Posts for FractalFusion


Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
Bernka re-encoded it and uploaded a high-quality encode. I reuploaded it here: http://www.mediafire.com/watch/5ik68sc4rq78dj8/eryisaction.mp4 I uploaded to nicovideo in 3 parts: Account: http://www.nicovideo.jp/watch/sm22115733 http://www.nicovideo.jp/watch/sm22115594 http://www.nicovideo.jp/watch/sm22115535 No account: Replace "nicovideo.jp" with "nicozon.net". Turns out that it is possible to upload in one file as an MKV, but Nicovideo transcodes it, and does it badly. In other news, I've tried to sync the run, but so far I have been unsuccessful.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
Ilari wrote:
There's no real technical reason 50% would be even easier to do than the rest, so if you think you have better speed, speak up.
I was referring more to what speed to play back this TAS in an encode, rather than what game speed the TAS should use.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
Arnold0 wrote:
OMG... Tryed 1.4.0 now, runs at 14 fps (with rewind ON, ~30 fps with rewind off) on the XP1800+ instead of less than 1... ;) At 14fps I think frame advance can be doable, I'll just try my movie file to be sure it sync fine :)
OK, I think I figured out what causes the slowdowns. It is SNESHawk's "Use Ring Buffer IO" option. Try disabling it on the most recent version of BizHawk (that syncs with the movie). See Thread #14542: (SNES) "Use Ring Buffer IO" option seems to cause slowdown for details.
Post subject: (SNES) "Use Ring Buffer IO" option seems to cause slowdown
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
It seems that SNESHawk's "Use Ring Buffer IO", which is on by default, is the apparent cause of massive slowdown in SNES. It has been reported at least once. I don't know what that option is supposed to do, but when it is on, the emulation speed drops to less than 1 fps in my case. Turning it off restores emulation speed to about 30 fps. This is also the apparent cause of 1.4.0's presumed speed superiority in SNESHawk, because "Use Ring Buffer IO" was first implemented in 1.4.1. (I don't presume this anymore, but for a while, I was recommending 1.4.0 for SNES over more recent versions.) So, if SNESHawk runs extremely slowly on your system, try turning off this option (when SNES ROM is loaded: SNES -> Options -> uncheck "Use Ring Buffer IO"). I don't know if anyone else has a different case (where this option improves speed or something).
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
Hm, interesting game. I admit that I had a low expectation of this TAS because of Syobon Action, but this TAS left a far better impression. Physics abuse is great in any game. Here is a link to a blind playthrough of this game, which I suggest watching in conjunction with this TAS. Whoever decided to play this was very persistent. I mean, he even did EX mode in the last video! (This is the mode where you have an actual life limit, and the final boss becomes an actual Touhou-tier boss instead of pretending to be one). Spoiler warning, of course. Account: Part 1: http://www.nicovideo.jp/watch/sm17949238 Part 2: http://www.nicovideo.jp/watch/sm17988395 Part 3: http://www.nicovideo.jp/watch/sm18043538 Part 4: http://www.nicovideo.jp/watch/sm18081098 Part 5: http://www.nicovideo.jp/watch/sm18126098 Part 6: http://www.nicovideo.jp/watch/sm18246552 Part 7: http://www.nicovideo.jp/watch/sm18259122 Part 8: http://www.nicovideo.jp/watch/sm18276367 Part 9: http://www.nicovideo.jp/watch/sm18340803 No account: Replace "nicovideo.jp" with "nicozon.net".
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
Pretty well-done run. I can't believe the rerecord count is only 56762. I expected more like 100K. Though I feel that when watching, the speed is a bit too fast, and the 50% version is too slow. That's just me though.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
Provided that we are permitted any starting initialization for 0x780-0x7FF that we choose, then I have confirmed that sub-1:56 is possible. I still need to check a few things.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
Nicovideo: Link to video The end cutscene is insanely long.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
Here is a comparison encode (ignores autoscrollers). Left is this submission, right is God Hand's submission: Link to video Rushnerd, I have a few points to note: - The other submission seems to have a faster walking speed at some point in the first level. Don't know why. - You use more items and upgrades, which tends to make it slower (even though the final bosses were defeated faster). - There are places where you stop a lot to dodge some enemy attacks. See the other submission; it dodges the attacks without as much stopping. - The parts where you jump into the ship to transition to autoscroller parts tends to be suboptimal. This also applies for the transition after beating a boss; I didn't put it in the comparison encode, but you can jump into the ship without having to walk left a few frames first. - There appear to be a lot of missed shots at the bosses. I don't know if the change from FCEU to BizHawk changed some of the delays, but it it clear from watching that it is improvable.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
Rushnerd: I'll have a look at your run but please be aware that we have these past submissions floating around (the search module, with "Include submissions" checked, will probably catch them). Please do not let Spikestuff affect you negatively; he is known around here to spout nonsense at times, under the guise of constructive conversation (in particular, I have no clue what his last post here means; you can safely ignore it). Edit: Spikestuff's last post was changed.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
Rushnerd wrote:
I knew I should have used the warps. Also why isn't his run listed under "movies" on this site? I only did my run because Claymates wasn't under SNES games. EDIT: Well after watching the guy who used the warps TAS, I can see why you would reject mine. Though i'm wondering if you would if there was nothing to compare it to.
Oh, I didn't realize you were going for warps. It counts as a special goal. In that case, you don't need to beat the run I mentioned above. However, we have existing runs on this site (this movie is listed under the "All" option at SNES, but it can also be retrieved by searching "Claymates" at the search page; this will also give non-published submissions as well). Because of this, you will need to be careful to compare your run with the existing one(s). By the way, the submission text should give important details like how the TAS was made, as well as strategies tested and anything important that would be of interest. If you aim for not using warps as you did here, then that should be mentioned as well. If at all possible, please provide an encode. It doesn't have to be a publish-quality encode, just a temporary encode that any person can easily refer to. If encoding is too much trouble, please make a request to an encoder (preferably one who is known to make these temporary encodes) by private message, either forum or IRC.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
jlun2 wrote:
Since you have seen the TAS (and also have done one for this game), do you think using (only) the instant win glitch would be faster or a combination of both this glitch and the win glitch?
I think that the Coin Case glitch is faster, if it can be arranged so that you don't have to go to Ecruteak City and beyond. However, if there is a way to perform arbitrary execution with a bad clone (without having to glitch the way to the E4 and use the instant win glitch), then that would definitely be faster.
Spikestuff wrote:
"...with the first 125 minutes..."
There is not even 91 minutes in this TAS. Anyway, I don't think it does any good to link such encodes here. The TAS at 20x speed moves too fast to be taken seriously.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
This is a pretty useful TAS to study how to use the coin case glitch. That being said, I really want to see another version. There seemed to be a lot of time-wasting, such as when going back and forth to get a random encounter, and backtracking to areas already visited just to get an item that could have been bought or obtained the first time. Also, I wonder if there is a way to glitch to the hall of fame without requiring so many items.
Post subject: Re: Any button for turbo A and B for Visualboy?
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
Santiago wrote:
Another question, is it possible to throttle a maximum CPU usage for Visualboy? With this i7 computer it goes way too fast when I press the speedup key, I actually miss my old computer now, HAHA.
I guess you mean a maximum speed limit for VBA. Just play normally. No one is forced to use the fast-forward key. Although, you can press the =+ key to speed up (say, to 200%) and -_ key to slow down.
Santiago wrote:
This is the only emulator I know where the Turbo control is so idiotic.
You might want to be careful how you word things. Anyway, I've used turbo/autofire and autohold for many years while doing Pokemon TASes and had no problem with it. Autohold is very useful and doesn't exist in some other emulators.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
I translated it as follows:
(title)

【SFC悪魔城ドラキュラ】新しいバグを見つけたけど【壁破壊バグ】
[Super Castlevania IV] Found a new bug [Wall-breaking bug]

(description)

結局なんの役にも立たなそう。 
In the end, there seems to be no use for it.

(uploader comments)

RTAをしていたときのこと
This is from a RTA (speedrun).

「またリセットか・・・いやタイム止めて通し練習にしちゃおうかな」
と思って肉を取りにいくことに。
When I thought "Reset again? No, I'll practice while the time is stopped", I went to take the meat, and...

?!
?!

見たことも聞いたこともないバグに遭遇。
Encountered a bug not seen or heard before.

消された部分は通りぬけできるようになっている模様。
Indication is that one can pass through the disappeared part.

後で検証したところ、
特定の左右スクロールをさせるとこうなることがわかりました。
Afterwards, I tested it. If one does a specific left-right scroll, this will occur.

これを1面で使えば大幅なタイム短縮になるのでは?
TAS更新できるのでは!と思って検証してみることにしました。
As I thought when I tested it "If we use this in level 1, we can save a lot of time, so we can improve the TAS".

TAS検証に移ります。
So I tried to verify it by TAS.

まず、左右スクロールによって壊れる壁をバグらせます。
(バグったかどうかは目には見えません)
First, use the left-right scroll to glitch the wall. (Whether is it glitched or not cannot be seen.)

スクロールのついでに馬を連れて行きます。
While doing the scroll, take the horse along.

普通に行くと挟まれて死んじゃいますが、
馬のダメージの無敵時間を利用するとこれを回避・・・
Normally when going through, one is squeezed to death, but I tried using the horse for invincibility damage to avoid it...

できると思ったけどダメでした。
I thought it would be possible, but it didn't work.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
feos wrote:
Get an unsigned word from the RAM at the given address. Returns a 16-bit value regardless of emulator. The value will always be positive.
Could the value be zero?
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
Patashu, mathgrant: Now that I think about it, I think that this is just a matter of uninitialized RAM having no standard (with emulators using a custom of 00000000FFFFFFFF RAM initialization) combined with Wheel of Fortune using uninitialized RAM. We can't prove this is a bug; maybe they couldn't care less, or maybe they even intended it that way. Whether this counts as "badly coded" is one's opinion. It isn't, however, "badly emulated". There were actually a few threads regarding this some time ago. One of them involved "Blades of Steel", a game known around here for theoretical discussion and nothing else. Anybody who was around since March 2010 knows what happened next. Thread #8874: Blades of steel proves that TASs are impossible on hardware There is also this surprisingly recent thread: Thread #13888: Defense of initial console state for TAS playback So, if any initialization of RAM is just as valid as any other, maybe we are free to choose how it is initialized, even if we have to start from savestate in FCEUX?
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
とにかくGoogle翻訳(日本語→英語)の言語が分かりにくいです。 それを翻訳してみましょう。 でも、私はファンタシースターIIの方法がよく分からないので、 翻訳が間違う可能性が高いです。 
トリック
Tricks

エンカウント調整
歩き始めるフレームにより調整。これにより出現エネミーを操作している
Encounter Manipulation
Manipulation is caused by the frame which we start walking. By means of this, we can manipulate the appearing enemy.

経験値倍増
一人で戦うことで経験値を多く取得できる
Double experience
Fighting with only one person gives a lot of experience.

ボスエネミーから逃げる
低確率で逃げることが出来る Glitchのほうが良い?
Escape from boss
With low probability, we can escape. Isn't it good to glitch?

預かり所Glitched
発動させたいキャラの道具欄を空にする
セントラルタワーの友達の部屋へいき道具を持っているキャラを選択後キャンセルして
道具を持ってないキャラを選択すると道具数が0から255へ一時的に書き換えられる
そのまま預かり所を出ると0にもどってしまうので255番目の道具を預けて254個に確定させる
Central Tower Storage glitch (All versions)
Empty the inventory of a character which we want to activate the glitch.
After going to central Tower's Friend Room, after selecting character with items, cancel. Then select character without items, and then item count will go from 0 to 255 temporarily.
Then, since otherwise item count reset to 0 after leaving the storage room, store the 255th item so that he has 254 items.
本来道具は16個までしかもてないため17個目のアドレスは16個目の次のアドレスを参照している
これによりネイのステータスを調整することで欲しい道具を取り出す事が出来る
主に数字の調整が早いのでEXPを使用する(
ティムを取得するためLV6まで上がるので力、すばやさ、攻撃力を22,40,39と調整する
Originally, a character can only carry up to 16 items, so the 17th item refers to the memory address after the 16th. Because of this, one can manipulate the Nei status to give any desired item.
Mainly, it is quick to manipulate the numbers so we use the EXP. In order to get Teim, until Lv. 6 we raise Strength, Agility, and Attack to 22, 40, 39 by manipulation.

取り出している道具
ストームギア 全体攻撃道具 敵の攻撃アニメーションをカット 余分な買い物カット
ティム 橋のイベントをクリアするために必要
ネイシールド、ネイショット、ネイケープ、ネイフィールド、ネイエーメル、ネイメット、ネイクラウン
ラストダンジョンに入るためにネイシリーズ8種類が必要なためそのうち7種類を集める
ムーンアトマイザー 主人公の家で仲間追加イベントが発生するため生き返らせる必要がある
Produced items
Storm Gear: All attack items, enemy animation cut, extra bought items cut.
To clear Teim bridge event we need:
Nei Shield, Nei Shot, Nei Cape, Nei Field, Nei Emel, Nei Met, Nei Crown.
Of the 8 Nei Series required to enter the final dungeon, we eventually collect 7 of them.
Moon Atomizer:  At the main player's house, in order to add an ally, it is necessary to be revived.

並び替えGlitched
仲間を4人そろえた状態で並び替えを選択し上を押しながらCキーを一定間隔で押すことでglichキャラが登場する
登場するキャラクターは任意で選択することはできない
ネイソードとネイスライサーを持ったキャラクターが出るまで実行しそれぞれ取り出す
このGlitchが発動するとネイソードが使用可能となりラストダンジョン以外からエスパーの館へワープできるようになる(1回のみ)
エスパーの館にいきルツと会話するとネイシリーズがそろっているのでラストダンジョンに突入できるようになる
List order glitch (JPN only)
When one gets 4 allies, select list order, and then press C key for a fixed interval while holding the up key, and a glitched character will appear. This character cannot be selected voluntarily. Until a character with Nei Sword and Nei Slicer appears, several kinds of glitches occur. When we use these glitches, Nei Sword becomes available to use, and we can Warp to the Hall of Esper from anywhere except the final dungeon (once only). After going to the Hall of Esper, when we talk to Ruth, we collect all the Nei Series so we can enter the final dungeon.

前回からの変更点
ストームギアを使用しアニメーションカットと武器1個、防具全部購入カットに成功 2分の更新
防具をそろえる必要がないため防具アドレスより小さいすばやさアドレスを40にし8フレーム更新
ムーンアトマイザーの取得アドレスを精神力から力に変更し2フレーム更新
敵との戦闘結果が変わったためダークファルス、マザーブレイン戦で逃げるのにそれぞれ200フレーム程度ロス 
Changes from previous version.
When using Storm Gear, animation is cut for one weapon. Also cut for buying armor. 2 minutes saved.
In order not to need to collect armor, make Agility as 40 to be less than armor address. 8 frames saved.
Address for Moon Atomizer obtaining is changed from Will stat to Strength. 2 frames saved.
To change the result of the enemy battle, even though we escape from Dark Force and Mother Brain battles, 200 frames are lost.
ところで、(Luck)Manipulationということは調整や乱数調整の意味です。 TASVideosのページフォーマットに変更して:
!! Tricks

! Encounter Manipulation

Manipulation is caused by the frame which we start walking. By means of this, we can manipulate the appearing enemy.

! Double experience

Fighting with only one person gives a lot of experience.

! Escape from boss

With low probability, we can escape. Isn't it good to glitch?

! Central Tower Storage glitch  (All versions)

* Empty the inventory of a character which we want to activate the glitch.
* After going to central Tower's Friend Room, after selecting character with items, cancel.
* Then select character without items, and then item count will go from 0 to 255 temporarily.
* Then, since otherwise item count reset to 0 after leaving the storage room, store the 255th item so that he has 254 items.
* Originally, a character can only carry up to 16 items, so the 17th item refers to the memory address after the 16th. Because of this, one can manipulate the Nei status to give any desired item.
* Mainly, it is quick to manipulate the numbers so we use the EXP. In order to get Teim, until Lv. 6 we raise Strength, Agility, and Attack to 22, 40, 39 by manipulation.

! Produced items

* Storm Gear: complete attack items, enemy animation cut, extra bought items cut.
* To clear Teim bridge event we need:
Nei Shield, Nei Shot, Nei Cape, Nei Field, Nei Emel, Nei Met, Nei Crown.
* Of the 8 Nei Series required to enter the final dungeon, we eventually collect 7 of them.
* Moon Atomizer:  At the main player's house, in order to add an ally, it is necessary to be revived.

! List order glitch (JPN only)

* When one gets 4 allies, select list order, and then press C key for a fixed interval while holding the up key, and a glitched character will appear. This character cannot be selected voluntarily.
* Until a character with Nei Sword and Nei Slicer appears, several kinds of glitches occur. When we use these glitches, Nei Sword becomes available to use, and we can Warp to the Hall of Esper from anywhere except the final dungeon (once only).
* After going to the Hall of Esper, when we talk to Ruth, we collect all the Nei Series so we can enter the final dungeon.

! Changes from previous version.

* When using Storm Gear, animation is cut for one weapon. Also cut for buying armor. 2 minutes saved.
* In order not to need to collect armor, make Agility as 40 to be less than armor address. 8 frames saved.
* Address for Moon Atomizer obtaining is changed from Will stat to Strength. 2 frames saved.
* To change the result of the enemy battle, even though we escape from Dark Force and Mother Brain battles, 200 frames are lost.
よくビュレットを使うほうがいいでしょう。
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
Here's the full puzzle list (ROM file 0x109DE-0x14617, NES address 04:89CE-05:C607). http://pastebin.com/rq2PmccX However, half of the puzzles are disabled in emulators that use 00000000FFFFFFFF RAM initialization, such as FCEUX and BizHawk 1.1.0 and 1.5.0. The reason is that the game uses address range 0x780-0x7FF as a bitfield to keep track of puzzles already done (0=not done, 1=done), but never initializes the range. Therefore, the 00000000FFFFFFFF initialization disables those puzzles whose "number" is greater than or equal to 32 mod 64. Note that BizHawk 1.3.0 and 1.4.0 (maybe others) use 55AA RAM initialization. So it also disables half of the puzzles, but a different kind of half. (I don't really see this as proper design in any case.) Also, I didn't mark it in the text dump, but the last 24 puzzles not starting with ! are disabled anyway (and regardless of any RAM initialization) because of the way the game selects the puzzles. The selection procedure is around 04:8006 in NES memory, if anyone wants to check it out. General RNG procedure starts at 00:8C4C. The RNG is manipulated by any controller input at any time while it runs the procedure, which is most of the time. Edit: Technically, the above puzzles can be eventually enabled, but only after answering all the "not-done" questions. That's a lot of them.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
We have a publication that completes this game in about 15 minutes or so: [2215] SNES Claymates by quietkane in 15:21.92 This submission is slower and cannot be accepted (unless there are special goals like 100% that I am not aware of). You are welcome to improve the movie that I linked above.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
N. Harmonik wrote:
I wonder if using Clefairy/Clefable would be faster in the first generation games as well.
Post #352705 aruka did a good job of Pokemon Blue TAS (mostly glitchless) using Nidoking line. I doubt that Clefable line would be faster. In Gen. 1, Pound and Mega Punch are long-delay attacks, so that would hurt Clefable in the long run. Horn Drill and Fissure are extremely useful (because OHKO attacks are based on Speed in Gen. 1, not level), but Clefable does not learn them whereas Nidoking can learn them.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
I wonder if it can still be made faster. But that's wishful thinking, I guess.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
I found this when someone uploaded the recent FR/LG TAS to Nicovideo: http://no2.pic.bz/document/appear/encount-fl.html It has information on FR/LG encounters (there are also pages on Ruby/Sapphire encounters and on Emerald encounters). Translation:
Rate of encountering Pokemon for FR/LG

In FR/LG, 15 types of encounter number (01・02・03・04・05・06・07・08・09・0A・0E・14・15・19・3C) exist. It determines whether Pokemon is encountered or not, as described next.

A=(8-(encounter number/10))*256
B=1280
The following modifications:
- Black Flute -> 2x A, 0.5x B
- White Flute -> 0.5x A, 1.5x B
- Lead Pokemon holds Cleanse Tag -> 4/3x A, 2/3x B
- Lead Pokemon has Stench -> 2x A, 0.5x B
- Lead Pokemon has Illuminate -> 0.5x A, 2x B
Divide A and B by 256, and then, if X is less than A, and if random number from 0 to 99 is greater than or equal to B, then there is no encounter.

C=encounter number
- riding bike -> 0.8x C
C=(C*Y*16)/200)
- Black Flute -> 0.5x C
- White Flute -> 1.5x C
- Lead Pokemon holds Cleanse Tag -> 2/3x C
- Lead Pokemon has Stench -> 2x C, 0.5x B [*]
- Lead Pokemon has Illuminate -> 0.5x C, 2x B [**]
If C is greater than or equal to 1600, set C to 1600. If random number from 0 to 1599 is smaller than C, then there is encounter.

X: Number of steps taken with possibility of encounter.
Y: During calculation for A and B, if there is no encounter, add to the sum total the encounter number of the map. [?] 
After encountering a Pokemon, or when changing map, X and Y reset to 0.
[*] I suppose this is an error; meant to say 0.5x C. [**] I suppose this is an error; meant to say 2x C. From what I gather, A and B represent the initial phase. A/256 represents the number of steps which determine encounter by the universal RNG (for 0x3C=60, this gives A/256=2, so 1 step) and B/256=5 represents 5% chance of encounter in this phase. After this initial phase, C/1600 represents the chance of encounter. Here it uses the special encounter RNG that advances only by step. It is influenced by Y in the above formula. I don't know exactly how Y works though, but it may explain what mkdasher found (that a wild encounter may or may not occur for a RNG mod 1600 that is around 340-350). Note that if C=0x3C=60 and Y=70, then C*Y*16/200=336.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
Judging from ColdStardust's history, he has begged for second chances at least twice before. He has freely "admitted" to trolling (and being banned from) sites before, including this site as well as SM64.org. According to Mothrayas, he has also personally "admitted" to trolling from the ColdStardust account and he has attempted to libel some known SM64 TASers in no uncertain terms (that post has been removed from public viewing). He has also caused confusion on this site by repeated attempts to implement and discuss "multiple users of ColdStardust" as well as deleting the content of his own posts. He has posted mostly off-topic material and has hardly contributed anything of worth to this community. ColdStardust is now banned from this site (most likely permanently). To users of this site: Please avoid responding to bait posts. You will know when a post is this when you see it.