Posts for Fortranm


Fortranm
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Joined: 10/19/2013
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Fortranm
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Editor, Experienced Forum User, Published Author, Experienced player (781)
Joined: 10/19/2013
Posts: 1116
Fortranm
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Editor, Experienced Forum User, Published Author, Experienced player (781)
Joined: 10/19/2013
Posts: 1116
Fortranm
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EZGames69
Post subject: Re: problem solved
Fortranm
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ThunderAxe31 wrote:
While the glitch itself could be the result of debug leftovers
This is highly unlikely. As you can see with the linked lua script, the player is actually still considered dead when anything fatal is done. The pause glitch only stops the death sequence from happening, and that's why if you press the pause button after doing something that would kill the player character in a room, he will die.
Fortranm
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http://tasvideos.org/userfiles/info/60135952797048068 A 30 frames improvement has been made on the screen seen around the 4:02 mark in the temp encode.
Fortranm
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The warp rooms in this game are similar to the ones in newer Castlevania games. This movie was made to serve as the fastest completion of the game. It just turned out that no warp room was ever needed. That "warpless" bullet point was mostly written as a joke.
Fortranm
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This movie was made with the intention to serve as an any% category parallel to the existing all items run. If someone makes a new all items run on version 2.0 of the game at some point in the future and that obsoletes the existing all items run, the two categories will be even more different.
Fortranm
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Radiant wrote:
Since the glitch can be duplicated without tool assistance, I wonder how much this run stands out from an unassisted run.
Admittedly, much less so than a run that doesn't use the glitch does. However, to my surprise, this seems to be the very first any% run of any kind done on v1.0 of the game, possibly due to the limited number of existing v1.0 cartridges. Therefore, until RTA runners start doing this category, this run is actually unique. :P
Fortranm
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I have combined the lua scripts for both games by caitsith2 and ported it to Bizhawk. http://tasvideos.org/userfiles/info/59827345600595517 It fully (hopefully) supports all 7 releases before Battle Kid v2.0: Battle Kid demo Battle Kid demo 2 Battle Kid v1.0 Battle Kid v1.1 Battle Kid 2 demo Battle Kid 2 new demo Battle Kid 2 v1.0 I have added partial support for Battle Kid v2.0 to the script. Most functions other than enemy information and player shot detection seem to work. I will really appreciate it if anyone can figure that part out. Edit:caitsith2 has added sprite display for BK v2.0: http://tasvideos.org/userfiles/info/60045844721779290
Fortranm
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The sound effect on the developer logo screen of Battle Kid games sounds noticeably different on QuickNES core, NESHawk core, and Mesen. I can't really tell which one emulates it correctly.
Fortranm
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http://tasvideos.org/forum/viewtopic.php?t=19598 Is a Coleco Adam core still being planned?
Fortranm
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http://tasvideos.org/forum/viewtopic.php?t=2568&postdays=0&postorder=asc&start=300 There have been discussions about a potential Pokemon Gen 2 diploma run, which requires at least 3 players.
Fortranm
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The pallets are not displayed correctly for Felix the Cat on GBC mode.
Fortranm
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Have you considered using TM43 Secret Power instead? It's less out of the way and deals a similar amount of damage compared to Strength.
Fortranm
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I just wonder if skipping the entire closing credits is too much when there is nothing else to show that the game has been completed except the FINAL SCORE screen.
Fortranm
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Apparently, Contra III doesn't seem to have SRAM feature, and the game simply goes back to the intro sequence after the player presses START on the FINAL SCORE screen in question. Does this mean the "game end glitch" category is still valid since the game behaves the same when beaten with that glitch?
Fortranm
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While it is true that this category shouldn't be called "Pacifist" if it's using "1 Player" as an additional requirement, I think it might be better to have "Pacifist, 1 Player" runs over "Pacifist" runs since the former would be more different from the branchless runs.
Fortranm
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https://youtu.be/_v1Lp0IR3zo?t=157 Have you considered the glitchy route for stage 3 from RTA?
Fortranm
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Glad to see the movie being completed. Will vote after watching it. If a movie were to be made on the English release, how different would it be from this one aside from the Goomba trio skip? If a new game is started with an existing save file that can enable super jump as some sort of NG+, would it make Prologue and Chapter 1 significantly different?
Fortranm
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[1299] SNES Contra III: The Alien Wars "game end glitch" by Cpadolf in 03:20.38 Does this still count as game completion by current standards?
Fortranm
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I have been following the making of this run. Glad to see the final product. Easy Yet vote. Totally didn't see that glitch in Arctic Abyss coming.
Fortranm
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It is impressive to see a great game like this coming from an obscure platform. Easy Yes vote. Good job. It would be nice to see a new best ending run one day.
Fortranm
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[1612] GBC Castlevania: The Adventure by arukAdo in 14:58.70 This run is obviously slower than the published run. Is this mostly due to version differences?
Fortranm
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For reference: https://www.speedrun.com/sotn/run/y2q6g57y It is probably safe to say this run is gonna be 25+ mins long at the very least. Thus, the time spent on waiting isn't even that long relatively speaking. I also find that glitched cutscene entertaining to watch.