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Warp to Dalaam The game reads "This is a very special Magic cake![PAUSE][CLOSEALLWIN][FLAGOFF 03D][GOTO C920A2]" and subsequently warps to Dalaam. I'm actually thinking we could make the game execute " @Okay![DELAY 14] Now you can finally share your incredible experiences with me...[PAUSE][LINE]@You did so well![PAUSE][CLOSEALLWIN] (.....)" which would start the staff roll!
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If I remember correctly, skidau once said that .dtm can keep track of all 4 controllers.
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Ferret Warlord wrote:
Rodent's Revenge?
This seems to be very close, but it's not the game I was thinking about. The screens had fewer blocks in them and you could leave the screen through a passage in either direction. As I said, you could move freely around the screens - it wasn't a level-by-level game. Thank you nevertheless.
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So is the limit at least 5 hours or more? What's the file size limit? 2 GB? 20 GB?
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There was a very old game for PC (DOS?) that I forgot the name of. You, as a mouse, had to push crates/stones around to trap cats. There were two types of cats, bad AI + quick and clever AI + slow. The trapped cats would turn into pieces of cheese that you could collect. The screens were connected like a maze and you could wander around freely. You had to find some sort of key and a gate for it. You would go through a very long tunnel or pipe and ended in a second maze. Enemies would be harder to beat and you had to find your friend who was trapped in a screen full of cats and solid blocks, in order to finish the game. For every cat you killed on the other screens one of those cats/blocks would disappear. On the second maze (or in general?) your cheese counter would decrease every x-th step you made and if it reached 0 it would be game-over.
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The multiple videos you are refering to all use ZSNES, and the Marx glitch is a well known emulation glitch on that emulator. I already tried for hours, others seem to have tried too. The facts I listed make it overly doubtful and questionable. On top of that, a warp glitch like this should be used in a seperate category either way. I don't support the decisions that were made with Chrono Trigger, Earthbound or SML2 at all and I never will. The current any% WIP provides more entertainment than a hypothetical Marx glitch TAS. This is why I think we can safely continue the any% WIP. Progress is extremely slow anyway...
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New TAS is being worked on. http://dehacked.2y.net/microstorage.php/info/1506480517/earthbound_tas2.smv The "HOHOHO" glitch message might be the key to reach the debug menu on the (U) ROM. The movie eventually ends when there is an empty text box. Pressing B will have different results for each frame, but pressing L will change the possible results. In other attempts I was able to warp to Fourside's café, or Dalaam (albeit the movie wouldn't sync), sometimes there was some of the game's script. Sometimes, the text pointer will tell where it derives the current text from so maybe this is useful... But as things are now, this is a big heap of "try around for hours while achieving nothing". Maybe there can be help from others, so I thought I'd post here.
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http://dehacked.2y.net/microstorage.php/info/1436369046/earthbound%20sync.smv Earthbound (U) If you check certain spots that are out of bounds of the normal game map (see here or here) by pressing L, glitchy stuff occurs. Among the results are glitch warping, game crashing, text parsing until the debug menu comes up, BGM change and more... Movies that use this glitch won't sync at all in snes9x 1.43, but they will in snes9x 1.51. Now, the movie above is an exception. Try autofiring L at frame 34115 and sometimes it will glitch warp you to Dalaam at frame 38000 and sometimes it won't have any effect. If I record a movie that warps to Dalaam, it will always play back the same wrong result.
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I talked about the Marx battle glitch with OGA. http://www.megaupload.com/?d=8AJXZPS0 (Contains: * Marx_KSS.ips, it modifies the (J) ROM so that the top left enemy in the 3rd room in Cavios becomes Marx (the same place where DiamondPhoenix went). * Marx_KSS.000, a savestate.) The IPS patch changes an enemy in the (J) ROM to Marx, so the final battle is triggered. If DiamondPhoenix' video is really valid, this could only have happened due to some kind of lag glitch... However, we have mixed feelings about this. There is no way we can make more investigations without an SMV doing the glitch on the original ROM. DiamondPhoenix deleting the SMV and not giving more statements makes the whole thing quite questionable, too. Also, what is the deal with the volume going up at 1:42? Probably we won't use this glitch at all, unless we get further reports and information, or possibly an SMV that reproduces the glitch in 1.51 or 1.43 on the unchanged ROM.
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When trying to watch the archive.org encode, the video was "not found"...
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New WIP. Saved 0 frames in chapter 1 over Aglar's WIP. Dungeon 1, room 6: I saved a few pixels, but lost them to the last rat. Dungeon 1, room 9: Saved 1 frame by using yoyo instead of fire on the first rat. Dungeon 1, room 10: The snake's movement was different compared to Aglar's WIP (because I had saved 1 frame). So I needed to take damage to keep the 1 frame save. Dungeon 1, boss: Lost 1 frame because I had to jump on the same frame as in Aglar's WIP. Maybe some kind of frame rule... I tried delaying 1 and 2 frames before the boss, but it didn't save time. I saved 144 frames over the published run, because of the skipped dialogue and because I held A when going through tunnels in chapter 2, saving some frames.
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Wow! Thanks for those videos. :)
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I worked on this today. http://dehacked.2y.net/microstorage.php/info/1136141600/startropics%20tas.fm2 It is 92 frames faster than Aglar's run, because I skipped a dialogue in the first village. I actually saved 101 frames, but I lost frames somewhere. I didn't compare movies at all...
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andrewg wrote:
You could take the pipe in 1-1 - probably less interesting, but less frames actually touching the ground. 1-2 - you could walljump off the back wall starting out and then just run over the entire level lol... I mean, that's the way to do it touching the ground the least amount there.
If you take the pipe in 1-1, you will touch the ground in that room. But if you enter the ground twice as I suggested, you won't touch the top ground ever in 1-1 (except at the beginning and at the end when Mario walks to the castle). By touching the ground I actually mean "stand" on the top ground. 1-2 is an interesting idea. But makes it less impressive...
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It was only some idea. Probably nothing publish-worthy or anything. If you aren't allowed to enter the ground to bypass touching the actual ground, you will have to touch it more often. I thought it would make things more interesting. I made some crappy pics... at least these levels could be interesting. But I'm not sure if those wall glitches in 1-2 will work, or if the screen scroll trick in the middle of 1-2 will be enough to spawn the goombas to use them to enter the ground. 1-1 1-2 Sorry, all the image hosters I tried scale big pictures down so deal with it. You can still see the main route I think.
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After watching this video I thought it might be a cool challenge to make a TAS where Mario touches the floor as least as possible. Of course, when a level starts Mario is already on the ground so it wouldn't count. But as soon as you get on the first object in the level, the fun starts. Everything is allowed, walljumping, walking on bricks and pipes, entering the floor (only standing on top of it is forbidden). You can get pretty far with these rules. You need to enter the ground twice in 1-1, and need to use some nifty wall glitches in 1-2 and the scroll glitch to enter the ground again at a certain spot (though I'm not sure if it works). I'm not sure about 4-1, you can probably use the mushroom to rejump in the air and enter the ground, but you need to leave it to pass some gaps so you will be forced to touch the ground now and then. But I think this could nevertheless be a fun challenge.
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What's more, you can't get the whistle in 1-3 twice (by game-over and replaying the levels).
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http://tasvideos.org/368M.html "Aims for maximum score" should be removed, because doing so actually costs time and it isn't a good tag for such a game where you have to keep moving. On the other hand, maybe "Contains speed/entertainment trade-offs" should be added because the author stated that he was showing off some things you can do in the game. I think the next TAS of this game will avoid this however, to speed things up.
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sonicpacker wrote:
Rev 7144 compiled by bzb95: http://www.mediafire.com/?a0cl4qcqow4xm2a
This is 64bit, so I can't use it. Guess I will have to wait for someone else compiling it or wait for http://www.dolphin-emulator.com . No need anymore.
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petrie911 wrote:
OK, this is pretty awesome. Got 6300 frames of Metroid Prime playback to sync perfectly. However, I'm still having a problem with savestates and Dolphin not taking input after loading one. This is kind of important to making rerecording work, so I'd like to know what can be done about this. Also, hotkeys stop working for me if I don't switch over to the main Dolphin window. Any ideas why?
Dolphin not taking input happens for me too. It is because of DTM recording glitching things up. Whenever I try to record a DTM, the problem would occur and would only be fixed sometimes after redownloading Dolphin and rebooting. About your latter problem, did you enable "render to main window" in the options?
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I watched the let's play. Judging by the excessive game lag and by the frequency of those glitches, they most probably used ZSNES. There is nothing of use. However, I'm still interested in DiamondPhoenix' SMV...
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Hey! While watching fisherrob86's glitched speedrun attempts on ustream, I kind of got in the mood to try the tent glitch on the US version again and I got to the debug menu very easily this time...When I had tried it the first few times I deemed it impossible. It would just never bring up anything useful and I tried for hours... Sadly I didn't record an smv, but I will keep trying and maybe I will get an smv later. This might be a good reason to make an improvement, on the US version. :)
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Using switch cards is out of the question for me since it is like using an ingame / cheat code to make the game easier. I just want to make a TAS of the levels themselves, the way they are. Even if they don't aid in playing through the levels, I don't want to use those cards just to show them off... Using 2 different VBMs isn't a good solution. Why can the level order not be adjusted beforehand? In my opinion a ROM hack with the garbled titles fixed, the level order changed and all the levels playable would be ok here. But I have no idea how to make such a ROM hack.