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Fortranm
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Wow, another console with possible total control? BTW, do you know if the RoB and SoTN presented in DXC is running via emulator or they are converted to the format of PSP games?
Fortranm
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Which emulator are you using? The current lua for speed watching doesn't seem to work on Bizhawk.
Fortranm
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Tompa wrote:
You can walljump up the wall in 1-Fort in SNES/GBA, to skip the leaf. Too bad it is slower, still neat =). Anyway, no you can't corner boost the same way here as in the NES version. Neither can you clip through the corner of blocks to get a boost. Fortranm: As Mugg never provided the .vbm, it's hard to tell for certain. You can probably optimise the 1-Fort still, by building up the P-speed earlier without having to lose time at the first "waffle". Better pattern with the Boomerang Bro in 8-Tank can let your avoid having him throw the boomerang. And I'm quite certain 8-1 can improved further as well.
I actually got the pattern where the Boomerang Bro was killed before it threw the boomerang without intentional manipulation! Bowser hops 6 times without manipulation too, although it doesn't matter much in this version. Do you know if there is any lua for cam hack? Being able to see where Mario is can help optimizing 1-F a lot.
grassini wrote:
why aren't u doin the secret levels,isn't that why they dumped the rom in the first place?
An any% run of SMA4 looks quite different from a SMB3 any% run, for a 10 minute run, at least. I also want to know more about the physics of this game by doing any% run before starting a world-e run if I ever do.
Fortranm
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jlun2: I'm thinking about this, but I wanna get more feed back first. Tompa: Did you notice any specific possible improvements in MUGG's run?
Fortranm
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Mitjitsu wrote:
How does this differ from the SNES version?
There are more camera locks so there are less helpful walk clips available.
Tompa wrote:
No watched any of it yet... But here's a faster version: https://www.youtube.com/watch?v=UKfFUhSOf5k And I'm certain that not all of that is because of emulator differences. Edit: After I've watched some of your run. No, this is very unoptimised in comparision to Mugg's old run, which I'm certain of could be improved further as well.
His run is still more than 20 seconds faster even if the time of GBA intro and file initialization is added so, yeah, mine really needs some rework. One thing I wasn't sure is whether the corner boosts is still in SMA4. Getting out of screen in 3 out of 4 auto-scrollers surely save quite some time, and I didn't know it's possible to kill piranha plants with fire without slowing down much since Mario goes faster with L+R than fire balls do. Using his route in 8-F should saves even more time since lags between screen transitions are probably longer with more accurate emulation. My route in the final level is faster tough. I compared getting mushroom at the beginning of the level and getting it at the second opportunity. I concluded that getting mushroom at the first opportunity was slower, but I should test again since I handled the shell in a different way.
Fortranm
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Seconding not getting it.
Fortranm
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So the only PB that can even be touched by any means is the one shown in your NMMB TAS from 2014? It seems this game tries really hard to stop you from skipping the final boss of the original game. It's a remake after all. :P
Fortranm
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Just curious, if it ever becomes possible to get Power Bomb early, will you be able to skip Mother Brain?
Fortranm
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IMHO, there are three factors that decide whether a specific ending of a game is a valid goal for speedrunning. I'll use Castlevania games as examples. First, is the main goal of the protagonist(s) accomplished? Second, does the game consider it as an ending or as a game over? Third, on the perspective of speedrunning, does getting an earlier ending make the run look significantly different from one that gets the true ending? I'll use Castlevania games as examples. In OoE, if Shanoa beats Albus without saving all villagers, the player gets a game over scene. Not only the protagonist is dead, Dracula is also revived. The goal of defeating evil is not accomplished, and the result is a game over screen. This "ending "shouldn't be considered a valid goal choice. In PoR, if the protagonists beat the vampire twins, the villains escape and the castle collapse. In this case, the main purpose is accomplished since the castle is destroyed and Dracula is not even resurrected. However, the game still gives you a game over screen. Thus, this is not a valid goal choice. In SotN, if Alucard kills Richter, the castle collapse and the ending theme is played as in the true ending. It is definitely a sad ending, but the peace is kept and the game actually gives you a proper ending sequence. The game is completed in a since. Even then, the only difference between the first part of a true ending run and a bad ending run would be whether to skip the throne room with a glitch. That being said, this bad ending is not a valid goal choice of speedrunning. In DoS, killing Dario results in the normal ending. Both of the dark lord candidates are dead so the main purpose is achieved. The game plays the ending theme for you. Before the point the player fights Dario for the second time, a region is skipped, and the second Dario fight wouldn't be a part of a true ending run. If a run aims at ending the game by killing Dario without any OoB glitches, its goal choice probably should be considered as valid. The same goes for Sonic games. Most Sonic runs published on this site do not collect Chaos Emeralds and result in a bad ending for not defeating the true final boss, usually with Dr. Eggman telling the player to try again. Still, Dr. Eggman is defeated for the time being, and collecting all CEs is a big difference. Completing the game without CEs is a valid goal for sure. That being said, I actually think the bad ending of BK2 should be considered as a valid ending if it doesn't give you a game over screen.
Fortranm
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It has been about 2 years since I played this game so I don't remember much details. What do you get at the top of the mountain if you have 2 to 6 shards? Whether the ending where the player dies with the villains should be considered as a legit ending depends on whether the game gives you a game over screen. If it doesn't, this ending probably should be considered as a suitable goal for speedrunning.
Fortranm
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Are there any differences between the physics of this game and that of SMA?
Fortranm
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Are there any plans about porting a newer version of Yabause?
Fortranm
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Congrats for finishing a TAS for the first of five Pokemon battling games(excluding the very first one that was only released in Japan) on consoles. YES vote.
Fortranm
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Sometimes changing the target too often can cause the units to stop for a while. Micromanagement is a lot harder on a console than how it is on a PC. The fact that I switched cursor speed to fast at the beginning of the first mission makes micromanagement even harder since the cursor skips more space every time it moves. Fast cursor speed makes it faster to scroll around the map for macromanagement though.
Fortranm
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Fortranm
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Aqfaq wrote:
This run has a multi-level-up sequence that takes 8½ minutes. That must be the record, right? How many levels were advanced at once? Level-up! Level-up! Level-up! Level-up! Level-up! Level-up! Level-up! Level-up! Level-up! Level-up! Level-up! Level-up! Level-up! Level-up! Level-up! Level-up! Level-up!
IIRC there are 20 level-ups in a row in Castlevania CotM run.
Fortranm
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Link to video Keeping entering the same door might be a good way to test the accuracy of lags.
Fortranm
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Kurabupengin wrote:
Sorry for the bump, but I have a question. Can Tompa or anybody explain me if the clipping through walls trick still works here? I'm currently working on an any% TAS with Luigi, and I want to know if it can still be performed and also if you can jump through blocks with this. I'm using the Japanese 1.1 version of the game.
It seems there is no difference between the physics of Mario and Luigi outside of World e without Yellow Switch e-Card. And it has started: http://www.speedrun.com/sma4#e-Reader_Levels_Any_Wii_U_VC
Fortranm
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Does this patch make the rom exactly the same as the one from VC?
Fortranm
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Fortranm
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I feel the palettes of this hack look Contra-ish for some reasons. Yes vote for entertainment and saving the animals.
Fortranm
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https://twitter.com/undertale?lang=en
Toby Fox wrote:
DRM-free builds will be updated as soon as I can. They're rendering now...
Fortranm
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Congrats! Sequence breaks are always my favorite part of Metroid runs.
Fortranm
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Thanks! The strategies will be heavily influenced by:https://www.youtube.com/playlist?list=PL-Ecy11Vjzuw0xbcNu6DbEwyPny5_Q2Uv I'm using Bizhawk 1.11.4. Expansion pack is enabled for higher resolution. You can't configure game speed in N64 version so the run will not look as speedy as optimized RTAs on PC. What a shame. Not sure about PSX version, but I think it's worthy to choose N64 version for 3D graphics.
Fortranm
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