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I clearly remember I saw the Medusa trick shown in the GIF in a CV1 hardmode RTA; this case is an good example that the AI's behavior is so predictable that the manipulation can even be done in a RTA.
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http://tasvideos.org/forum/viewtopic.php?t=16199&postdays=0&postorder=asc&start=0
The discussion in this post raised my concern about SGB.
How does SGB handle the frame rate when a PAL GB cartriges is being played?
Is a SGB hardware naturally able to handle GB cartridges from any regions regardless of where the SGB cartridge and SNES console is made in? If so, should SGB2 always be preferred since its frame rate is closer to that of a Gameboy?
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The extended counting down sound effect from Ch.2 did hurt my ears a little bit at first, but I eventually lost tract of when it actually stopped.
Congratulation for 36 minutes improvement within a year!
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I have a related question.
What is the required hash value for GBA Pokemon games? Does the rom version have to match exactly for in-game clock to work?
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Sweet!
What's your configuration on Bizhawk? I remember there was still some flickering during the very first battle against Bowser, but it was long time ago when I got that.
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The lag manage is possibly improvable, but from what I tested, whipping enemies didn't seem to increase or decrease lagging.
The last input, "A" for a jump, is necessary in order to make Trevor land in the middle of the floating platform so the red orb can hit him.
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I don't think so. The absence of Grant and Alucard can be the reason why time looks tight in this run though.
I actually realized these facts from the RTA Graywords provided in the CV3 topic. These factors made me determine that I would keep using U version. The hardmode-only enemies in U version would increase the sense of difficulty, I thought.
It's gonna take three centuries for Belmont to learn creating lethal precipitation and another three centuries to learn ULEULEULEULEULEULEULEULEULE. Be patient. :)
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Thanks guys!
The movie seems to sync perfectly on Bizhawk 1.9.1.
I forgot to mention that this run also features all five sub-weapons for Trevor in some ways. The knife is never actually gotten, but you can see it being dropped by a Skull Knight in Level Six. :P
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I have started to wonder if I should switch the sub-weapon to axe in Stage 9.
Apparently, Grant finishes off Dracula with axes faster than Trevor does with crosses in published runs. However, I'm not sure if Trevor can use axes as skillfully as Grant.
The Doppelganger battle is another factor. If it is faster to use crosses in that battle, I'll postpone weapon switching to the beginning of Stage 10. It should be possible to get a shot multiplier in the auto-scrolling section, hopefully two.
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WIP5 is here.
http://tasvideos.org/userfiles/info/19622046614000699
Death is dead!
This is the last WIP for this topic. I will submit the movie after the last two stages are finished, hopefully before 2015.
Link to video
BTW, by the start of Stage 8, Trevor is about 30 seconds "slower" than Grant.
The block dropping room at the beginning of this WIP is such a time waster. >_>
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WIP4 is finished.
Stage 6 and the first half of Stage 7 are included.
http://tasvideos.org/userfiles/info/19555820707732956Link to video
Giant Bat is dead, again.
As you can see at the end, a long wait awaits. I will try to make the waiting as entertaining as possible.
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Knuckles in Sonic 1 and Tails in Sonic 1 are more acceptable than this hack, TBH.
At least those two are completely based on the mechanisms from official games.
YES for entertainment, though. :P