Posts for GJTASer2018

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GJTASer2018
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Joined: 1/24/2018
Posts: 303
Location: Stafford, NY
Would these timesaves also work on the NES or Famicom original Super Mario Bros.?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Joined: 1/24/2018
Posts: 303
Location: Stafford, NY
Patashu wrote:
It's too bad this can't be console verified because the route/tricks used are very funny.
Not consistently verified, anyway - a verification could still happen by pure (unmanipulateable) chance. The only foolproof way to test whether the save corruption works on a real console is to use a brand new, unopened GBA cart - which means you run into the same problem as Space Station Silicon Valley's mandatory first boot cutscene (in other words, no one is going to risk ruining their "mint condition" cart to test something that's not likely to work anyway).
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Experienced Forum User
Joined: 1/24/2018
Posts: 303
Location: Stafford, NY
Two questions: 1. Are you not allowed to carry more than one key at a time? (Would save quite a bit of backtracking if you could!) 2. There's no way to clip through the platform to the left of the locks and skip having to get the keys altogether?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 303
Location: Stafford, NY
It's interesting to see a NASCAR-themed computer game from a time when the sport was just starting to become a big thing across the U.S.A. (thanks mostly to the featured Richard Petty as well as Dale Earnhardt Sr. - RIP) instead of exclusively appealing to "redneck Southerners". Doesn't stop the game from being all kinds of jank, though - especially it being one of the earliest instances of obviously cheating AI racers (for example, you never see THEM needing to stop for fuel or having THEIR engine blow out).
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 303
Location: Stafford, NY
But for any adventure with randomized dungeon layouts, including the published "Grail Quest" run, I would imagine the Friar is actually the fastest character to use, as long as you can find a seed that has a lot of potions which can be used for 2x speed.
It would probably take some code disassembly, but if someone could work through the algorithm the game uses to generate the items in the dungeons you could work backwards from that to an ideal starting RNG value for the Friar (assuming one exists, of course).
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 303
Location: Stafford, NY
Is there a maximum to the amount of money displayed, and if so what happens when you reach that amount?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 303
Location: Stafford, NY
CasualPokePlayer wrote:
This would more only occur anyways if you're using something older than Windows 10 1607. I have just fixed this in the latest master.
For reference,1607 would be the "Anniversary Update" (build number 10.0.14393) released a little more than a year than the original Windows 10 public release. Outside of certain enterprise situations that BizHawk would almost certainly never be run in the first place, the only practical end users that would run into this problem are those running freshly installed and unpatched Windows 10 systems (something that an end user should not be doing for security) or the end users still on a version older than Windows 10.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 303
Location: Stafford, NY
I'm reminded of the discussion over Noxxa's GTA 2 submission watching this - there's a lot of loading screens and not a lot of gameplay time. And that imbalanced ratio just drags the whole experience down. Abstaining from voting.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 303
Location: Stafford, NY
In technical terms, the skip here seems to work similarly to the one that lets you go straight to the Doppler stages in the PS1/MMXC version of Mega Man X3. However, there's one big difference - in the case of Mega Man X3, the skip still lets you play out the ending cutscene and credits "normally" after beating the Doppler stages. That's NOT true here, as the ending cutscene doesn't play after beating Drakken and the credits have to be selected manually. (Are the credits always available from the options menu or do they have to be unlocked in some way?) I'm skeptical of counting this as "beating the game", especially if the credits can be selected from the get-go and don't have to be unlocked.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 303
Location: Stafford, NY
(Waits for KusogeMan to finish elaborating on what exactly he's talking about because surely he didn't mean to just leave things on a one sentence explanation, right? :) )
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 303
Location: Stafford, NY
12 is a triangle and 17 is a square, then multiply that together according to a diagram where you figured out that those shapes represent those numbers and hey 204.
I've seen the same kind of concept as clickbaity advertising about how smart some people supposedly are. Honestly, this kind of thing should be solely relegated to middle school math tests. :P
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 303
Location: Stafford, NY
For reference, the AZERTY layout is the de facto standard in France. xy2 is from France and McBobX is from Morocco, which was partly a French protectorate for many years and still utilizes French often as a language for conducting business and diplomacy with the outside world. You wouldn't think we'd need to specify the keyboard layout for syncing purposes in libTAS submissions, and yet now we may have to do exactly that in the future... (facepalm)
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
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Joined: 1/24/2018
Posts: 303
Location: Stafford, NY
Although the run itself looks impressive, I've abstained from voting because of a possible technical concern I noticed in the encode. If you get items (birdseed or eggs) at a quick enough pace after the fourth one both the bonus counter and death timer will stop for a while until a large enough gap occurs between collecting items. This happens throughout the run, but is a little more obvious on the Mother Duck levels. Is the game supposed to work this way, or is there an emulation error here?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 303
Location: Stafford, NY
I do know of the special extra on the Japanese version of the Mega CD port but I'll leave that as an exercise for the viewer to discover that for themselves.
You're not talking about the topless Time Gal picture you get after beating the game on Hard and waiting long enough on the credits screen, are you? ;3
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 303
Location: Stafford, NY
I would vote for "each of the 128 quadrant possibilities needs to show up at least once" (ideally without arbitrary password usage, just by playing through the levels from power on). It would be a way to show off "all content" without going the absolutely bananas route of asking all levels be done. (Sure, "all levels" could be theoretically done by TASing individual quadrants and stringing the individual efforts together through copy-pasting, but you would doubtless still exceed the Desert Bus submission in length - I don't think any member of the site staff would want to deal with that kind of madness again. :P )
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
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Joined: 1/24/2018
Posts: 303
Location: Stafford, NY
"All symmetrical levels" would probably be a reasonable Alternative goal choice. But for a more straightforward way of dealing with the goal choice of this submission, the submission text provides a pathway for doing that:
The first MAX level is 164, which requires playing at least 19 levels to get there (16 of which are perfect).
Assuming that the level order is not randomized, starting at the same starting point (i.e. power on of the locked on S&K + Sonic 1 cart) and playing until you reach a MAX level for the first time would be the better way to approach this goal. Yes, it would be a lot longer. Yes, it would be at least somewhat repetitive (albeit perhaps not as much as you might think given the 128 chunks that are used in the generation code). BUT, it would be much more likely to be accepted and published than the arbitrary entering of passwords going on here.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 303
Location: Stafford, NY
Ah yes, one of the earliest good examples of procedural generation in video games - although I personally think someone in Sonic Team took what was supposed to be a joking "feature suggestion" way too far.
(no please don't force me to TAS all 134217728 levels, I am not Blue Sphere Guy)
Wouldn't that be longer than the Desert Bus submission, which was already itself problematic to handle? I don't think any sane person is going to be asking you to do that. :)
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 303
Location: Stafford, NY
There's some level of insanity involved in creating this hack, and an even greater level of insanity in TASing it! (Yes vote) Plus, you didn't have to break BizHawk to make it, unlike what happened with the actual Desert Bus... :P
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 303
Location: Stafford, NY
I do love the idea of making these old games do strange things just by being too good at them. Yes vote! EDIT: It might help to put timestamps for the temp encode in the submission comments so that people can jump directly to the most interesting parts. Also, I'm assuming the "typoed" versions of the level names reflect the ingame corruption going on at that time?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 303
Location: Stafford, NY
Could we use the dev or publisher in parenthesis instead of the author when they are known, to make it a little more consistent with how similar situations are handled on consoles?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 303
Location: Stafford, NY
Someone at Athena: "Plot?! We don't need to come up with a plot for this Surround knockoff! Just rip off Mega Man's excuse plots and make sure to change all the character names and designs so that Capcom doesn't notice!"
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 303
Location: Stafford, NY
Seeing Amy this ridiculously OP here makes one wonder if she let herself get kidnapped on purpose in CD just because she thought playing the damsel in distress would get Sonic to fall in love with her. Or maybe she intended to be a big distraction for Robotnik all along and make Sonic's job easier in that game. (I'd be very curious if the budding "Sonic Movieverse" ever touches this subject...) Anyway, Yes vote for the crazy speed and clipping.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 303
Location: Stafford, NY
Here's a trick not documented in the manual that might help:
StrategyWiki wrote:
if you fire a shot at that sign on the right side of the screen with the musical note in it, the note will disappear and the music will stop... if you finished one round with the music off, the next round will start with the music back on again.
If there's a lot of lag frames in the run, you may save more time by shutting off the music (reducing the amount of work the program has to do and thus the chances of lag frames) than you would spend moving the gun over and back to take the shot to turn it off. I think it's worth at least investigating whether it could help or not. :)
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 303
Location: Stafford, NY
fsvgm777 wrote:
EDIT: Nevermind, got it to sync. I had to add -g gl to the command-line options.
This probably should be added as a note somewhere in the submission text in case anyone else has trouble with sync in the future...
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 303
Location: Stafford, NY
Ah yes, the good ol' "clip and zip to do a level wrap" glitch; very familiar to anyone who watches 2D Sonic games being TASed. Yes vote. (At least I'm assuming it's a level wrap where the player ends up at the very right end of the level map by underflowing a location coordinate - have you looked in memory to confirm that because we don't have camhacks?)
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
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