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TASes uploaded by N/T on nicovideo. Singles TAS in 01:04:51 (1): Account | Free Singles TAS in 01:04:51 (2): Account | Free Doubles TAS in 01:02:38 (1): Account | Free Doubles TAS in 01:02:38 (2): Account | Free
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I see, thanks for the explanation.
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GBA Kirby Amazing Mirror - any% - (U) ROM - VBA 19 ~ 23 NDS Kirby Super Star Ultra - 100% - (U) ROM - Desmume 0.9.6 + r3723 (maybe ask zeromus for it, or compile yourself) GBA Kirby Nightmare in Dreamland - any% - (U) ROM - VBA 19 ~ 23 GBA Yoshi's Topsy Turvy - 100% - (U) ROM - VBA 19 ~ 23 - You need to apply this ips patch to the ROM to make tilting work SNES Kirby Super Star - 100% - (J) ROM - snes9x 1.43 SNES Earthbound - glitched - (U) ROM - snes9x 1.51 - This movie is unfinished since nobody managed to glitch either to the credits or a debug menu that can be used to finish the game quickly, yet SNES Kirby Super Star - any% - (J) ROM - snes9x 1.43 - No current progress as far as I know I'm really not sure if I'm ever gonna finish any of those WIPs. I'm planning to TAS Mario & Luigi RPG1, then maybe GB Volley Fire. The Earthbound WIP is just a matter of luck (maybe someone can brute-force it with lua or something... Problem is that the glitch keeps crashing the game, thus requiring the user to restart the game and the script...). Kirby NiD I might finish later, it's just really hard to optimize and find a plan on what abilities to get the next few rooms. In Kirby Amazing Mirror, I hate to optimize the missile movement... Kirby Super Star on SNES has quite annoying lag behavior and RNG, so it takes weeks to optimize just a single room sometimes.
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Lemmings TAS WIP part 1 (snc76976) Link to video In the video below, the player goes through the floor directly whereas snc76976 went the way around. Is there a special reason for this? Otherwise maybe he should be made aware of this, if it's a mistake. Link to video
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I think those glitches were already found by poleovermania (RAT926 on tasvideos).
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I counted 712 killed enemies in MiezaruMono's SNES Super Mario Allstars - Lost Levels in 34:45.67. Counted in were 12 troopers that fell into the pit after being stomped on, bullet bills, and 13 Bowsers. No guarantee on those numbers. 20.48 kills per minute.
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Well, your previous VBA 24 is a resurrected VBA 20, and you said GBA emulation isn't changed in it. VBA-m is useful since it fixed emulation glitches in some GBA games. Wouldn't it be a good idea to merge VBA 24's GB/C core with VBA 24-m's GBA core?
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Tompa wrote:
http://code.google.com/p/vba-rerecording/downloads/list There you go!
The fixed VBA 24-m isn't on there (yet). Nevermind, though - The GB/C problem shouldn't matter for me.
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klmz, I would be glad if you could provide a download link to the fixed v24, since I'm not familiar with svn. Thanks in advance. However, since I'm only going for GBA TASing anyway, it shouldn't matter, I think.
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Which fights? In the Japanese version we skip some of the starbean chasing, some of Joke's End and all of Bowser's Castle. So we are only skipping the koopaling and Fawful battles.
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Very well done, yes vote!
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TAS Route test movie (Only posted here for reference, it doesn't show the actual route that's gonna be used) To provide some details, Luigi is going to get POW upgrades instead of HIGE upgrades after Trunkle. I got BrosRock, though I planned not to get it in the TAS, but I accidentally sold it in the test movie. So I corrected memory values at frame 500,000. (Use this lua script if you plan to play back the test movie, else it will desync at Helmie). Also, I'm going to get ~ 20 extra mushrooms on the route up till Fungitown. I'm not gonna get Greed Wallet, because the 10 mushrooms (13 mushrooms are worth 1.0 mushbadge attack bonus point) and the 1170 extra coins at the end (worth 3.7 mushbadge points) aren't worth the ~2 minutes detour. Regarding the 3.7 extra mushbadge points, I can kill Bowletta and Cackletta with either 10.0 or 14.0 mush bonus points in 2 rounds. I'm having some trouble working the Cackletta battle out, since Dragondarch used some nifty strat that I can't manage to reproduce - it might be impossible on the Japanese version. I stored most of the information in a private thread I started at SDA with Dragondarch, but I don't feel like pasting it all here (since some of the information expired or is unnecessary, and it's in fact a ton of text that probably nobody is gonna read through...). Maybe you can expect a TAS within 2011, else in mid 2012.
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bahamete wrote:
Wyster wrote:
I've just experienced my first PSXjin desync
Wow really? I've tased nearly 1h 30 min of Tomb Raider without a single one, must be TR3 or bad luck :p
Yeah, it was during an extended sprint section. And I figured out why it happens - when I was recording, the gameplay drops to 20FPS (I posted about this weird bug on TombRunner). When I play it back, it's 30FPS. Obviously an emulator inaccuracy ):
Since you finished a new 3:20 run of Nevada, I take it the problem was solved? Nobody replies on the Youtube comments nor on Tombrunner, so what happened?
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Well, it runs fine for me in 1.43 and 1.51. Maybe you should post about this problem on the snes9x section.
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What error message does it generate? You should use snes9x 1.51 v6.
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http://pastebin.com/Xpyp7Ef7 This one? I'm not really sure about some things (anymore) but I'm trying to explain it briefly. There are invisible lines that call the RNG when you walk across them, and the RNG determines if enemies do spawn or do not spawn. In the 30:42 TAS, we have Ness walk in place, onside a cross-way of those "spawn lines" in Giant Step, to make the RNG shift very quickly to manipulate luck better. If you want an enemy to drop a 1/128 item, start the battle with a red/yellow line onside the white line in the bar. If you want to use SMAAAASH!! in a battle, I can't really help. Pirohiko was doing all the battles in the 30:42 TAS, and I couldn't really figure out how it works, even if I try 200 subsequent RNGs with some red lines in them... Did you plan to use the lua script for something particular?
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This seems very interesting. SMW looks like a whole new game in the video that was linked.
Post subject: final final edit
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It was some kind of directory problem again, since I had moved the emulator folder elsewhere. The .sav file works now, and I tested the Peach guiding emulation bug on VBA 24, and it turns out it was fixed. On VBA 21, Peach was captured as soon as she left the screen, whereas on a real GBA and on VBA 24-m, Peach was allowed to leave the screen a certain distance or for a certain amount of time (I'm not sure). So, every known emulation glitch in Mario & Luigi Superstar Saga has been fixed in VBA24-m! I can't wait to TAS this game after I finish my route test movie. :D
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I'm also still using this tool when I need it. Apparently the TAS movie editor version I got from 2008 doesn't support snes9x 1.51 movies? That would explain the desyncs I had when I tried editing SMVs in late 2010. If that's not the case, it might indeed be a Windows 7 problem. I'm not even sure I ever posted about this problem, so I noted it here briefly. Also, it would be a good thing to add support for more movie file formats. I would be especially interested in .DTM (Dolphin TAS movie; Dolphin is a gamecube/wii emulator) support.
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Apparently old .sav files aren't compatible with your VBA-24-m-rr. Is that to be expected? It acts as if no file has been saved. Old savestates do load but the emulator would act strangely... The emulation would be a tad slower and the audio would be considerably low pitched. I could still finish testing what I wanted to test with this. So far I only knew that the sprite-flickering and lag was fixed for Mario & Luigi in VBA-m, but I didn't know whether it fixed the other emulation problems with this game. * Sprite-flickering and lag = fixed * Graphical glitch in Woo Hoo university = fixed * Peach guiding emulation glitch = fixed I'm gonna check on that last problem when I have the time.
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Can this new version be used right away or is it still Beta? I don't plan to do a TAS with it any time soon, just asking. Also, thank you so much!
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http://pastebin.com/W8bqQQBd Mario & Luigi Superstar saga lua script, for testing, TASing, comparison etc. I'm not very good at lua, hence why it only contains gui.text lines and other simple things, but it will suffice for the TAS I'm working on. Version differences between the Japanese and English versions are documented here: http://themushroomkingdom.net/mlss_j2e.shtml http://themushroomkingdom.net/mlss_guide.shtml Edit: Fixed a mistake with the NEXT value. Edit: Added advanced bros attack counters. Edit: Added accurate mushbadge bonus values. Mushrooms*0.078 Supermushrooms*0.098 Ultramushrooms*0.117 Maxmushrooms*0.199 Edit: Probably final version of the lua script. I added what I hope to be the RNG addresses (at least their values change whenever RNG changes, so that should suffice).