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Fortranm
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feos wrote:
I took the goal definition from the RTA rules, and I don't know the game myself.
Me either but I think it is important to ask two questions in this specific case: What are the other techniques/glitches that can be used to skip that door? Are they consistently forgone throughout the run? If the answer to the second question is yes, then I agree it's a well defined category because as arbitrary as the selection of things to forbid can be, they are at least consistently enforced in the entire run.
Fortranm
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feos wrote:
To me, a more compelling definition would be something that assures that it would be published just fine if it was first submitted today. Like imagine SM64 history started with 1 star, 120 stars, and 70 stars. A 16 star run would ban "Side BLJ and skipping the 30 star door other than via Mips clipping".
Agreed. A category like that should ultimately be defined by limitations on in-game mechanisms because otherwise a "route" is a rather arbitrary concept. What is the discovery that made the route in question no longer the fastest in the first place? In other words, under what restrictions would such "route" actually be the fastest possible? The 70 stars category works well because it simply relies on a specific limitation. "Skipping the 30 star door other than via Mips clipping" still sounds more arbitrary than it should be, but at the very least the 16th star shouldn’t be the star in the final Bowser stage if, hypothetically, that’s part of the fastest way to literally grab 16 stars for the sake of it; at that point it’s just completely arbitrary.
Samsara wrote:
For a little more convincing: [1285] SNES Chrono Trigger "save glitch" by inichi in 21:23.98 This was a huge TAS when it was submitted. It was Starred, hugely popular, very entertaining to watch, and it was killed off by subframe input. Why shouldn't we have this in Moons when so many people enjoyed it?
This, if anything, is more a great counterexample. First, it itself uses SRAM corruption. Second, the specific SRAM corruption it does relies on emulation inaccuracy and is thus technically invalid. Yes, technically it can be "remade" on an accurate emulator, but that requires subframe input. What even separates a run like this from any% in terms of limitations at this point? "No subframe input with lengths below this specific threshold"?
Fortranm
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I'm not sure if it has been asked before, but how feasible is it to add PLAYCHOICE-10 support?
Fortranm
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The counter shows 38. Does it ring a bell? :P https://wiki.metroidconstruction.com/doku.php?id=return_of_samus:data_locations:ram_map Because of the SRAM structure of this game, it is possible to use subframe reset during saving to corrupt the SRAM in such a way that the Metroid counter is saved while the status of each Metroid is not. This combined with the way this game ends, which can be triggered by any missile recharge spot, should allow one to repeated kill the same Metroids until the counter drops to 0 and head to a missile recharge spot to trigger the credits.
Fortranm
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It is surely interesting to see the events of this game done in this order. Great movie. Yes vote.
Fortranm
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Fortranm wrote:
#5239: Fortranm's DS Castlevania: Portrait of Ruin "Sisters Mode" in 24:42.75 Does this quality under the new Standard rules by any chance?
To elaborate on this, is New Game+ (an unintended one in this case) now considered an independent game mode?
Fortranm
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Alyosha wrote:
I have a WIP version of the MC6800 which is used in all the Adam's peripherals, so it's closer then it was, but I don't yet have a proof for it. The only system that used the chip was the APF MP1000, and I lack the motivation to work on such a boring system. Also, the expansion pack for the colecovision that makes most of the Adam games (or ports of them) workable makes it a low priority for me. Still, if someone made an APF MP1000 core to proof out the MC6800, I'd be willing to help put everything together to get a proper Adam core going, but otherwise no.
https://fms.komkon.org/ColEm/ ColEm is open and now supposedly has complete Coleco Adam emulation. How feasible would it be to port the Adam portion of it to Bizhawk?
Fortranm
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CasualPokePlayer wrote:
Gen 1 is already a mess with its branching and the current "game end glitch" run really is only there because of high entertainment ratings allowing it in Moons (and I wouldn't be so certain that can even hold if an improvement just pops up). And the JPN glitch runs don't have that entertainment rating. There isn't a place for it in Standard really, so it probably can't be split off. (Also, you're comparing apples and oranges by comparing the select glitch runs without ACE with English GEG no save corruption runs. ACE is not so hard to trigger with the select glitch and would be faster too, granted little point to trying when no place on the site for such a run).
As a matter of fact, the JPN Green movie from 2010 has 18/19 Yes votes while the Yellow movie from 2019 has 10/12. With all due respect, I don't see where this entertainment argument is coming from. In a case where only one of these can be kept, shouldn't the Green one be preferred especially when it's faster? http://tasvideos.org/Samsara/MovieRulesRewrite/FullDraft.html I'm bringing this up mostly because of "If the fastest time for a game is an ACE run, we also allow a separate any% branch that foregoes it." from the rule rewriting draft. I suppose it's meant to represent the interpretation of the current rules. Or maybe it really only covers ACE as an exception but not immediate save corruption completion?
Fortranm
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[Movie]1639[/movie] More of a reconsideration of the obsoletion chain than re-judgement I guess. If the currently published heavily glitchy runs of Pokemon Gen 1 are there on the basis of "absolutely fastest" and "no save corruption (but with ACE)", can this branch be revived as "no save corruption and no ACE"? Especially when this is actually faster than the ACE run. Alternatively, simply "no save corruption" works too if we consider the initial Japanese release to be different enough from later Gen 1 releases to be considered separate games for this category. #5239: Fortranm's DS Castlevania: Portrait of Ruin "Sisters Mode" in 24:42.75 Does this quality under the new Standard rules by any chance?
Fortranm
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I'm not sure if this falls under rule change or clarification more, but are the typical NG+ modes considered "individual game modes" mentioned for the Standard category?
Fortranm
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Open ROM goes to the SNES folder for all SGB cores.
Fortranm
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SGB and SGB2 firmwares are listed under both SNES and Gameboy on the Firmwares setting, and each entry looks for different files. Also, Open ROM starts at the SNES folder under SGB mode. Is it possible to make it start at the Gameboy folder instead?
Fortranm
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Hartmann wrote:
The shortest route to W8 (1-1,1-2,1-T, 5-1,5-2,5-3,5-G) has already been completed. I'm currently working on W8, but I'm having a hard time adjusting the Flying [?] Block and Hammer Bro movements on the world map, and the items available from them.
So you are completing the game once first? Have you considered the use of glitches related to the Challenge Mode since you will have the option after beating the game once?
Fortranm
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SmashManiac wrote:
Thanks for the temp encode by the way!
No problem! Is there any possibility to change the player's location in the save file via bit swap to perform warping in either of the games?
SmashManiac wrote:
The biggest potential time save appears to be the duplication of Starstones.
One of them can be acquired much earlier than the other 4. Would it be possible to enter the final Act of the story right after getting the boat by duplicating this? Even if the story still needs to be progressed normally until the airplane is acquired so that Beruga's Tower becomes accessible, this could still allow skipping Beruga's Lab and getting the best weapon and armor earlier in that case. I guess this discussion should take place in the thread of that game if it were to continue though. :P
Fortranm
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Link to video Interesting routing in principal and the one actual fight is decent. Voting meh for entertainment. Glad to see a run with this strategy being submitted at last! Do you plan to look into a similar route for Terranigma in the future?
Fortranm
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The 2012 TAS I linked earlier doesn't get Mastermune, but there might be too many other differences to compare?
Fortranm
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https://bulbapedia.bulbagarden.net/wiki/Goldenrod_Radio_Tower#Items Would getting Pink Bow after the final Rocket Executive battle possibly allow a few more OHKOs and save time overall?
Fortranm
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https://www.nicovideo.jp/user/131809/mylist/34053744 For reference, there is a TAS of the Japanese version in 5:49:48.
Fortranm
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Would it have been faster to get Bike Voucher before teaching Cut so that Instant Text is effective during that dialog until the Yes/No option?
Fortranm
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http://tasvideos.org/Movies-C2020Y.html I suppose this movie should be given the same label.
Fortranm
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Samsara wrote:
And here's a list of smaller things that are more dependent on the game, but still objective:
  • Gameplay modes (including things like New Game +)
  • Number of players
  • Character choices
  • In-game defined goals (i.e, achievements, things that reward the player with content)
Will these goal choices likely be eventually added to the new Standard class as well?
Fortranm
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Link to video Seems to be any% no memory corruption.
Fortranm
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Fortranm
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At long last, a submission for this category! I'm probably asking the obvious, but just wondering, is the possibility of getting Goldeen/Seaking to learn Waterfall via leveling up considered in order to skip HM07? https://bulbapedia.bulbagarden.net/wiki/Waterfall_(move)#By_leveling_up
Fortranm
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I wish I watched this before the decision was made. This looks surprisingly good for an INTV game, actually. http://tasvideos.org/Fortranm/ListofDKReleases.html Finally I get to update this page again. Thanks. :D