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Fortranm
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Link to video http://tasvideos.org/userfiles/info/52874723846257964 Ends after getting Epoch. By the end of this WIP, this run is about 7 minutes faster than the last one.
Fortranm
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TiKevin83 wrote:
On the topic of them being outdated, I'd rather not have to maintain a 4th layer of documentation. I've already got submission notes constantly in drafts for Yellow Glitchless and NSC and I'm currently writing new docs for the disassemblies in the Github pret repositories. Those docs will hopefully make it cleaner to find the sources of various bugs we use in the game's code. I'd suggest linking to the submissions of current published TASes and linking to the pret repos in each resource page.
Any user with at least one published movie or with special permissions granted by an admin or admin assistant may edit these pages (see Editor Guidelines for more details).
Feel free to do that after the split is done.
Spikestuff wrote:
If anyone wants the full-list on what I wrote. PokemonRGBY, PokemonGSC, PokemonRSE, PokemonFRLG, PokemonDPP, PokemonHGSS, PokemonBW, PokemonXY, PokemonORAS, PokemonSM, PokemonLGPE. There was and argument against how Platinum is a different mechanics to Diamond and Pearl so I wrote: PokemonDP, PokemonPlatinum Which is an odd point since well... Red and Green is different to Red and Blue and by extension Yellow and Crystal is different to Gold and Silver.
There are more mechanical differences between D/P and Pt than between the two examples you listed here. Trust me. Did you forget B2/W2 and US/UM in the list? :P
Fortranm
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Pokota wrote:
Game Resources / DS / Pokemon Gen 4 wrote:
The purpose of this page is to document all known tricks of the Pokemon generation 4 games on Nintendo DS, which include Diamond, Pearl, Platinum, Heartgold, and Soulsilver.
Seems the precedent itself has already been set and so it's just a question of naming.
Well, I wrote that page. That's why. :P Given how bare-bone that page is right now, it's not too much to split it if Spike's proposal is accepted over mine.
Fortranm
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Pokota wrote:
Looking on it the proposals are the same, just with a question of how the pages are actually named, plus a question of how FRLG are handled.
Once the precedent is set, this will also affect how HGSS is handled in the near future, and how B2W2, ORAS, etc. are handled in the far future.
Post subject: Splitting the GBx Pokemon Game Resource page
Fortranm
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Some time ago, I suggested on the Discord channel to split the GBx section of the Game Resource page into (S)GB(C) and GBA because that section is quite large and, well, putting those two together doesn't make much sense to begin with. Then, I noticed that all first three generations of Pokemon games share the same page, which is almost absurd. While most people I talked to on this issue agreed that the page should be split, there didn't seem to be a consensus on how should the new pages be named. Although this doesn't affect the number of pages the page in question will be split into, which is 3, the way new pages are named will affect how the information on the page will be organized in the future. Therefore, I think it's a good idea to bring up this issue here to discuss it more effectively. So far, there are two stances on how the new pages should be named. 1. I think each generation of Pokemon games should be given one page because they almost always use the same engine. The only exception is LGPE from Gen 7, which won't even be a concern for TASing purposes for a while for obvious reasons. Currently, the page for Gen 4 Pokemon games are named this way, so are the pages for SNES DKC trilogy, GBA MMZ tetralogy, and a few others. 2. Spikestuff thinks each title deserves its own page. This means the 3 new pages will be named "Pokemon RGBY", "Pokemon GSC", and "Pokemon RSE", and if someone decides to add information for FRLG in the future, another new page named "Pokemon FRLG" shall be added. His examples are Sonic Advance 2 and Sonic Advance 3. IMHO, this is unnecessary because Pokemon games from the same generation tend to share glitches, tricks, etc., and if all titles have separate pages, there will be a lot of repetitions between pages. What do you think is the best way to handle this? As a side note, these two pages should be renamed after the split of the main page is done since they only contain information of one specific generation.
Fortranm
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Were there alternative Color Type options that make the lighting resemble what you see on an actual GBA screen a little more back on the Bizhawk version this movie was made on?
Fortranm
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Link to video http://tasvideos.org/userfiles/info/52716169455390961 Ends after defeating Magus. Now this run is only 2 minutes slower than the last one by the end of this WIP. It should catch up by the end of Azala fight for sure.
Fortranm
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Is anyone interested in making a 2nd loop run? One good choice is to do a run that includes both loops on VS Castlevania since there are more differences between the loops on version. Another good choice is to do a run on GBA Classic NES Castlevania so that it is possible to start at the second loop via SRAM and uses the save function to skip a cutscene (to save about 3 frames in total, as shown in my old WIP: http://tasvideos.org/userfiles/info/41991410458796399). Surprisingly, that old WIP still syncs on Bizhawk 2.3.1. Link to video
Fortranm
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Link to video http://tasvideos.org/userfiles/info/52611227425614652 Ends after reforging the Masamune. Got enough Speed Tabs to max out everyone's speed.
Fortranm
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Shiny animation wastes time in this game, just like in the core titles.
Fortranm
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DrD2k9 wrote:
If that qualifies as an ending, then simply playing through level 1 would be the absolute fastest way to complete the run. (And I'll gladly do it if that's all it will take!)
Given the nature of this game, it probably doesn't deserve more than one runs. Therefore, IMHO, the best interpretation of this rule in this case is probably that the game CAN be considered completed whenever that cutscene plays and thus your movie beats the game after completing all 4 visually unique stages.
Fortranm
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No. On a related note, on the Intellivision side, the speed of barrels and Donkey Kong's frequency of throwing a barrel do not seem to increase after the movie ends. I would say the difficulty does not further increase after the end of the move in that case.
Fortranm
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Well, given the erratic level order and the lack of ending cutscene in this game, it's actually not very easy to tell what constitutes a loop exactly. However, I noticed that the 4 fire enemies finished spawning sooner in the Rivet level after the end of the movie than in the one shown in the move, and the timing stays the same in the level after that. Shall the second Rivet level be considered the last stage before difficulty stops increasing in this case then?
Fortranm
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Link to video The Coleco Adam Super Game version does, but as mentioned in the submission text, the Colecovision release and the Coleco Adam release have major game play differences. Now I'm a little confused. Does this mean that [2971] A2600 Donkey Kong by BrunoVisnadi in 00:36.56 and [3429] A2600 Donkey Kong Junior by Fortranm in 00:59.66 would not be acceptable under current rules? Both this movie and the one on Intellivision are done on the highest difficulty choosable from the title screen. Do I need to prove that the difficulty no longer increases afterwards?
Fortranm
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https://www.nicovideo.jp/watch/sm11958438 Here. A run on the GBC port of DKC could be interesting to see as well.
Fortranm
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Link to video Trying to load Kong Strikes Back by Ocean Software ends up in a reboot, as shown around the 2:40 mark of the video. This happens on both 2.3.0 and the newest developer build as of now. The re-release by Zafi Chip can be loaded, however.
Fortranm
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You would expect someone to list the Castlevania movies. [3853] GBA Castlevania: Circle of the Moon "all cards" by klmz in 19:30.00 But I'm listing this one only.
Fortranm
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This was one of my favorite games back then. Glad to see it finally getting a submission. Yes vote. Are you interested in making a 100% run of this game or improving the DKL2 100% run? There was a faster run on Nicovideo back in the same year.
Fortranm
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Fortranm
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nymx wrote:
Great job man. EZ and i were looking into this game, but we had issues because we tried the Adam version. Well anyway, love the screen skip you found on the first level. We had found some faster things, but it seems you found all PLUS 1. Yes vote for being fast and surprising us with an unknown trick. :)
Thanks. It is worth pointing out that the "Donkey Kong for Adam" rom commonly seen online is not the Coleco Adam Super Game version, because the real one is Adam exclusive and not support by Bizhawk yet. The one you are talking about might be the retail version of this game meant for people with Adam since as mentioned in the submission text, all ColecoVision consoles came with this game. https://www.youtube.com/watch?v=y9pJhDb6TQw The Ramp level glitch behaves differently on the two versions.
Post subject: Re: Updating the BizHawk Wiki
Fortranm
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Alyosha wrote:
NES accuracy tests: Most of the emulators listed in the table there are irrelevant for TAS (or now even for general use.) I'm thinking of simple removing them and leaving only NESHawk, PuNES, FCEUX, and adding Mesen. Also there are some relatively new tests to add. Any thoughts on this?
I actually like the fact that the list includes ancient emulators so that it's easy to see how much progress has been made through out the years.
Fortranm
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Memory wrote:
However, replacing such a branch with a different mode would be unprecedented from what I understand.
Well, the alternative game modes in this game are more similar to the Thief Mode from SotN or even the Hard Mode of certain games than the alternative character modes commonly seen in newer games. They don't change the game mechanism too drastically.
Fortranm
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Memory wrote:
On having the current run be obsoleted by Fighter Mode, it'd definitely be unusual to have it obsoleted by a separate mode but if it would really be similar enough to the current run, I could see it as possible potentially.
The thing is, the current "warpless" run has a goal that's defined rather arbitrarily, even to the knowledge of a decade ago. A Fighter Mode run simply does what that category intends to do the best, without applying overly arbitrary rules.
Fortranm
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I'm amazed by all the tricks and the routing in this run. Yes vote. As it seems, "all cards" might just be the best completionist category for this game after all. It would be great to see a Fighter mode run as the replacement of the current "warpless" run as well. Are you interested in working on a new DoS "all souls" run that uses zips in a similar fashion to the current AoS "all souls" run but avoids memory corruption?
Fortranm
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klmz wrote:
I fuly agree that the "warpless" criteria of this game are arbitrary. Pike and I started a Fighter Mode "any%" earlier but the progress is stalled. On the other hand, I myself have made a "100%-ish" TAS, but the goal might feel arbitrary, too.
How did you define the goal for 100%? The "completionist" category on SR.com seems pretty well defined.