Posts for GJTASer2018


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GJTASer2018
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Very impressive for a game that has most of its frustration in the control scheme - anyone that's tried to play Crazy Climber or one of its ports will know what I'm talking about. This is particularly noteworthy not just because it's a technically impressive port of an arcade coin-op, but because it was the first of four games that were only available at the time to Atari Fan Club members (making it a very rare cartridge to find today). Hopefully once MAMEHawk is a fully-fledged (pun intended) core we can see a TAS of the Crazy Climber arcade game, as this port has only a bare shadow of the original version's quirky charms...
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AtariProtos has a useful page on this game for anyone not familiar with it. Although it's considered a prototype, the game appears to have been completed (or nearly so) - it was never released due to a combination of the divided rights to the LotR franchise (you might have heard of this before) and the Great Crash of 1983. Voted "Meh" because it's just not a very good game, unfortunately...
GJTASer2018
Posted: 5/14/2022 12:06:04 PM SiteGame page maintenance
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feos wrote:
The only other DB where short name of a software was limited to 8 letters was MAME, and it was only limited because of 100 year old DOS limitations for filenames. Now that's where inventing the short name could be tricky, since it has to also remain unique. Some people may see value in us listing what MAME calls a given game, but their system is also weird, like they consider the European name the default and add extra identifiers to other versions, and sometimes those identifiers feel backwards.
Don't forget that MAME's "shortnames" for some games are also changed whenever a new version is released. For example, the database of MAME Action Replay is peppered with game notes in the style of: "Renamed from 'something' to 'something else' in MAME version 0.XYZ So use shortname 'something' for versions before XYZ And use shortname 'something else' for versions XYZ onward" Trying to keep track of the shortname changes for a submission the same way the MAME team does just sounds like unnecessary extra work and headaches in my opinion...
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Memory wrote:
TheKDX7 wrote:
Is there a reason this TAS is slower than the current RTA record ? https://www.speedrun.com/999#All_Endings
that was with JP text which is much faster
I know in most cases regional and text differences are ignored when it comes to judging optimization, but in this case we're talking at least 3 hours difference in a movie that tops 9 hours. (And if you look at the other branches on the Speedrun.com leaderboards, they are all topped by the Japanese version as well by significant amounts.) Is it worth making an exception for this case when you have a known gap of this massive a size?
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10 turns The Dark Side wins
Must... resist... making... Star Wars... reference... (votes Yes)
GJTASer2018
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So basically the bot found that to break this port of the game is to "Press Up+B in certain places to get weird, unintended behavior to happen" and then you had to figure out the RIGHT "weird, unintended behavior" to generate that didn't softlock or crash the game...
GJTASer2018
Posted: 3/27/2022 12:16:56 PM BizHawkBug Reporting
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@RadRedRooster, are you getting any error messages when you try to load the ROM?
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Wait, so where's the lawnmowing...? Oh right, it's based on that weird-as-all-get-out movie! :P
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... I think my jaw just hit the floor seeing this here...
GJTASer2018
Posted: 10/31/2021 7:49:47 PM Post subject: Re: #7226: DreamYao's NES Teenage Mutant Ninja Turtles in 15:36.19 Published movies#7226: DreamYao's NES Teenage Mutant Ninja Turtles in 15:36.19
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feos wrote:
Fixed ROM hashsum in the movie
What was wrong with it? (Mostly asking so that other people that potentially want to TAS this game don't make the same mistake DreamYao did...)
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(eagerly awaits a temp encode) Also, for anyone that doesn't have any idea about what this hack is here's the RomHacking.net page. This is listed there as completed with version 3.5 in March 2016, so it's safe to assume there won't be any further work done on this hack.
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theballaam96 wrote:
I feel like this is a good candidate for the vault standard
Fixed. There's no reason you need to use that word ever again on this site. ;)
GJTASer2018
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You should give a MasterClass in lag reduction for NES TASing. ;)
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So in the future TASers using non-current versions would just have to be sure they pick a developer-stated "beta" instead of whatever's available at the time. (Assuming the devs care enough about such things - many won't, of course...)
GJTASer2018
Posted: 7/19/2021 12:00:10 PM Tool-assisted laboratoryNES Console Test Runs
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Alyosha wrote:
NESHawk currently does not match any of the 4 options, as expected since no DMC games work. But now I very clearly know what I'm looking for, should only be a matter of time.
So once the DMC games work would NESHawk be close to 100% emulation of an actual console?
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I'm curious how this managed to break the file size limit when there's been PSX submissions longer in length than this before that didn't have that problem...
GJTASer2018
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EZGames69 wrote:
Arc wrote:
Coauthor
What do you mean?
If DreamYao modified the current publication for this game in this submission, then Arc (and probably Koh1fds) needs to be credited.
GJTASer2018
Posted: 5/9/2021 5:43:32 PM Post subject: Darxide (Sega 32X) Sega Genesis GamesDarxide (Sega 32X)
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This was a rare, European-exclusive release for the Sega 32X. Has anyone tried to TAS this already? It seems to be one of the few 32X games that have TAS potential... Link to video
GJTASer2018
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Wipeoutjack7 wrote:
I haven't tested all possible winds on 9
Something tells me that even if you found a value for the wind that worked, you'd lose more time trying to manipulate for it than you'd save by avoiding the second shot...
GJTASer2018
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Throw this in the deepest depths of the Vault and leave it there!
GJTASer2018
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I think the only time I've seen "sped-up" encodes are ones where loading screens and such are removed. Even the longest currently accepted submissions don't use any kind of speed up in the way you're proposing.
GJTASer2018
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deuxhero wrote:
One or more of the four may have already failed verification attempts
An old Bionic Commando submission had failed when someone tried to verify it. The 100% category submission for Metroid has already been console verified. Haven't found anything on the other two games, though.
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To be fair, the gangster on the US cover is a frequently seen enemy in the game - perhaps the marketing team thought showing him instead of the ghost would fit the "Avenging Spirit" title better?
GJTASer2018
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Good video, but I'm wondering if the game keeps getting harder on subsequent loops. I found an old YouTube video of the MSX version and someone posted the following comment on it:
Guess what, when I was like 10yrs old, I climbed to 2000m ten times in a row. It got more and more difficult (not much) but after completeing (sic) it 10 times, it started easy again, as if I had started a new game.
It really should be checked if this also applies to the SG1000 version of the game.
GJTASer2018
Posted: 9/24/2020 12:31:07 PM Published movies#6889: nymx's C64 Confuzion in 26:58.33
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If this is what a human can do unaided, it will be truly jaw-dropping what a bot can accomplish in this game! I have one question though: Does the game keep track of how many sparks you have in reserve beyond 9? If so, are there any glitchy effects when the number reaches certain thresholds? (100, 128 and 256 would be good ones to test for this purpose)
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