Posts for Greenalink


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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
I guess deathwarping after getting the 99 charmstones would also make you lose time, consering you got an elixir?
Death warping makes you lose your secondary weapons including boomerang. For the actual publication I wonder if there is a way to use the Wii VC version rom as that one removes the flashing seizures, otherwise a warning before the final boss may be required
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
Posts: 289
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The VC version of this game is coming to America Wii U systems today. It will be the first time to get official translations of the missing 26 levels that were JP only in the past... that's if they decided to release all 38 and not the original 12. I had access to the official Mad Dash level on my GBA cartridge for quite a while thanks to both the special Save file from a Youtuber who had the official level data and the save manager feature on DSi Action Replay to import these special saves to my GBA cartridge. Edit: It is confirmed that the US release of this Wii U VC game has all 38 levels on 1 save file. A rom dump is pretty much a must now to get this World-E TAS accepted.
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
I can confirm from this video that: The Wii U VC version of the game is a hacked copy* because it removes the 32 level limit. Now if the hackers can figure out a way to dump the GBA rom then it should be the rom used for the World-e TAS runs. Version doesn't really matter unless the international release cuts the content down to 12 (to match the US version) or none (to match the EU version). https://www.youtube.com/watch?v=ZsFWl_VRN_Y *Similar to NES Donkey Kong Original Edition version as it includes the missing cement factory level.
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
Anyone got experience with ram watching for sub pixel values? There is a lua script from one of the rejected submissions in the past but it is only compatible when playing through World E levels, not regular levels. Anyway I'm trying to make a SNES vs GBA comparison and this floor zip is the only recording I am having difficulty with. All I want is a VBA movie file* with this zip happening, I know Mario dies after the zip due to an extra camera lock added by the end of the room. http://www.gamefront.com/files/25110163/SMA4_sav_file_zip Here is a battery save file. *Tried running Bizhawk to run GBA but I can't get it to work...
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
They got Majora's Mask 3D to run. Screenshot proof. https://twitter.com/notfunnei/status/601594618711449601
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
Usually, Batman enters the next section of the stage as long as the camera no longer scrolls to the right. Playthrough video: https://www.youtube.com/watch?v=eb94wcq13X4 1:10 yellow bus 1:27 'intended' example of end of stage section, take note of the camera and where Batman is. The yellow bus part is unique because: Not only it freezes the camera co-ordinates but the camera only advances when the bus is fully destroyed but it looks like the developers forgot to remove the next stage trigger when the camera freezes to that spot. So by damage boosting and abusing invincibility frames, Batman can hit this trigger and wrong warps to Stage 5-4. Using Route 1 only takes him to Stage 5-2 (slower wrong warp route). There is a way to wrong warp to stage 5-4 without dying but it requires destroying the bus and precise jump timing after the 4th and final hit, it's not used in any of the runs because it's a bit slower. Adam_Ak who used to run this in real time compared this style of exploit similar to Mega Man 2's weird screen transition glitches in certain robot master boss rooms (eg Bubbleman).
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
Running a PAL game inside a NTSC SMS or PAL60-modded SMS causes the game to run faster than it was intended (where it was released); hence this site doesn't allow such settings.
My experience of SMS games (don't take it as a rant), I understand parts where it is coming from. Kinda reminds me of a certain N64 game. 99% of SMS games are region free and it's the PAL console that causes the slowdown, the 1% of the SMS that are not region free crashes the game or become a lot slower when playing at NTSC 60fps mode. Japanese cartridges have a different shape but they still work on any console with a cartridge converter. A NTSC released cartridge would be at PAL speeds on a PAL system, aka no difference to a PAL cart. Despite some games being PAL only, I personally think they were played on an unoptimised system*. You can try out Game Gear counterparts like Streets of Rage 2. Try and listen to BGM's game speed, it is very identical to PAL-only SMS Streets of Rage 2 being played on a NTSC system. * This is basically the complete opposite to a specially optimised PAL cart like 16-Bit Sonic 2/3 played on a PAL Mega Drive. When playing Virtual Console copies of SMS game on the Wii, the HZ mode was based on the actual console itself. My PAL Wii can only play SMS games at 60hz by softmodding the system first and then setting it to NTSC, otherwise it's always 50hz. Fun facts: Did you know that Pulseman was 50hz on a PAL Wii despite originally being released as a JP only game back in the 90s as 60hz only? SMS Sonic 2 never came out in the US/Japan as a physical copy but they did get VC releases in 60hz. That doesn't matter much because it was released in Brazil. A lot of BGM music uploaded to Youtube are at NTSC speed. A quick question: For every single non-Japan/US SMS game that came out to Europe, did every single one of those games came out to Brazil (60hz) I wonder? If so, yes!.
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
Something is not right in my opinion.... SMS Ninja Gaiden (USA/Europe) in 15:04.25 by adelikat. http://tasvideos.org/1057M.html SMS Ninja Gaiden was only out in Europe, Australia and other PAL territories just like SMS Batman. The run for that was in NTSC 60fps mode. http://segaretro.org/Batman_Returns_%28Master_System%29 http://segaretro.org/Ninja_Gaiden_(Master_System) The rom file named "Batman_Returns_(UE)" syncs perfectly fine with this submission movie file, if the runner just used that rom, it would be accepted. Fun fact: http://speeddemosarchive.com/BatmanReturnsSMS.html The same game, in NTSC mode by playing a NTSC Genesis/Master System. Edit: From btrim "The game was released in Brazil, which means it ran at 60Hz in a released region." PAL-M is a 60Hz system
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
not sure if it helps but it was released for 3DS as a NES VC game both in America and Japan in some way either eShop or Donkey Kong Country Returns 3D promo iirc.
50 or 60hz? It was released on the VC as a PAL (50hz) game However, the original NES rom is not region specific (the PAL release of Donkey Kong was just the NTSC version) The PAL behavior in the Wii is the result of the VC, not the game, therefore I think it makes more sense for it to be the preferred NTSC speed
They both run at 60hz on 3DS and you are correct. The Wii system's video setting PAL forced most of the VC games especially Master System VC to 50hz, changing the video mode to NTSC solved this problem. The only problem is that it requires homebrew as both PAL60 and NTSC are not exactly the same.
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
Game Gear Shinobi Glitch: Spike Jump https://www.youtube.com/watch?v=6BESeReAHuk&feature=youtu.be Useful for the second last room and I think one of the green rooms with spike traps and camping guards. I have been playing the game quite a bit recently and it's possible to only re-fight 3 2 out the 4 bosses in Neo City. Section one of Neo City has 2 long green rooms. One room is found by going into the blue room that requires the tornado and the player needs to use the bottom left door to enter this room. Sadly this room is filled with dive kick ninja. The barrier at the end of that room is unlocked after completing the re-fight against the Yellow shinobi machine. The other green room is the stupidly dumb one filled with spikes and camping guards, the barrier at the end of that room that leads to section 2 is unlocked after completing the re-fight against the Green Shinobi face. Edit: Turns out there are two different exits in section two that leads to section 3. In section 2: The barrier in the green double jump room is unlocked by defeating the Blue Shinobi waterfall attacker boss. The only problem is that it requires going through 2 of Red's earthquake room twice like ~14 spells altogether. This means that the barrier in the blue tornado spell room is unlocked by defeating the Pink Shinobi Helicopter. It only goes through 1 of Red's earthquake twice like 4 spells altogether OR 2 spells depending on the exit used in section 1. Roughly cutting down the usage by 40-50 seconds.
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
RIP my player status. But in all seriousness I am really impressed with the new tech used in the non-game end glitch run and for extra lols, my runs never used any of the memory reader/viewer features. I was actually laughing when seeing these new skips like the guard skip in course 40 and a full autoscroll skip in one of the train courses. I may get back into TASing when a TAS supported 3DS emulator exists which I know will be quite some time.
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
This run is Any% no Uber skip glitch. From start to the end in a traditional TAS playstyle, not a memory related error that skips 90% of the game. A 100% + Best ending run is roughly 80 - 90 minutes long iirc. New tricks were discovered recently including: despawning treasure doors and a new method to go off-screen that leads to new wrong warps. Edit: TASer pulled a little joke, I guess the non-game end glitch input was added after the initial game end glitch input to make it look like it was a desync. BTW, I tried running it on an older build Version 1.4.1 23rd March 2013 Desyncs during Course 3 and did a glitch to trigger the credits early (hence Uber skip glitch).
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
Totally RNG. But that was back in 2008 during my incomplete perfect ending TAS. One side of the bucket is faster than the other by a few frames (1-3). Personally I think it's more entertaining for the viewer to predict which bucket Wario is going to pull next.
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
For 100% it's probably best to start a run with SRAM and do all 20 stages while obtaining the 5 Red Coins/2 Yoshi Eggs per stage. Making the SRAM: Complete the game on one of the files to unlock Yoshi's Egg Challenge, make sure you avoid picking up any of the 5 red coins on the first playthrough, this removes the blinking effect when you revisit those stages (TASing the run that is).
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
I've watched + livestreamed the run by calling it Let's analyse this Wario Land TAS. What raised the biggest question so far: * Course 1 is skippable by pressing Down + Right and if you enter it after completing Rice Beach, the tides rises but it should be faster still because you have the Jet Dash. It also saves time on the first course of Mt.Teapot *The Bull hat the runner picks up on the hidden course of Rice Beach to get loads of coins could have been avoided and instead abuse insane luck manipulation on course 4 (the one with loads of blocks). *I've noticed that at the end of each course you can press B on the first frame as the Skull Door is opening up. This also means you can beat the 8 frame window which gives you a chance to save at least 8 frames. I notice the runner does not do that so he lost ~ 240+ frames *When the runner picks up the Bull hat for the second time, it shows how it truly shine thanks to the ground pound glitch as it is used to skip climbing down ladders and double jumping. * The TASvideos community agreed that defeating the penguin is not required to get 100% + Perfect ending * My initial idea on the last 2 stages is to get the Bull Hat and pick up treasure O on Course 39, then go back to Course 31 to pick up the Jet hat, and the treasure of that course, so that Course 40 can be completed a bit faster but the bigger question is if my route theory is faster or not.
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
How would this run differ from a 100% run?
Clearing all 80 stages, collecting all 240 coins, finding all secret exits, spending all 240 coins. This run is 43 minutes long, my 100% run is 2 hours 26 minutes (SDA timing), if my human run was TAS timed then it would be over 2 hours 30 minutes.
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
I wasn't talking about using a Red Mushroom house; that's probably slower (although it says something that it isn't obvious). I was talking about getting a Mini Mushroom while already being in Mini form, which is another way to get a mini mushroom in the reserve box, and one that's likely to lose a lot less time; you can get two mini mushrooms early quite easily. (Probably world 1 would be the best place to do it.) It's even possible to get a mega mushroom in the reserve box this way, btw; I've done it in realtime, although it's pretty difficult.
Problem is that I do not know any regular stages that contains 2 mini mushrooms, and secondly you have to clear stages to keep the mini-mushroom in reserve. For example if you cleared 3-A as Mini-Mario/Luigi then played through the same stage, getting another mini-mushroom does add it in the reserve slot but you need to complete the stage again to actually keep that item in the slot afterwards. The only other way is very good manipulation and get it from a Red ? Box/Hammer bro on a regular stage. They never stop at X-Castle stages but do for X-Tower stages.
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
W3-Castle boss could be improved Took 7 in-game seconds for the TAS run to defeat the boss. My 100% run took 7 in-game seconds and also picked up a power up so technically it's 1-2 in-game seconds faster if you do this strat. http://www.youtube.com/watch?v=tIEe1Py2ztQ&list=PLC4630F9B1AB5603E&index=22&feature=plpp_video I am aware that the RNG manipulation is a bit mean at times from Red ? boxes/Hammer Bros to not only be on the right stages but also drop the correct power-ups as well. Other possible yet hard RNG improvements - Try and get the Red ? Box/Hammer Bro on 5-B instead of 5-Tower.
I'm not 100% convinced the route for 5-Castle is optimal. Is it worth spending the extra time necessary to get a Mini Mushroom in reserve to be able to kill the boss much faster by attacking it with an item that actually does damage? (You could manage that much earlier in the game via using a ?-block Mini Mushroom together with a Mini Mushroom in the stage, which wouldn't lose much time, as you don't use the reserve box before that point except for a bit of entertainment in 5-T that could easily be replaced.)
You got to factor: - The time it takes to get one by unlocking via Star sign path/Fireworks bonus that is then placed at the start of the world map - The fade transition from World map to the Red Mushroom House, - The time it takes for the mini mushroom to be in the reserve slot - The time it takes for the Red Mushroom house to disappear With all of those things, it is a good chance that it's not a good idea to get one in reserve. What interested me is how useful the mini mushroom is for this warpless run, I was originally thinking, "No, please use the fire flower for the bosses" and then the stage afterwards I was like, "Oh so that's why you kept the mini power-up" The possible improvements is mostly RNG which only saves a few seconds at the most and probably test if paying a star sign to play through 3-A is faster than going straight to 3-1. Good run overall.
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
Posts: 289
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-Typed on a 3DS btw- NSMB 'no cannons' is basically a SMB 3 warpless run. A warpless run of this game can only go through 6 out of 8 worlds. W3 vs W4 and W6 vs W7. A 100% run of this requires collecting and spending 240 star coins, clear all 80 stages, find all cannons and secret exits (W5-Castle secret exit is NOT required as both that exit and W4-cannon unlocks World 7. W4-cannon is higher priority than W5-Castle alt exit in terms of unlocking the 3 star next to the player's file (100%))
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
Posts: 289
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Well for the most part many people don't know that NG Dudley is different than 3S Dudley. NG/2I Dudley resets out after certain combos, He is not capable of juggling other than one hits any other at it will just clip through the character without damage. NG Dudley plays out more like Balrog.
The lack of EX moves on NG gives Dudley less offensive options for combos, since 3S Dudley was notably a juggle character and the combination of no EX and resets does give Dudley a different play style. NG does have the best Dudley theme of the SF III era and has a British Gangster flipping the bird followed by a moonwalk in the background. 2I is the only SF III game to support true widescreen that actually looks pretty nice, 7 fights is reasonable. 2I and 3S has the parry the ball mini-game, predictable filler for a TAS run. The lack of Rose KO on Gill does hurt the run because it lacks of a signature finisher that many viewers would love to watch like Falcon Punches/The Knee from C.Falcon. I'll give this a Meh for now but I hope you'll learn the feedback from this TAS and make an even better one in the future!
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
No The Palace of Four Sword glitched or a NG+ style 100% run where the Hurricane Spin riddle quest & Palace of Four Sword are unlocked naturally (by playing through Four Swords and obtaining a certain amount of Medals of Courage) are better choices to do a run on the GBA version.
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
'm interested in a Pokémon Black version run with Tepig and its evolved forms as the runner. Because Tranquill are not available wild on Route 6 in the winter, that leaves Pinwheel Forest for the flier, Pidove; any season but winter, and you have to traverse the entirety of Twist Mountain.
You could start a new game on the very last day of an Autumn month like November 30th 10:30pm which should give enough time to reach to December 1st, a Winter month before Twist Mountain.
Do get Pansage, but after the gym (or is it faster to recruit a Patrat?) because Tepig cannot learn Cut
Pansage can learn Cut, so there isn't any reason to recruit a Patrat.
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Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
Posts: 289
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25 seconds in and I stopped watching it, the runner doesn't know that cutscenes can be skipped by pressing Start followed by touching 'SKIP'.
greenalink.blogspot.com
Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
link of rom download: 'insert actual website here'
That is against the rules, take it out if I were you.
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Post subject: DS mutiscreen layout, how to change the left screen?
Experienced Forum User, Published Author, Player (60)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
Hey encoders, I am trying to figure out an .avs script that does real time like screen changes as seen on this movie
http://www.youtube.com/watch?v=v0_GIuWHnyQ
Feos sent me a link to a thread on how that movie was done. I managed to work out how to add a black border inbetween the 2 screens, pretty good. But now I want to figure out how to get the real time screen change effect (on the left half the screen where it displays Screen A then jumps to Screen B and vice versa). http://www.gamefront.com/files/20890897/GlinkNSMB.mp4 Basically I recently got myself a modded DS that enables video output via USB, and I want to figure out how to add this effect on runs that changes the screen for main gameplay like New Super Mario Bros, Contra 4, Sonic DS games, you know what I mean. my buggy incomplete avs script, the vertical images don't match or the horizontal image don't match (basically copying pasting the script Feos used doesn't exactly work).
a1 = Directshowsource("MP4 file") 
a2 = Directshowsource("MP4 File")
a = a1 + a2

crop1 = a.Crop(0,0,-0,-192).PointResize(a.width * 5 / 2, a.height * 5 / 4)
crop2 = a.Crop(0,192,-0,-0).PointResize(a.width * 5 / 2, a.height * 5 / 4)


vertical2 = StackVertical(crop1,crop2,crop3)


mu = a.Crop(0,0,-0,-192).PointResize(a.width * 6, a.height * 3)
md = a.Crop(0,192,-0,-0).PointResize(a.width * 6, a.height * 3)


p1 = mu.Trim(0,1605)
p2 = md.Trim(1606,2275)
p3 = mu.Trim(2276,4263)
    
vertical1 = p1 + p2 + p3

final = StackHorizontal(vertical2)

Since the attached gamefront video is New Super Mario Bros, the black border that is placed inbetween 2 screens is not required! But if you know a script that does this with black borders, minus the TASvideos logo, watermark and message (like every published TASvideo run), feel free to post that too. I am a quick learner once I get used to it.
greenalink.blogspot.com
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