Posts for Masterjun


Masterjun
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What would happen if one would do several thousand rerecords on one frame and then realize that you can improve something before by like 200 frames. Now the question is if all the data is:
  • lost, or
  • at the wrong place.
Both options don't sound too nice to me.
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Masterjun
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I love this stream. Though a huge problem is the 20s delay of twitch which makes it impossible to really write the correct input. Another thing that will be impossible is the safari game which limits you to 500 steps to make it to the Gold Teeth (for HM04) and HM03. I also managed to catch one of the faster uses of "Cut": http://i.imgur.com/kDftSeQ.gif
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Masterjun
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Try using a Virtual Machine with Windows XP as games tend to crash more when using newer Windows Versions. If it still doesn't work there you're pretty much screwed and the game isn't TASable with the current version of hourglass.
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Masterjun
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Masterjun
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I like how people were "We have 'glitched' and 'any%'? Yeah that's fine!". Then we decided to change the fastest run to "any%", which is fine. And now people are "What, 'any%' and 'less glitched'? IMPOSSIBLE!".
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Masterjun
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Radiant wrote:
a branch name should be clear
And that's why I prefer "less glitched" or "low glitch". I don't think "no null sprite spit, no stun glitch" is a good choice to make things clear.
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Masterjun
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NitroGenesis wrote:
I don't think. I know there are movies that have over 1 minute improvements that don't have it.
I don't think that the amount of time it saves should be the only factor for this flag. I think it deserves that flag because it uses a death and plays a completely new level to skip another. So basically a revolutionary strategy that wasn't used in any of the previous runs.
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Masterjun
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That's why I said specify it in the submission/publication text. I still don't see the problem with that. It's easy to understand and the people that wanna investigate can look at the submission or publication text.
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Masterjun
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What's the problem with going with "less glitched" and then specify the glitches that weren't used in the submission/publication text?
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Masterjun
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Yeah I also figured out that you can avoid that one checkpoint which would save time. The thing is that to skip both intermissions you have to get Victoria follow you and then rescue Violet. And that is where getting Violet is indeed exclusive to the other route, because you have to use a teleporter, but if Victoria is following you you can't use a teleporter or you will just save Victoria the "normal" way. You figured it out yourself :D. I will test both ways and use the faster one when I do the any%. Or I'll just wait for someone to discover a glitch that allows to teleport while having someone follow you.
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Masterjun
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Haha, all these new tricks, good thing I didn't start with the new any% yet.
Patashu wrote:
TAS beaten by RTA???
Why are you so surprised? It's not unusual that a RTA with a better route is faster than a TAS...
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Masterjun
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So apparently I found a new glitch: Link to video
Game Resources wrote:
Unspin Clip By flipping into Paper mode, walking into a tight space between two solid objects and then unflipping in that area that's supposed to keep him flipped, Mario will sometimes clip into both objects. This can be used to enter buildings without having to unlock or open the door. This doesn't have any use in a speedrun yet.
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Masterjun
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I don't think you completely understood me Radiant. Let me give an example. We go back to the time my, let's call it, "brown platform glitch" movie was published. Of course it's the fastest run so it should be called any%. Now the other run has to be called "no brown platform glitch". Then we go forward in time and see my "stun glitch" run being published. Even though the original "no brown platform glitch" is still the same movie, the branch name has to be changed to "no stun glitch".
CoolKirby wrote:
We only need something that applies to all the publications, not possible future ones.
Which then results in doing that over and over again.
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Masterjun
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CoolKirby wrote:
So should the branch names be changed? Maybe to "no stun glitch" for SMW and "no egg glitch" or "no egg list corruption" for Yoshi's Island?
But then the obsoleted "major glitched" movies could be labelled "no stun glitch" or "no egg glitch" as well and thus could obsolete the previously labelled any%. Do you see my problem here? Because if a new movie is made that doesn't use stun or egg glitch but a completely new glitch called "xyz glitch" we would have to change the branches from "no stun glitch" to "no xyz glitch", which seems kind of strange since the movie stays the same but the branch has to be changed over and over again.
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Masterjun
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Though I wonder if the titles of the YouTube videos and on the submissions will be changed too...
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Post subject: What does "memory corruption" mean?
Masterjun
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Lately there was quite some change in a bunch of branch names because of this thread. I'm ok with changing the fastest possible time for a game to the branch any%. However, when changing that branch it is important to change branch of the original any% as well. In the case of SMW for example it was just changed to no memory corruption. If you go ahead and simply define memory corruption by saying changing a memory address to arbitrary or impossible values then you'll quickly see that the "no memory corruption" run of SMW actually does corrupt memory (goal orb in reserve) and that the any% run does not. Keep in mind that the obsoleted any% run does corrupt memory. Moving on to the next example, Yoshi's Island. The same happened to the short and the long run. In this case, the short run does corrupt memory and the long one doesn't, but the reason why the short run corrupted memory was not the key factor to the credits glitch. It corrupted memory because I had to waste time for the controller registers to update and so I activated random DMA channels, which corrupted VRAM. It should be noted that the "no memory corruption" applies to the obsoleted any% run in this case. Does this still count as memory corruption? Does getting a goal in reserve count as memory corruption? On that note, how do we use the appropriate categories: Foregoes memory corruption & Corrupts memory?
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Masterjun
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I'm gonna post this here because apparently this thread doesn't exist: Link to video (interesting stuff at 6:30) This is a neat way of skipping both intermissions. I'm currently working on a 100% no death mode TAS so the new any% has to wait a bit, but making a new one was planned either way because I found a few minor improvements.
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Masterjun
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Ilari wrote:
However, what this can do is limited, given that most routines and interesting data is fixed in ROM.
Another problem is that this routine is almost the first thing executed in a new frame, so a lot of interesting addresses are updated after that.
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Masterjun
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Usually SNES games are 256x224 in size so x4 makes 1024x896. Though, if you just want to record the game I would suggest using the AVI recorder inside of Snes9x: File > Audio/Video Recording > Start AVI Recording...
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Masterjun
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Since when did my SMW and SMW2 movies that glitch to credits corrupt memory?
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Masterjun
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ti-will_154 wrote:
btw if someone is able to run aldelaro5's savestates, could you please do a .gci pack based on it? I tried with both Dolphin x32/x64, newer/older versions and it crashes everytime. That would be awesome for testing and could also be used on console! :)
Dolphin 3.5 32bit.
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Masterjun
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FractalFusion wrote:
Is the battle RNG like in Black/White where it only advances when it needs to make a decision?
Yes.
FractalFusion wrote:
is it possible to manipulate better starting seeds before entering battle?
Yes. Though a thing that's different to Gen 5 is that the starting seed of the battle does not depend on Input, which makes it harder (impossible?) to manipulate without losing frames.
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Masterjun
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ti-will_154 wrote:
The 2 chests seem to load with the area. I don't know for the items on the ground
Items are also there. Opening the chests works.
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Masterjun
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Also this might help: http://projectpokemon.org/wiki/Notable_Breakpoints And the people on smogon.com did quite some research: http://www.smogon.com/forums/threads/past-gen-rng-research.61090/
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Masterjun
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If you really need such a build (like I needed it for Paper Mario TTYD) you can apply the patches manually (looking at the patch file, looking what has to be changed, searching it, changing it) and then build it yourself (like I did :D). Doing all this is kind of a huge effort and may take several hours, that's probably the reason why nobody is filling requests.
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