELY that's not all that had to be pressed?), obviously it is more powerful than you think. I think this is still comparable to Pokemon. It is no different than allowing save corruption to give overpowered Pokemon/corrupt things and get no battles ever/etc, but NOT allowing ACE to jump to the ending.
or object X/Y positioning in Mega Man and the old Super Mario World run.
Getting everything to line up just right when you can't actually control them isn't very easy, now is it? I'm aware for these types of TASes bots are used, but still. >_>
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In the case of the 12 minute Mega Man run, the game calls a function from ROM, which is normally intended to be called at some point. That's not arbitrary code execution.
...and having it call the ending is suddenly different?
Also, not all memory corruption is "controllable enough". Unless you can manage to reach input RAM or other easily modifiable memory, memory corruptions won't get you anywhere.
Controller input isn't necessary for ACE either. See: SoTN, Pokemon, etc.
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Guga wrote:
[05:54:23 PM] <legendarymudkip> ACE = programming something into the game that wasn't in the original code, ACE is NOT executing code in the game when it should'nt have been. Otherwise every glitch would be ACE. Will this do for you, Dyshonest? ~_~
And how do you start to write code and execute it without involving serious memory-related problems like corruption? The game isn't a compiler.
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The 12-minute run makes NMI occur during the normal bank-switching routine, not letting the game execution return to the proper bank, and forcing it execute the wrong bank's functions. That "wrong" function is counting up the score, like the level has ended. And then it actually ends. Everything is already in the game, and what happens isn't even memory corruption, it's just a simple bug being abused.
So nothing memory-related at all is being corrupted to trigger such abnormalities in the game's memory? ACE is triggered by memory corruption. Unless the game, for whatever reason, specifically allows you to execute arbitrary code, it has to be triggered via things like memory corruption (buffer overflow, etc). So yes. I will continue to use the terms interchangeably because it doesn't really matter which you pick. When memory corruption is controllable/severe enough, it turns to ACE. Using the above logic, I guess the ACE isn't really ACE either. After all, it's triggered the exact same way. It's just calling for a "hidden" game function.
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No but it became off-topic the moment SMW in Brawl was mentioned. Might as well explain it.
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How do you access it, I mean? I don't recall SMW being contained in Brawl. How was it unlocked?
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feos wrote:
Wow, that amount of ignorance pisses me off! I explained quite well that the 1-level-skip glitch in MM1 doesn't corrupt memory and a few posts later it's again called memory corruption with no proof. Dyshonest, you're a troll. End of story.
Okay, do tell me again, as I'm hard at reading Engrish, how is it NOT memory corruption again? The memory is, very clearly, not working properly if it's calling for the end of level, and no longer showing graphics properly. SMW was in Brawl? O_o How do you play it there?
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Patashu wrote:
Huh, but I thought the 12 minute run of MM was obsoleted by the 1 minute run because the 12 minute run also used ACE in the big glitches, just not to its full potential? ^^;
People were trying to push for the 12-minute one to get obsoleted and instead have the previous one that is 15-minutes but actually plays all stages fully be the one that coexists with the 1-minute one. The only differences between the glitches featured in both seem to depend on what items or enemies trigger it. Otherwise, both are calling for very specific things in the game's coding via memory corruption.
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The game is still normally running. Lifebar and graphics are either unrelated at all, or are caused by other glitches. Especially they have nothing to do with ACE.
Once a game enters ACE mode, it will never return to normal function Masterjun said. And graphics being mutilated or missing isn't normal.
Then we're back to my original question. You want each minority's opinion be forced in the face of the majority? And the other one: What makes you think judgment revisions are a simple thing that can be canceled per random fart?
What makes you think judgment revisions require a century-long debate between God, Buddha and Shiva and other random mythical and rare beings?
The decisions you're trying to revise are made according to our judging system. They're not the results of wholes in that system. Hence, what you're calling redundancy is not a mistake in the system, it's a deliberate feature we introduced tiers for. "It's not a bug, it's a feature" is a known meme, never heard of it?
Then what does decide the judging system? You're making this sound more complicated than it ever is, and it's not just the broken English helping with that. You horribly botched the meme... like really badly, but... "Working as intended." is the meme. If you mean saying, "if it ain't broke, don't fix it" is what I think you were going for.
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The 12-minute run makes NMI occur during the normal bank-switching routine, not letting the game execution return to the proper bank, and forcing it execute the wrong bank's functions. That "wrong" function is counting up the score, like the level has ended. And then it actually ends. Everything is already in the game, and what happens isn't even memory corruption, it's just a simple bug being abused.
Except the game doesn't return to normal function. Your lifebar will NEVER reappear, numerous graphics will appear permanently messed up and so forth.
The fact that the glitch in the 12-minute run isn't memory corruption is kind of proved by the fact that it didn't cause this tag's appearance, while Masterjun's SMW caused it, since the whole point was memory corruption.
Um... lol?
Raising a flamewar isn't a proper method. The proper method would be convincing more people to support that option when the submission was being discussed. Now, after the decision was made, it still can be revised, it there are enough people who disagree. But there's not more of such people now, than were there during the very discussion. All you have to do now is deal with the decision. If some submission that really doesn't deserve those 2 branches is made, it will be discussed again, in a proper time. You seem to be trying to introduce some policy, but it's already there, and called Moons. If you disagree with how they work, make a proper thread listing the issues. "Redundancy" is not a bug. It's a feature. And it's called "thoroughness" here.
Please show me any point where I was derogatory or otherwise "starting a flame war" before anyone else. Was I snarky in reply to some people after they were cursing at me and insulting me? Yes. No I'm pretty sure you don't need a flash-mob to reverse or otherwise rediscuss already-made decisions. Who on earth made you think this? Who said redundancy was a bug? What are you even talking about?
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feos wrote:
Dyshonest wrote:
Then you get bizarre instances like a "What if ALttP had ACE...?". Does the 2-minute run we have exist alongside the ACE one if the latter was faster?
Submit it and see in action. No one can foresee the decision.
Dyshonest wrote:
In the case of the Mega Man run, it is very obvious that both utilize some form of ACE.
That's a complete absurd. Dyshonest: Why do you keep ignoring my question? And what exactly are you fighting for? For reducing the amount of SMW branches? I hardly see any productive goal of this recent flamewar.
"That's a complete absurd." What is? Both runs utilize ACE. One of them ends three different stages (very) prematurely with it, and the other run prematurely triggers credits sequence. I'd like redundancy cut down so more "completing" runs can co-exist with the ACE/"game end glitch" runs. For instance, the Mega Man run prior to the 12-minute one featuring ACE (the 15-minute one by Deign) actually does complete all stages and bosses. Is it slower? Well, yes, but it doesn't use ACE in a seemingly sloppy manner.
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Then you get bizarre instances like a "What if ALttP had ACE...?". Does the 2-minute run we have exist alongside the ACE one if the latter was faster? In the case of the Mega Man run, it is very obvious that both utilize some form of ACE. The game never returns to proper function after the stages are skipped utilizing its method. According to Masterjun, runs that activate ACE don't return to proper function. (this ignores the fact that it also utilizes the same glitch that leads to ACE, it's just a different result I guess due to different items/enemies or something.)
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I had a proper reply for whats-his-face earlier but when his entire post is five paragraphs of a deus-ex-machina "I KNEW IT ALL ALONG"... yeah...
Warepire wrote:
Let's take a stab at explaining this clearly once and for all: Skipping an entire level means that the level is not at all played, think of NES Super Mario Bros. where the warp in 1-2 means you don't have to play 1-3 etc, that is skipping an entire level. Using the Orb glitch in SMW causes a slight RAM corruption making the game think you entered a goal-gate, so the level ends early. Which means at best: MOST of the level was skipped. The orb glitch here only causes slight RAM corruption, nothing that lets you perform an ACE since it doesn't affect areas of RAM that can lead to it. The cloud glitch causes a whole different type of RAM corruption, one that causes the games execution to jump into the open bus memory address map. Here manipulation is done to control the values in the bus so when the game reaches it, it reads the bus data as instructions and jumps into the game completed routine because that is what the game was told to do. So, in conclusion: Only SOME types of RAM corruption can LEAD to ACE. It is 100% dependent on what values in RAM that become corrupted. (I hope I got this right, I am not deeply rooted in SMW)
Sounds about right, but again, you're still basically deciding that [x] glitch/variant of [x] glitch is okay because it doesn't skip as much. as [y] glitch.
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You said you were looking forward to more hyperbolic ad hominem, I was just giving you what you wanted. Also, since when was swearing considered an act of rage? It's how I talk. It's how everyone I know in real life talks. If you wanna picture me frothing at the mouth and screaming at my monitor, go right ahead. Whatever you need to boost your fragile little ego.
You have Tourette's if you have to randomly proclaim how "fucking retarded" something/someone is and you aren't even angry, lol.
I see you're at the "feigning superiority" stage of internet arguments
The thing you've been at for... the whole time? You accepted your inferiority when you had to resort to personal attacks and exaggerated arguments instead of proving a person wrong lol.
You mean he wasn't feeling smugly superior throughout this whole argument?
Well it's hard to not be superior to someone who is so low that they have to resort to petty insults and poor arguing tactics to "prove the other person wrong" all-the-while defeating their own poorly constructed "point".
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"If I throw out all these argument terms I learned from Wikipedia's list of logical fallacies, it'll make me sound smarter!"
I'll use more simple terms for you. A personal attack. An insult. Hyperbole? An exaggeratory, intentionally false argument. I actually know what I'm talking about unlike you. I don't have to resort to calling a person retarded or proceeding to foam at the mouth by (repetitively) using curse words. I am pretty sure you need to calm down, because you appear to be at the edge of your seat screaming at the monitor. Maybe take a walk outside? Maybe try paying attention in school? People can know things regarding arguments, debates and general logic-related matters without looking it up on Wikipedia or something. Or do they not have schooling where you are and Wikipedia is what you've used?
Oh no, my limited knowledge on the code of a game I don't TAS has been discovered!
What were you replying to?
and don't understand that skipping part of a stage doesn't mean skipping a stage.
ITT: Doing nothing meaningful and skipping 99% of a stage = not skipping a stage. Also, nice insults.
Do you get off on taking everything to an illogical extreme? Christ, you might as well be an inflation fetishist or something.
ITT: We don't like it when other people use our own logic or lack thereof against us. Do you have any constructive to say or is it going to be more "U RETURD HURR" as usual? Zzz.
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@Masterjun: How long before your next /ragequit? :)
You don't even know what you're talking about. ACE injects new Arbitrary Code into the game and Executes it. Orb glitch is eating a fucking enemy with Yoshi. It can be done on console in real time by a human being with a stock controller, likely with 100% consistency. Even if it counts as memory corruption in terms of the coding and the game, orb glitch shouldn't be considered the same as ACE.
It is more complicated than that and you know it. That isn't going to happen unless parts of the memory get extensively corrupted because things that shouldn't be happening are. Memory corruption is memory corruption is memory corruption and so forth. What part of this are you failing to grasp? How many runs featuring memory corruption to skip segments of the game are necessary? If one uses it to skip a stage/several, then another uses it to skip the entire game, why isn't the former obsoleted by the latter?
In Super Mario Bros speedruns, the pipe in 1-1 is taken because it's faster to do so. The stage is finished faster than normally intended that way. Sure, it's not the result of a glitch, but it does "skip" part of the stage. By your logic, that means the entirety of Stage 1-1 is skipped. By your logic, ANY game with a shortcut through any level means the entire level is skipped, whether it's a glitch or not.
ITT: We have no idea what we're talking about.
Let me explain it again. The SMW warps run takes the intended warp route through the game. Every stage is played and finished. The 12-minute Mega Man run does the same thing. It takes a route through the game, plays and finishes every stage. The point of a speedrun is to finish stages as fast as possible, and those runs do it faster than any before them. Skipping a stage would require bypassing it without ever entering it.
ITT: Entering two stages, skipping them entirely beyond the first screen or two, then entering another and skipping the last half is playing through the game fully without skipping anything.
And I never said you said that. Could you show me where I did?
Gladly! "You say it's "hyperbole" for us to think your argument could extend to many other runs, but is it really? Even your ALttP example doesn't involve memory corruption..." This implies that, at some point, it was claimed either of the ALttP runs used it, the claim being by either you or me. Had no one implied this previously that sentence would make no sense. Which no one did, thus it makes no sense.
So, well, yeah, an item normally useless to speedrunners and speedruns should probably be banned because it wastes time to pick up and doesn't add any serious benefit unless you were specifically corrupting memory with it.
Might as well ban emulators and D-Pads in general in fear of multidirectional glitches. </sarcasm>
Okay. You recognize we have a precedent for it, and I feel like no matter how much I try to explain you won't understand that we NEED that precedent, so I'm not going to bother.
Except for the fact that the precedent is pointless and just encourages redundancy. You don't seem to understand that very precedent should have allowed Masterjun's April 1st submission to have been accepted... tl;dr: Both runs use extensive memory corruption to either skip parts of the game or skip the entire game. Both runs coexist. Why? I can't wait for some more nonsensical, hyperbole-fueled ad hominem from you two again. Love you. :D
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But no levels are skipped in the SMW warps run. None. Not a single required level is skipped. Parts of levels are skipped using glitches, sure, but the run doesn't actively use memory corruption to outright pass over levels.
Nothing is skipped---wait...
But the currently published warps run just uses a glitch to beat a level a lot faster.
No, it skips the level via an item that, apparently, relies on ACE/some form of it (Open bus or something?) according to Masterjun. You might want to read what you post before hitting Reply in the future. One sentence you're saying it skips nothing but then you acknowledge that it DOES skip things but "not an entire stage".
You say it's "hyperbole" for us to think your argument could extend to many other runs, but is it really? Even your ALttP example doesn't involve memory corruption... Actually, I could argue that under your definition, the all dungeons run would be obsoleted in favor of the glitched run because both runs use multi-directional input. One just uses it to skip most of the game and the other uses it to go faster. Two different applications of what could be considered the same glitch.
I said your post (I assume it was you?) and Eszik both used hyperbole, yes. Do you know what hyperbole actually means? I never said the ALttP example involved memory corruption, could you show me where I did...? Using it to go out-of-bounds and using it to gain a miniscule time boost when walking in straight directions are pretty different. Using your newly-made hyperbole example the X-Ray in Super Metroid should be banned in speedruns because it could lead to ACE/memory corruption.
Plus, it's a loaded example to begin with. If ACE were found for ALttP and a run was made that was shorter than the current glitched run
Except for the fact that we now have a precedent that runs using less efficient forms of the same glitch (both Mega Man runs), or glitch-form (ACE in particular. See: Pokemon Yellow and then the Red/Blue one that also ends the game via ACE, it just reaches ACE in a slower, different manner) may be published side-by-side.
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Eszik wrote:
The main problem is that both SMW runs don't use the same trick at all. The "game end glitch" one uses memory corruption to order the game to warp to the credits, while the "warps" one uses memory corruption to get an item that allows a level to be skipped. Memory corruption doesn't directly leads to a level skip - it just makes a glitched item appear in the item box.
It just feels very arbitrary to have both there when they both skip levels via memory corruption. Your attempt at hyperbole earlier was funny, but incorrect. I think the other person had it better. Companion runs to games with "game end glitch" (aka ACE) runs shouldn't be featuring levels skipped via memory corruption. My example before still stands - it boils down to "well this run skips stuff too. It just doesn't skip as much!" Memory corruption is a very iffy thing once you start allowing it in multiple branches, especially in games where it is possible to execute whatever you may desire via memory corruption (like this, or Mega Man, SML2, Pokemon, etc).
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Memory corruption severe enough to skip significant portions of the game (a stage, multiple stages, etc). Why not allow Masterjun's April 1st submission? We have runs that use ACE in less efficient manners than other, coexisting runs.
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