Posts for Koh1fds


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Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Link to video Classic
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
I also found this game crash: https://www.youtube.com/watch?v=qOH4DqUkzaM Basically, game doesn't like when scrolling changes from Vertical to Horizontal. https://www.youtube.com/watch?v=TpPta-YRAFw edit: i also checked every possible place for those check point / death warps. I don't think that there are any other places where it works. I also don't think that there are any other big time saves left in this game other than some crazy glitches with scrolling
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Kokushi Musou HYPE!!! Link to video
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
http://tasvideos.org/userfiles/info/50470498702122204 Shaved of 4 seconds. I give up on manipulating last stage. Stupid Bluto trolls too much, but it's possible to change last P trajectory to pick up it as high as possible and save like another 2 seconds. I just can't avoid Bluto and get up after manipulation
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
If it's possible to pick up last heart, last note, last letter at highest possible point by letting some of them fall lower than that line then it maybe possible to shave 5-10 seconds from the current tas. And even if it's impossible to do that from first frame rule then you can try second frame rule. Starting from second frame rule only costs 0.3
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Manipulating unmanipulatable Kappa Link to video Description of current TAS says that those flying things are unmanipulatable, but that ain't true as you can see in this video. Trajectories of those flying things depends on what frame rule you started the level (at least it feels like this game uses frame rules, i didn't checked it for sure) AND for some reason if you allow to fall some of those things lower than something like that line then it changes trajectories of later things https://i.imgur.com/hGHtEPF.png I don't know why it works like that and i don't care LUL Sorry, if this thread are duplicate of other thread. I can't find Popeye's thread edit: basically in this video i started on exact same frame rule and on the left side i allowed some hearts to fall below that red line for some proper amount of time and on the right side i pick hearths normally. You can clearly see the difference
Post subject: Famicom's Mahjong RTA. Help
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Is there any way to cheese Famicom's Mahjong in real time? Seems like it uses both frame counter and your inputs for RNG seeds and it's impossible to buffer inputs or play frame perfectly ;C I can manipulate first hand for 48000 points, but that's it. In order to win in that game as fast as you can (as i understand) you have to win 3 rounds in a row. Every round contains like 8 hands WutFace It takes like 1 hour for me to beat it :C This is fastest video i found that truly completes the game. It's most certainly tool assisted Link to video If someone worked on that game or maybe knows someway to cheese it. Please help ;C edit: Oh! And if someone wonders how to get Yakuman as the first hand: Hold start. While holding start reset the game or "power on" the console. As soon as game starts (even before green screen appears) hold "A + B + Right + Up". You can hold any 2 directions on d-pad actually - it doesn't matter. If you do it correctly you will get a starting hand that almost always can end up as "little four winds" yakuman
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
I just want to say that it's absurd to accept FCEUX, BizHawk, VirtuaNES, Snes9x, Gens Re-recording etc runs, because it's TOO EASY to cheat on those emulators. Speedrun.com administration could make their own emulator and it could log everything. Not only rom's checksum, but also what controller was used, buttons binds, even what programms was launched on PC at that time etc. Button binds are also important, because unfair button binds are also a problem. For example in Ninja Gaiden 1 you can bind Down + B on the same button and that would make slash canceling extremely easy. Honestly, i think even just banning fceux, bizhawk, etc would make cheating much more difficult. I don't really care about GDQ. I don't think that quality of the run on GDQ actually matters. You can play as sloppy as you want. There is no need to show wr run on GDQ. So what's to point to cheat on GDQ?
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
It isn't hard to launch modified game on real console. It's pretty damn hard to make useful modification and stay undetectable. Making random events not random are like the only thing that could work. Anything else = not that much. What you can do? Reduce enemies / boss hp = easy to detect. Increase character speed = also easy to detect. Increase your HP = easy to detect. Why to do it and take a risk of being detected when you can always submit your segmented emulator movie without putting any effort and stay completely undetectable? LUL
Post subject: Re: Cheating at real-time speedruns by hidden modding
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
GJTASer2018 wrote:
Koh1fds wrote:
Here is my list of WR nes runs that we will never know if they are real or not LUL
Maybe we could figure that out by carefully replicating the run in TAStudio and seeing if anything that would seem like cheating showed up in the process? (E.g. luck manipulation being necessary, a Lua script being necessary to replicate the run, etc.)
For example, Pizza Cats have pretty damm hard quick kill on every boss. There is no way to know if it was segmented emulator movie or if it was lua scripted (you can make lua script that provides necessary intputs when you press button on keyboard) or if it was a real run. There are absolutely no way to tell if it's real or not because there is no difference in this particular example. edit: all those 3 example runs are extremely hard to beat, but absurdly easily to fake on emulator fceux edit2: Here is example of such lua script: https://i.imgur.com/CWH2u78.png You just go to cutscene before boss fight then hold K on keyboard = boom! quick kill! EZ Want to make some failed runs? Boom! Just don't press K LUL Easy, cheap, undetectable! Here you go
Post subject: Re: Cheating at real-time speedruns by hidden modding
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Warp wrote:
If the changes are subtle enough, such as making one particular random event non-random, nobody would notice. People would just think that the runner got lucky in that one instance.)
It wouldn't work that well if runner stream his attempts. It will be noticed after some tries. There are almost no way to hack the game in such way that it wouldn't be noticed, but you can so easily make emulator movie that will be guaranteed to be undetectable. Or you can make lua script that helps you with hard tricks. You can make so lua script only work if you push some button and then you can make any number of attempts including failed attempts. Prerecorded and luascripted runs are way to go to cheat on speedrun.com It's cheap, easy and completely 1000% undetectable. Here is some WRs nes runs that we will never know if they are real or not LUL https://www.speedrun.com/Battle_City/run/mrqqd5dy https://www.speedrun.com/Jackal/run/1zx1enky https://www.speedrun.com/pizzacats/run/7z0nlpom
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Patashu wrote:
One way to make speedruns that are verified to not be cheated would be to make them in games that record input files at the same time you do your run.
That wouldn't work for runs on OG consoles.
Post subject: No 60fps for 720p and 1080p videos on YouTube
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Recently, almost all of my YT uploads (that have 720p or 1080p as the max selectable resolution) lost 60fps option LUL 1440p+ Uploads are ok. I'm using Windows version of Chrome Browser. For example, this video lost 60fps "quality"/"option" (whatever) https://www.youtube.com/watch?v=oSL2zAKREmw Is anyone have same problem? Any thoughts on that? edit: I tried to force YT to re-encode video, update Chrome, update Flash-player (LUL), etc. Nothing helps. RIP ;C
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
I don't know if it's already known or not, but you can zip in this game by squishing yourself between ceiling and arrow then you have to jump from arrow 1 frame before taking damage Link to video It's basically same thing as in MM5. I don't know if there are any place where it can be useful
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Nevermind. I was wrong. There are some places that wrong warp you. Link to video
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
I played around with ProDuck's glitch and it actually have big potential. It's highly unlikely to get trough the glitch world from the first town to the Dracula's castle, but it maybe possible to skip the bridge, but there is some problems too. Also, seems like it's impossible to make Blob boost and whip-jump trick in JP version. So seems like you also need Red Crystal no matter what. So it wouldn't be super fast TAS anyway. edit: Link to video Here is some demonstration. Basically, it allows you to unlock vertical scrolling and then you can break Y position and go under the obstacles. In this video i skip boat ride by going trough the glitched world that lies under boat ride ) Same should be possible with the bridge
Post subject: Crisis Force
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
[MOD EDIT: Post originally split from the NES Wishlist topic. -Mothrayas] Link to video I don't want to create new thread or something, but i still want to post this. Crisis Force are famicom shooting game. It considered by some players as one of the best shmup on NES/Famicom. Back in the days i found this glitch that completely breaks this game. Basically, when you collect like 5 orbs your ship transforms into bigger ship for like 1 minute. When timer runs out - big ship transforms back to normal. For some reason you can sometime screen wrap trough the side of the screen during that transformation. (from big to normal). If you managed to that then you gonna be completely invincible to the rest of the stage. This glitch completely destroy this game. However, I don't know if it's possible to create entertainment tas for this game. But whatever[/noparse]
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Hey! I'm trying to understand how level 3 boss works in this game. I'm relatively new to FCEUX's Debugger. I can't understand how execution gets to A1E4 or A1EB. Is there any easy way to find from where execution jumps to A1E4 or A1EB? https://i.imgur.com/z2p4Saw.png
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
But Dog also one shots those "ball" bosses if i remember correctly. Also, you can ride it vertically up, but i don't know if this can be used somewhere or not edit: Link to video I don't think that this is useful, but it could be
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
If i remember correctly in JP version the charged dog attack does the most damage in the game, but in US version it was like swing around sword attack. So this is like the big difference between JP and US version. Is there any research on what is faster? Using charged dog in JP or swinging sword in US? Charged dog in JP could be faster to kill bosses, but you have to buy a flute. So it's pretty interesting to me what is actually faster. JP or US
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Yep. This game should be played in PAL Famiclone mode. Not only of that this movie also uses bad rom of the game. I think this is one of the many MMC3 hacks done by some other pirates. Original first release of the game have animated lava in caves of wonders level. All repirated MMC3 versions of the game lost that animation. Also MMC3 hacks have glitched "The End" screen as shown in this video. So not only this is too fast (it's like playing EU games in NTSC mode), but also uses bad hacked mmc3 port of the game.
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
OMG, you catch me! I'm so stupid! Good job! I can't understand the difference between tas studio project file, emu movie file and encoded video uploaded on youtube etc ;C It's obvious that everyone only cares about TAS encodes uploaded on youtube, because that's like the only way to get some profit from your TAS.
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Can somebody explain me in short what exactly you think you own in TAS? Image and music of the game own by their respective owners. Like in let's play or something you can say that AT LEAST you own audio commentaries or something. In tas there is nothing that could be considered yours LUL
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Link to video Famicom's disk system version of Metroid played trough on PAL Famiclone. Actually, it's not real bootleg famiclone, but rather Famiclone's CPU and PPU in AV Famicom. This is how circuit board looks like https://i.imgur.com/Dd9zmE9.jpg Maybe this could be interesting for emulator developers or something. Mother Brain room have like zero lag. It caught me off guard.
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