Posts for FractalFusion


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Vatchern wrote:
When zipping though the last "water" filled long hallway in wily 3, does it make it faster if you rapidly press start/select all the time? I find it kind of annoying :).
When Megaman is in faintwarp, the game lags less (no collision checking).
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There's already a thread about general Pokemon R/B. I recommend that you post there: http://tasvideos.org/forum/viewtopic.php?t=2352 And the link that you posted doesn't work, because it should be forum/ and not forums/. Otherwise, good luck on your run. Did you get the emulator to work?
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JXQ wrote:
It takes those who are in charge of maintaining the movies to define what it is - not anyone else, including me, the passive-aggressive complainer, or you, the one who is trying to speak in Bisqwit's absence - otherwise circular discussion will (and did) occur.
If you and I and everyone else have no interest in even trying to help solve the problem, then the people up there (Bisqwit and the publishers) certainly don't, which is what is going on now. So complaining any more won't solve anything. Let's stop complaining.
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JXQ wrote:
nitsuja wrote:
What was wrong with my attempted definition (at the end of page 5)? That seems to be the only obvious pattern followed by the movies that are already in that section.
My point has been that all of us can throw in our perceived definitions, and all it does is clutter things up without getting to the root of the confusion.
You are invited to make a new thread. If you believe that doesn't help, go and PM Bisqwit with ideas. Although you have the most complaints about the "concept demo" definition, I have not seen one idea from you which you believe best defines a concept demo.
NecroVMX wrote:
(some long-winded post)
That was unnecessary, and hypocritical too.
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Using the memory viewer, which requires some experience.
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The game determines the order of your deck using offsets. The deck itself is always fixed (and in ID order), unless you add or remove cards. If there is a random value that gives the CPU offsets for a bad hand, but the offsets for your hand don't give what you want, perhaps it is possible to go back and change the cards and get a hand that you want. I have not yet verified that it works, but give it a try. http://www.datacrystal.org/wiki/Pokemon_TCG:RAM_map Ex. If you manipulate the Rock Club Leader to have only two Digletts, but the offset of one of the cards in your hand points to #30 -> Nidoran Female and Nidoran Male is at #32, go back and replace 2 energy with 2 trainer cards, and then #30 becomes Nidoran Male.
Maza wrote:
I'd say: continue on! But I'm no expert in chopping ROMs to pieces, like our friend FractalFusion, so you might wanna hear other people's oppinions also.
I chop RAM to pieces much more often than ROM, which most people do. The one ROM I analyzed was NES Monopoly (it was an ASM analysis), and that was after Acmlm (expert ROM hacker) got started on it, and FCEU has a good debugger. As far as I know, VBA has no debugger (the "Disassemble" option doesn't do anything good). Edit: The run looks good and I recommend that you continue.
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Sir VG wrote:
Question: Why do you think the site is named "TASVideos"? Please think about that for a while. Thank you.
Please be nicer to a newcomer.
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How come we can't edit movie classes anymore?
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moozooh wrote:
If "anything" = "a normally long game luckmanipulated into a very short run", then I think it isn't something really new.
The thing is that not all viewers would catch on (and even if they knew, they wouldn't care). Even if the probability of landing the scepter on (11,5) or (11,4) was 1 in 100 million (which it isn't), it wouldn't change anything. As evidenced from this thread, the reaction is divided into two groups. But that's what Zurreco is saying as well.
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xoinx wrote:
I have a question on the multi track recording... if player 1 inputs were made first and the game emulated those frames based on a player 2 staying still, then wouldn't recording a player 2 input afterwards screw up the way it randomizes the game and also desyncs for player 1?
Not always. I think each player input is done on a small-enough interval to prevent it from happening most often, and reduce the damage if it does.
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Zurreco wrote:
RT-55J wrote:
Why has this movie not been published yet?
Enough people found it non-interesting, which causes enough doubt to hold back encoding. Granted, encoding this would take only 5 minutes, but hey, principles.
Well, it's already accepted. But I think the reason is that the publishing of this run will change the direction of this site drastically, so the publishers are afraid to publish it. (Encoders have no such fears, unless they are also publishers). If someone (new) saw the title "Aqfaq's Genesis King's Bounty in 00:10", it might lead that person to think that it's an "anything goes" site, which is not true.
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AOi wrote:
I thought playing with savestates was less exciting to look cause player was never in trouble. I can provoke troubles but no fun if they are provoked. I think the interesting side of this game is adaptation, and schedule all results no fun. Hard combos are less exciting that adaptation of user. There isn't slowndown too.
You can post real-time speedruns here: http://tasvideos.org/forum/viewforum.php?f=9 But the submission is for tool-assisted movies only. It is possible that tools (savestates, slowdown) make it more exciting, if it enables one to do something that no one else would think. It depends on the game.
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hardest mode without savestates, not always win, not perfects moves, just real game.
I recommend that you read the why and how. We use tools such as savestate and slowdown (frame advance).
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Bag of Magic Food wrote:
How come the "Disable HTML in this post" option doesn't do that?
Because an automatic link is not HTML. Also, [b][/b] is BBCode, not HTML, so it will not appear either.
Many users wrote:
(spam)
One day, Bisqwit will make post counts invisible. That will stop the garbage flowing into this site.
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This movie doesn't have to be a "concept demo". Regardless, we should make a new category called "Uses warps²". Either that or label Pom's movie "best ending".
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Chamale wrote:
It's called sarcasm. It's very common in many cultures.
I do not recommend it. Most users on this site cannot catch 50% or more of sarcasm. Either that or they refuse to acknowledge sarcasm.
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JXQ, it is OK to pitch ideas of how a concept demo could (or should) be defined, but saying it the way you did will cause Bisqwit to ignore you completely.
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AKA wrote:
I willing to bet that there is a game that can be beaten faster.
Here you go.
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I know this run is that good when I miss a glitch right from the very beginning and have to replay it again. Yes vote and 10/10. Call us when you come back to real life. :)
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In regards to the concept demo situation, yes, it's sad that this entire site is shifting towards the "concept demo" (me included) and away from what really makes a TAS worth publishing.
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Angerfist, please stop flaming. I find the ROM rather hard to find, despite being a very well-known game.
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Phil wrote:
Instead of whining and being negative, you should explain why. If you check the correct RAM value, I am 100% sure it will show the game has been beaten.
Maybe he was negative, but whining he was not.
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DUT wrote:
An d i Saw something strange... The gens emu... It can record an input, stop, save and continue to record at the same input? That make´s it easier, no?
Correct. All emulators that we support can do that. It's a handy tool. We can't do everything in one day. It usually takes a long time.
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Here are where the time-savers occurred: Intro: - Leading with a charged shot against the bee miniboss in the intro stage, using the cars to to go forward faster, and manipulating Vile. 2 seconds Chill Penguin: - Jumping from slopes. This alone saved 2 seconds. - Better Chill Penguin fight, which saved 2 seconds. Boomer Kuwanger: - Jumping through ladders without grabbing them, and overall better jumping game. 6 seconds - Not having Homing Torpedo. -3 seconds. Sting Chameleon: - Getting past the rock monster without waiting. About 20 frames. Also charging up against Sting Chameleon, saving 5 frames. Storm Eagle: - Lag reduction and better platform management. 1 second. - Having Chameleon Sting. 5 seconds. Spark Mandrill: - Jumping through ladders without grabbing them. Maybe 1 or 2 seconds. - Better miniboss fight. 3 seconds. Armored Armadillo: - Lag reduction. 1 second. Launch Octopus: - Better miniboss fights. Using Chameleon Sting on the subs and a combination of Boomerang Cutter and Storm Tornado on the serpent. 2 seconds.
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kirbymuncher, the random variables controlling the RNG in this game appear to be at CACA-CACB. I determined the following: - Coin flips cannot be manipulated except for doing coin flips or deck shuffles in advance. The variables only change when needed. - The variables change every frame on the overworld and in the menu, but do not change at all when modifying a deck. If you hit a good RNG value with maybe 20 frames to spare that gives opponent a bad hand, but does not give you a good hand, see if you can modify your deck beforehand to give yourself a good hand. The cards in your deck are stored in order of ID number.