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To be honest, most part of zombie farming was not done with frame-precision, but enough hearts and EXP were collected for sure.
Link to videohttp://tasvideos.org/userfiles/info/20982840121409946
Thanks. The texts are not captured though.
I have started to wonder if it's really a good idea to get to Lv3. As you can see, most of the enemies in the latter part of the game won't be killed in one hit. However, it's often faster to kill the enemies anyway due to the brutal lagging in this game.
Simon dies around 5:07. Dying takes a little more than 5 seconds. Leveling up in the poisonous pond right before the HP hits 0 is not necessarily faster, and that also means I wouldn't collect any hearts after zombie farming.
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Link to videohttp://tasvideos.org/userfiles/info/20837508579033771
Second level up animation is skipped around 3:35. Sadly, Simon won't gain EXP from hearts any more until he gets back to the left of the first town.
This run is 20 seconds faster than the concept TAS by the end of Rover Mansion. We will see how much faster it is than the currently published run by the entrance of Bodley Mansion. I hope it will be 1 minute faster than the current run and thus 10 minutes faster than Bisqwit's run.
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The CHN version of Metroid Fusion doesn't run.
Here is the dump report from Bizhawk:
Miteluode Ronghe (China)
SHA1:315B94C66B8D5130006B4852B9D875B00BE4943D
MD5:0DC8A17AF87706F54DB5B78F02C5AD12
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Since Contra Advance keeps demotivating me, I started a Catlevania II run.
Link to video
LUA(modified version of Pasky13's): http://tasvideos.org/userfiles/info/20668133504444791
BK2: http://tasvideos.org/userfiles/info/20668153341021391
I don't know how to keep the LUA GUI in avi dump. Sorry.
The routine from the test run posted by Mr. Kelly R. Flewin will be followed in general.
As you can see in the video, I decided to grind from the zombies in the town after level up because the enemies on the left of Castle 1 and Veros stop giving EXP after Simon enters LV1. I plan to make him enter LV3 in the center of the lake on the right of Castle 5 so laurels won't be needed any more.
I found a new(?) trick about skipping level up sequence. As you can see around 2:28 in the video, Simon jumps to the next screen while getting the last heart he needs for leveling up (this could be better seen with LUA GUI). The only drawback of this trick is that you can't open menu until Simon dies for once or day/night cycle happens so there is no negative consequence in this case.
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http://tasvideos.org/forum/viewtopic.php?t=6956&highlight=
Are there any further discoveries about this glitch in the past 6 years?
I wonder if it's possible to walk off this staircase.
According to Bisqwit, the other shore leads to Veros. A warp to Veros from this lake can change the routine a lot.
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This hack heavily modifies the features of Pokemon Red that have to do with SGB mode. I always feel that this game will look incomplete if it's played in monochrome mode.
Since the first proper Super Gameboy emulator with rerecording was released(http://tasvideos.org/forum/viewtopic.php?t=16361), I decided to start a run on this hack.
Link to video
A quick test on SGB1.2.
Link to video
A quick test on SGB2.
I have heard that the frame rate of SGB1 is faster than actual GB and SGB2 has a much more accurate frame rate.
Strangely, the run on SGB2 is about 2 seconds faster than the one on SGB1, even though they have the same optimization level. Does anyone know why this happens?
For the routine, the run will forgo save corruption and ACE because the meaning of TASing a hack will be lost if the game is simply corrupted to the end in no time. The "follow me" guy is not in this game so the walk through wall glitch featured in the current Pokemon Red any% run is not applicable, luckily. There aren't any obvious trainer-fly spots in the early part of game ether.
The most useful glitch probably will be the walking through wall glitch. The safari zone is in the city with the last gym so you pretty much will need to walk through the entire region. I know only the first and the last badges can be skipped with walking through wall glitch in Pokemon R/B, but it might be different in this hack since the layout of the route with badge checking is different.
For the main battle Pokemon, I'll ether use Charizard to the end or use the same strategy from a gltichless Pokemon Blue run(http://www.nicovideo.jp/watch/sm20327978). Charmander should be used for the starter for sure though because it can learn Ember at LV7 and there are lots of bug catchers in the cave before the first gym.
I'm yet to find all the useful addresses (this is why the quick test stopped before U get the first Pokemon), and I won't really work on this project recently. This is just a terribly vague routine plan.
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In Pokemon Green, the player character automatically walks upward and cannot be stopped. The game can't be processed.
Is this the right place to report bugs?
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Does it mean running a GB game with bsnes in an older version of lsnes is not proper enough?
BTW, Pokemon Green still cannot be played properly even in this version. Red just keeps walking upward.