Posts for Fortranm


Fortranm
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FractalFusion wrote:
Finally got around to watching this one. Looks like Kadabra is pretty good as a battler (not sure about non-traded one). Also, it's great that you worked through the disobedience issues.
One advantage of the traded Abra is that it starts at Lv.7, while the wild ones on Route 203 are at Lv.4-5 and don't have boosted exp at the beginning. Using a Pokemon with disobedience issue is surely a specialty of TAS. :)
FractalFusion wrote:
I thought Kadabra wouldn't have worked out because of how easy it is for high-level Pokemon to kill Kadabra late in the game. Fortunately the AI seems to be pretty bad. Even during the champion battle, Garchomp and Lucario could have used Earthquake but instead chose to use something else. (Guess I'm just too used to Gen 3 mechanics.)
Yeah, AI has a chance to use any moves that have effects on you. I was a little surprised as well.
FractalFusion wrote:
The journal can be used to manipulate overworld RNG. I guess (Super) Repel was used instead because the journal was too slow?
Using Repels is definitely faster than opening the journal repeatedly in large grassy areas and dungeons.
FractalFusion wrote:
Every time you enter battle, it initializes the RNG based on system time (same way as it is initialized at the beginning of the game). So I think changing when you enter battle can be used to improve on battle manipulation. Note: This doesn't change overworld RNG, overworld RNG is only interrupted and resumes after battle.
Certain fights in this run can be improved this way for sure, most notably the first gym fight, although this is the type of stuff that's hard to completely optimize without a bot.
Fortranm
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Spikestuff wrote:
Also because you did bring it up. Did you actually calculate the difference in time with text between the nico TAS and you or are you just writing that to save your bacon? Since well...
I hate to say this, but there is no movie file for that run so its legitimacy is not verifiable.
That's not a legitimate reason btw.
1. I say that mostly because that run abuses Quick Claw to make up Empoleon's slow speed, and there is no known way to effectively manipulate Quick Claw pattern. Unless the input file is made public, I will think that run is kinda fishy. Not to say that run seems to have an anonymous uploader so there isn't even a person to ask. 2. The run on Nicovideo didn't even mention which version of Desmume it used and the configuration. There can be lagging differences during screen transitions being accumulated as well. 3. While I haven't timed the exact differences caused by texts, this run is already 8 secs slower than the Japanese run by the time the professor asks you to name your rival. I hope this provides a basis for rough estimation.
Post subject: Re: Rule update proposals for Game Boy modes
Fortranm
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Mothrayas wrote:
• If the game has full-color graphics for Game Boy Color, Game Boy Color mode should be used. If the Super Game Boy mode also unlocks notable exclusive gameplay features, then SGB mode may also be accepted for a movie that makes use of said exclusive features.
Does it mean using SGB mode for a GBC game is not allowed/recommended when the SGB mode does not provide extra features?
Fortranm
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Daniel, Lord Bahamut wrote:
Fortranm wrote:
I might consider Gen 5 games at some point as well
Did Kaphotics ever end up releasing his Gen 5 notes?
With all due respect, at this point in time, it's almost safe to say that cheat codes are used for that run. It's probably the best for everyone to just pretend it never happened.
Fortranm
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Link to video Temp encode is here.
jlun2 wrote:
I'm rather surprised that voidless "only" saves a bit over an hour. Would you be willing to try TASing the later pokemon games on DS? Those appear highly anticipated.
I have done some routing for Platinum and might actually do a run for it in near future. I might consider Gen 5 games at some point as well, but I guess I'll leave HGSS any% for others, hopefully MKDasher if he is still interested in these games since I'm not very competent at manipulating RNG seed, which is probably required for most HGSS categories.
Fortranm
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grassini wrote:
I think the run might be entertaining anyway,but I thought the RTA runs used the penguin instead of chimchar or kazza.
Piplup line is used for Platinum glitchless any% RTA, but Chimchar line is used for D/P. @Spikestuff: So... are you making a temp encode?
Fortranm
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The comments have been updated.
thatguy wrote:
As someone who has watched a lot of real-time Pokemon runs, this just seems like such an arbitrary category to me. To allow some applications of the tweaking glitch but ban others doesn't sit right with me. I would have preferred it if a run like this had been done on Pokemon Platinum, where the skip-to-the-end void tweak is impossible anyway. If it does end up not getting published, I'm sure it will be a great gruefood delight entry.
Yeah, maybe it will sound less arbitrary if it's "no save/reload" instead. In fact, if you start a new game with an existing save so that you can't save whatsoever, this should be the actual fasted route to beat the game. As mentioned in the updated comments, there are some major differences between this run and a Platinum any% RTA. I have done some planning for a Platinum any% TAS, but I think the round 2 Elite 4 should be beaten in this case similar to how Red is the considered the final boss of G/S/C/HG/SS.
grassini wrote:
This seems to be a trend from Fortranm,he sends amazing TASes that follow his own rules instead of doing a TAS for the known categories,I was hoping for a glitchless like anybody else.
I have considered making a glitchless D/P run at one point, but I don't think the product would be too different from what you would expect from a RTA. It's probably gonna be either using Chimchar line all the way to the end or switching to the title legendary during the climax of the story. Using the traded Abra is definitely not worthy, as my testrun from 2015 has shown.
Fortranm
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Baddap1 wrote:
EZGames69 wrote:
Baddap1 wrote:
Why do you do a TAS of a romhack that is exactly the same as the original game except for the last stage?
it's not a rom hack.
My point is why did he do a TAS of a game that is exactly the same except one stage? If it really has more different levels I would have liked to see a ''Warpless'' category, but he didn't.
A run of this game using Luigi is probably more meaningful since you can't play as Luigi in original SMB.
Fortranm
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https://bulbanews.bulbagarden.net/wiki/Pok%C3%A9mon_Crystal_to_be_released_on_3DS_Virtual_Console
In this version of Pokémon Crystal, players can encounter the Mythical Pokémon Celebi after entering the Hall of Fame. In the Japanese version of the Virtual Console release, after entering the Hall of Fame, when the player enters the Pokémon Communication Center they will be given the GS Ball, which is used in a series of events to encounter Celebi (in the original Japanese release of Pokémon Crystal, the player had to connect to the internet using the Mobile Game Boy Adapter to obtain the GS Ball). In the Western versions of the Virtual Console release, it has only been stated that the player can encounter Celebi after entering the Hall of Fame (the Pokémon Communication Center is replaced by a regular Pokémon Center in original the Western releases, with Celebi being exclusive to event distributions in the Western Generation II games).
Hopefully this is done by actually modifying the rom so that it can be extracted as a standard gbc rom with this feature.
Fortranm
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ThunderAxe31 wrote:
Also note that these 4 values sometimes get temporarly lower...
In G&W Donkey Kong, the speed of barrels is set to a certain value at the beginning of each loop according to the difficulty level, and they increase as the time goes on until the end of the loop. Therefore, they will get lower at the beginning of next loop if the difficulty is not increasing anymore. Maybe the case for this game is similar.
Fortranm
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Mothrayas wrote:
Score capping is not a vaultable goal choice, either way.
So the rule regarding score capping has changed since the publication of [2759] C64 C64anabalt by dwangoAC in 21:25.22?
Fortranm
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Glad to see an improvement to one of the most majestic movie in existence. Yes vote. Have you considered using a dirty SRAM and do the run on hard mode? In such case, would beating the game once with any% route under lv1 mode to get Konami Man and then restarting it on a lower difficulty(you will keep weapons and speed up spell in the new game+) to fight all bosses be faster?
Fortranm
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So you finally submitted this run. What a great early Christmas gift. Yes vote.
Fortranm
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Spikestuff wrote:
Someone correct me if I'm wrong since I'm using the GBC version as a base on this question. (Yes. There's a 4th on GBC, which many sites don't know about mainly cause it was Australia only iirc, and was basically G&W3 or something.) Isn't there an "Ultra" difficulty that also applies to Retro?
First of all, that PAL region only game(https://www.mariowiki.com/Game_Boy_Gallery) was released before all GWG games, so it's technically GWG0. https://www.gamefaqs.com/gba/561568-game-and-watch-gallery-4/faqs/39797 According to this guide, Very Hard Mode/Star Mode is exclusive for the modern version of the games. While the on-screen score count overflows at 999, the high score record can go up to 9999. If you wanna make a run that only plays one game in this collection, you probably should go for 9999 score.
Fortranm
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https://www.twitch.tv/videos/206920468?t= I don't know what's going on, but I decided to leave it here anyway.
Post subject: G&W simulator vs emulator
Fortranm
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Most of the stuff being discussed here is in future tense, but it's not a bad idea to start the discussion now. http://emulation.gametechwiki.com/index.php/Game_%26_Watch#Simulators Long story short: Libretro is adding simulator cores for G&W games, and MAME is implementing the ability to actually emulate G&W roms. It seems very likely that TASing those simulators via Libretrohawk might become possible(if ever) before TASing via MAME-core on Bizhawk does. If this turns out to be the case, will movies made with libretro G&W simulators be eligible for publication? Those cores aren't actual emulators, but does the simplistic nature of most G&W games make high-quality simulators good enough to represent the actual game?
Fortranm
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Fortranm
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I thought MKDasher's new lua for Gen 3 already had this function?
Fortranm
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Added a fadeout upon hard reset to imitate the behavior of the Gameboy Player and Gameboy Interface software.
I doubt if this feature is considered "improvement". :P
Fortranm
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Link to video Looks really interesting. I wonder if there is a way to get an upgraded hammer and other partners after skipping Goombario.
Fortranm
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Pokemon Brown, a Pokemon Red hack, doesn't run. Maybe it's because it's 2MB big?
Fortranm
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jlun2 wrote:
Would it be better to get max score on all 3 games there? Also is there any way to view the credits or anything here (GaW 4 for instance) or nah?
Unlike the 4 G&WG games on GB/GBC/GBA, there are no collectibles or credit scenes in the 2 G&WC games on DS. The only information stored in save file is high score information on each game, which seems to max out at 9999.
Fortranm
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http://tasvideos.org/userfiles/info/43316369425187948 So I extended the run to the 8th loop. The speed of barrels seem to stay the same at the beginning of each loop after this point. Please replace the input file. I'm uploading a new temp encode. I don't plan to make a new submission because I suppose the feedback won't be much different. :P P.S.:Although the on screen score counter overflows at 999, which actually happens in the updated movie, the actual high score record of the game can go all the way to 9999. Edit: Link to video
Fortranm
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EZGames69 wrote:
I think a TAS for this would be faster on GaW for GBA, this one just seems too slow and just looks like a human playing it.
First, the classic version of Donkey Kong included in G&W Gallery 2 and 4 wouldn't really be faster than this one. Second, this one is much more faithful to the original G&W game thanks to the fact that a DS has two screens. Third, all G&W Gallery games have unlockables. Beating one single game in those games would seem like an arbitrary goal.
Fortranm
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For some reasons, Pokemon Green actually runs pretty well. In WL-SML3, the way sprites flicker in a place with many blocks seem to be different than how it looks with Gambatte core. I'm not sure which one is more accurate tho. Super Connard refuses to run. :P I know GBHawk only supports DMG right not, but is there a way to force GBC games to run under DMG mode with GBHawk instead of automatically switching to Gambatte?