Posts for Kles


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Experienced Forum User
Joined: 7/28/2005
Posts: 339
Is anyone able to translate what's going on here? https://www.youtube.com/watch?v=_24gCopAk2w
Experienced Forum User
Joined: 7/28/2005
Posts: 339
Has anyone asked byuu if he knows what might be different between emulator and hardware? lsnes is based on the bsnes core, so if anyone's gonna know, it'll be him.
Post subject: Re: Mass glitch hunting through Regex searches?
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Joined: 7/28/2005
Posts: 339
Jigwally wrote:
I got a hit for shared code in KDL3, but because that game has no ladders I'm not sure where, if at all, that code is executed. I'm very new to SNES disassembly & I don't understand SA1 tracing so I don't know how to approach that yet.
If you can load the code into IDA or some other visual disassembler (I haven't used any other ones; sorry), you can get a list of code that links to it. I've never tried to disassemble SNES games using IDA, though, so I dunno how much of a pain in the ass it is to load. I think gocha wrote something to make it easier? https://github.com/gocha/ida-snes-ldr
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Noticed this in the description:
By getting the victory in the Walrus fight during fading out to the Game Over screen, the "game stage counter" will be set to 0x59 first, which means Game Over, then erroneously increased by 1 to become 0x60
Incrementing 0x59 would give you 0x5A. I don't know if that's what you meant, but the way it is right now is wrong unless I'm missing something.
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Joined: 7/28/2005
Posts: 339
Guernsey wrote:
So Speedrunning is as much a skill as anything else?
How could it not be?
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I'm not sure which frame is 8941, but the suggested screenshot should definitely be Sonic lounging next to the capsule at the end of Casino Night Zone 2.
Experienced Forum User
Joined: 7/28/2005
Posts: 339
Hey, could we please get an encode with fixed audio?
Experienced Forum User
Joined: 7/28/2005
Posts: 339
Why do you use the far away laser to kill yourself instead of the nearby one?
Experienced Forum User
Joined: 7/28/2005
Posts: 339
Don't see what the fuss is about. Speedrunners switch to faster versions all the time.
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Joined: 7/28/2005
Posts: 339
Speed is greatly preferred, although if a high score run is interesting enough, it can also be allowed. Playarounds generally are not accepted and are better off on YouTube. If you're doing a run of a game that doesn't already have a run on the site, it will need to look optimized and fast. If the game already has a run on the site, you'll either need to beat its time (unless you're replacing a run that was done on an inaccurate emulator) or you'll need to play a category that doesn't already have a run (and the category needs to make sense and not be arbitrary).
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Joined: 7/28/2005
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Doom uses a tool called XDRE to create TASes for a very specific version of the Doom engine. Sonic Robo Blast uses the ZDoom engine which is substantially different from the classic Doom engine and is incompatible with XDRE.
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I've always loved the way the game over screen looks on the 52nd run. I know it's just the normal transition at the end of the game, but it looks cool here.
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Posts: 339
Sheesh. Yeah, I'd definitely be okay with considering DPCM to be its own category, or at the very least, a sub-category of ACE.
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Joined: 7/28/2005
Posts: 339
How many games have that DPCM exploit?
Experienced Forum User
Joined: 7/28/2005
Posts: 339
If the Rocket Rush glitch in DKC3 is anything like similar glitches in DKC2, then you're not actually being teleported to Doorstop Dash, but an uncompletable copy of Doorstop Dash that is actually a debug level in slot "0". It seems that the game is trying to warp, but has no destination, so it sends you to "level 0." It is unlikely that it would be possible to warp anywhere else. Of course, it could be totally different to how similar glitches work in DKC2, so it's still worth looking at. EDIT: Yeah, the unfinished Doorstop Dash is level 00. This is likely a dead end unless you can somehow manipulate the destination.
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Joined: 7/28/2005
Posts: 339
ais523 wrote:
In many older Final Fantasy games, random events are on a fixed cycle of 256 possible results (basically, the devs tried to write an RNG and failed horribly). This gives you huge control over pretty much everything that happens in the game once you're aware of it, especially because many of the games have an easy way to throw away unwanted results to fast-forwards to the useful ones.
To say they "failed horribly" is definitely selling them short. RNG calculation was too computationally expensive back then (both due to low processor speeds and the fact that the Mersenne Twister was not developed until 1997), and for the vast majority of players, a cycling system is more than sufficient.
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Joined: 7/28/2005
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"Do whatever you want, there are literally no rules." - MarkSoupial Speedruns are, ultimately, just entertainment. Creating a structured ruleset facilitates competition, which makes them more fun, but if those rules become too restrictive or arbitrary (based on one person's opinion of what a speedrun "should" be), then they can easily stop being fun. And if they're not fun, what's the point?
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Joined: 7/28/2005
Posts: 339
Spikestuff wrote:
Kles wrote:
Anyone got an encode for the new version?
You're funny, it was already switched.
Whoops, didn't notice.
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Joined: 7/28/2005
Posts: 339
Anyone got an encode for the new version?
Experienced Forum User
Joined: 7/28/2005
Posts: 339
Aqfaq wrote:
Ferret Warlord wrote:
mods that rely on source ports
I'm not sure whether any existing Doom TAS tools work on them. I would like to see TASes of Action Doom 1 & 2. By the way, I hope this Kama Sutra run gets accepted, because any additional visibility probably increases the probability that we see more and better Doom TASes in the future.
Current TAS tools are only really compatible with vanilla Doom and to some extent Boom (though it's unstable). Action Doom uses ZDoom (I think?) which wouldn't work at all.
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Joined: 7/28/2005
Posts: 339
zeromus wrote:
yes, youre missing the help menu and the lua functions list box
I just checked the page. Not a fan of having to click through a bunch of tabs to find the function I want. Would much prefer a page like this one, where everything is just on one huge list for easy searching. Anyway, the function you're looking for is (I think) client.pause().
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Joined: 7/28/2005
Posts: 339
"A9 triggers the game opening, because why not." How does the opening not waste time?
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Joined: 7/28/2005
Posts: 339
I kinda liked the old one more because of the smooth way it transitioned from the "game over" screen into the credits. It almost looked intentional.
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Joined: 7/28/2005
Posts: 339
I think the program most people use to make really good TASes is xdre2. xdre2 is not particularly intuitive, though. Here's a video of 4shockblast using it.
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My irony detector isn't working at the moment. Can someone with a working one please tell me their reading?
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