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Fortranm
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Controls seem to be messed up in all games. I guess it's a controller initialization thing? Metroid 2 has glitchy graphics. BTW, are there any chances for a new SGB core based on GBhawk in the future?
Fortranm
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A question suddenly came to my mind. Does memory corruption affect the other two save files?
Once the corruption is done, I have to reload the save by dying. If I were to reset the game, the save data would be reloaded from external memory and copy over the memory corruption.
Would returning to the title screen make the game reload external memory?
Fortranm
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Link to video Whenever there is Quick Save feature in a Castlevania game, wrong warps should be expected. (Except for OoE :/)
Fortranm
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Fortranm
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I tried to recreate the glitch on 0.9.9, and it didn't work. The accuracy of Desmume is probably not enough to perform this kind of precise save corruption yet.
Fortranm
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The iQue logo screen of Chinese version of Metroid Zero Mission (Miteluode - Lingdian Renwu (China)) is glitched.
Fortranm
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Fortranm
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It would be great if the libretro MAME core becomes fully functional. Coleco Adam would also be a nice addition. I will TAS Coleco Supergames - Donkey Kong Junior when that happens.
Fortranm
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https://bulbapedia.bulbagarden.net/wiki/Seaking_(Pok%C3%A9mon)/Generation_III_learnset#By_leveling_up Talking about Icefall cave, I wonder if it's faster to grind a Seaking into lv41 to learn Waterfall so that you don't have to go to the interior of the cave to grab HM07.
grassini wrote:
does it apply to RSE? maybe you want to post that on the thread too if that's the case. and what is the optimization for the audio then?
The description of the video says so.
Fortranm
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https://forums.glitchcity.info/index.php?topic=8052.0 Just saw this. I wonder if cloning your main battle Pokemon can make certain double battles faster.
Fortranm
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Thanks for your work! Are you interested in writing a Coleco Adam core?
Fortranm
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Fortranm
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Fortranm
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Alyosha wrote:
What if instead, we were able to accept runs without the need to publish them? They can exist in movie file / submission page form alone and still be present and searchable. We can save publication for those rus that people find entertaining enough for the effort.
All rejected submissions are archived. The notably good ones are even listed in Gruefood Delight. I think the most unclear part of the rules is the definition of being "poorly modified". A PAL version that is "not modified" should obviously not be used because the resulted run would be slower than an optimized run done on NTSC version for sure, but what is "poorly modified", exactly? And why is it especially important for PAL games? It's not uncommon for J and U versions of the same game to have different glitches, and the one with more beneficial glitches that result in a faster run is usually chosen (for any%, at least). I don't think anyone would argue that [2565] GBC Pokémon: Silver Version "Coin Case glitch" by MrWint in 30:39.49(there are faster methods now, I know, but this was the fastest run back then) should not obsolete its predecessor for using a glitch resulted from localization, nor do I think anyone was against the use of J version of TTYD for being more broken. IMHO, the fastest version should be chosen for any% in all cases unless the only differences are texts(using English versions for better understanding is a good idea, unless J is the only NTSC version). If a slower version is considered more authentic or popular, a run of that version should be the one that is judged as a special category run. TL;DR: The fastest version should be used for Vaultable categories. Choosing English versions with longer texts should be fine unless it's PAL. I fall into the third school mentioned by Nach, I guess.
Fortranm
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Fortranm
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Ready Steady Yeti wrote:
Fourth, the category. The category is "105%". A lot of people have questioned what this actually means. So, we have the two main categories of the game: any% and 103% as mentioned by me above. But 105% is slightly different from 103% because 105% is based off of an in-game cheat code ("TUFFER") that makes the game "harder", removing DK barrels and save barrels, and also gives you an extra 2% when absolutely everything is completed, rather than just 103%. In the speedrunning community, this has been considered to be a separate category from 103%, and 105% is not considered "more 100%ish" than 103% in any sort of way, and is thus not a replacement of 103% runs. 103% is the true "100%" category, so I'd say that 105% is like a "side-category". The fact that one of these "side-categories" was submitted before any main categories were ever submitted is definitely troubling, since there's nothing main here to compare it to. A separate problem with this side-category is that it relies on a cheat code to be performed at all. I'm not even sure that that is allowed here on TASVideos at all, though it isn't really considered cheating in this case.
Using code to make the game (supposedly) harder is allowed. I don't see why shouldn't 105% be chosen as the goal. Especially when the same is done for SNES version. [1697] SNES Donkey Kong Country 3: Dixie Kong's Double Trouble! "105%" by Dooty, ElectroSpecter & Tompa in 1:41:39.80
Fortranm
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Fortranm
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feos wrote:
The warped branch has been overtased over the years, it was improved only by 1 frame since 2009. It's way too optimal to be obsoleted by a run that's only faster due to differences in the engine.
Maybe it would actually be better to replace it with the PAL run if the competition for NTSC version is, well, dead. It seems a lot of arguments for split categories comes down to "this is Super Mario Bros". I totally agree that this game deserves special treatments sometimes, but there are already 5 categories for this game ("warps", "maximum coins", "warpless, walkathon", "warpless", "-3 stage ending", and even a multigame run). FDS version gets a separate category because it's technically on another console, and it beats the game via a glitched ending. This is simply not the case for this run. Sure, the music is noticeably faster, but that doesn't really hurt much.
Fortranm
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Mothrayas wrote:
That is not what the text you quoted says.
Movie Rules wrote:
Console versions of PAL games run at a lower framerate than NTSC games, running at ~50Hz compared to NTSC's ~60Hz, and the games themselves are often not modified or poorly modified to accommodate to the change in timing.
Sorry if I misunderstood it, but what does "poorly modified" exactly means here? If the game is not modified at all, then it would obviously be slower than its NTSC equivalent for being played at 50FPS instead of 60FPS if the frame count is the same. Does "poorly modified" means "tried to optimize speed but failed" so that it's still slower?
Fortranm
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BrunoVisnadi wrote:
The site's rules explicitly says NTSC version is preferred.
Movie Rules wrote:
Console versions of PAL games run at a lower framerate than NTSC games, running at ~50Hz compared to NTSC's ~60Hz, and the games themselves are often not modified or poorly modified to accommodate to the change in timing. Due to this, PAL versions of ROMs are generally not allowed, unless there are significant technical and/or entertainment merits to using this version. See Rygar and Blaster Master for examples of good usage of the PAL ROM.
The very reason NTSC version is usually preferred is because PAL version often turns out to be slower due to its frame rate even if the frame counts are similar. If the PAL version run is still faster despite being run at 50FPS, there is no reason to prefer the NTSC version.
Fortranm
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CtrlAltDestroy wrote:
Currently, the definitive version of SMB is the U version, simply by overwhelming popular consensus. Because of that consensus, it should be observed on this site as the definitive version as well. Relevance sets precedence, not the other way around.
The definitive version for what purpose? The definitive version for causal gaming is usually the most polished version, but the opposite is often true for speedrunning. I don't see how tweaking certain physics and mechanics turns a revision into a port. Is adjusting mechanics not common in video games updates?
Fortranm
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Easy yet vote. I support this run obsoleting the NTSC run because why not.
Fortranm
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************** Exception Text ************** System.ArgumentNullException: Value cannot be null. Parameter name: source at System.Runtime.InteropServices.Marshal.CopyToManaged(IntPtr source, Object destination, Int32 startIndex, Int32 length) at BizHawk.Emulation.Cores.Waterbox.PeRunner.Syscalls.Write(Int32 fd, IntPtr buff, UInt64 count) at BizHawk.Emulation.Cores.Waterbox.PeRunner.Syscalls.Writev(Int32 fd, Iovec* iov, Int32 iovcnt) at BizHawk.Client.EmuHawk.MainForm.LoadSaveRam() at BizHawk.Client.EmuHawk.MainForm.LoadRom(String path, LoadRomArgs args) at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e) at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ToolStrip.WndProc(Message& m) at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Sameboy SGB core is generally unstable when loading a GBC rom(Pokemon G/S in this case, and they are compatible with SGB). Bizhawk crashes either when the rom is loaded or when the rom is closed.
Fortranm
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SGB intro is not fully played when Pizzaboy core is chosen. Is this intentional? Which SGB core is preferred for TASing purpose?
Fortranm
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Just curious, are there any ways to warp into Castle Center A as Maxim and fight himself? It would be great if a future Maxim all bosses run includes that fight as well.