Posts for Masterjun


Masterjun
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Amaraticando wrote:
GhostSonic wrote:
Just to note, I should theoretically be able to console verify any SMW run that was made in or can at least be played back in lsnes.
How is it possible to demonstrate this affirmation?
I totally don't know how, I might should read the console verification thread.
Amaraticando wrote:
And what about Bizhawk, is it as precise as Lsnes?
not everything on syncs on both emulators, not even a simple game like SMW (and I heard something like there are differences of what lsnes calls a frame and what bizhawk calls a frame)
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Post subject: Re: any% improvement
Masterjun
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Amaraticando wrote:
How do you get the POW and still manage to do the item swap glitch?
I guess the SMV answers that.
Amaraticando wrote:
If it's possible, it's also possible ot enter YI3 2 frames sooner
wut
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Masterjun
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Oh well, I guess there is nothing that can be done about this. May the VBA submission forever last on this page. I completely understand that the problem is that this movie doesn't save, so we should at least have the other submission which has the save that shows something. This run is only displaying the THE END with the game going all crazy with the routine. I guess only displaying it is not enough. That however brings up the question about that save in the current movie after the credits. It indeed shows 152 Pokemon and stuff but... well you can't even start it - it freezes. I'm against a Bizhawk run that just doesn't save time over the current run, because it just doesn't show anything new and it does that while losing time. When losing a few frames in this run (for changing the rival name) you can change the output (e.g. it runs the credits with glitched characters except copyright and THE END), but it would never wait for a reset or save the game. I'm out, bye.
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Masterjun
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Of course these glitchfest videos are much better than this one. The problem however is that, first of all, they are not very easy to plan. Then there is the problem that you can't put too many glitches into one level, because then you would have no for later levels (or they would fit better in previous levels). Here I had no problems with that and I could just do whatever I wanted to do :P. But I'm sure that with enough planning, such a run could be done and you can really do awesome stuff with the physics of this game.
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Masterjun
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jlun2 wrote:
What does 1.43 exits mean?
It doesn't mean 1 exit. It doesn't mean 2 exits.
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Masterjun
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right after you see this pokemon, the game saves, and if you reset you see this. I hope this makes the ending valid :)
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Masterjun
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Phew, the credits routine is longer than I expected. Well actually the part that prepares for the routine is long. My full notes can be seen here. Some important things we skipped:
4F26 -> rating (of course)
4F4A -> upload text graphics (doesn't matter because we don't display normal text :P)
4F63 -> sound stuff (which probably everyone has noticed)
50B6 -> set DE to 0x5171 (which I explain later)
So what is the credits routine? The game has a place ($5171) where pointers for the text in the credits are stored (eg. 0x1C for POKéMON; 0x00 for YELLOW VERSION<linebreak>STAFF). So 0x5171 is normally stored into registers DE so that it can be accessed quickly. After the game reads one value from that place it checks if it is a "special case". If it isn't it will get the lines from that pointer value. If that value is 0xFA or higher it is considered a "special case". The screen will only display loaded lines when there is a special case. The different values for the special case are the different ways of showing the lines (eg. scrolling, text without scrolling, text without scrolling with palette change, copyright, THE END). At the end it increases DE and goes back to get the next value. Our code directly jumps into special case 0xFF which is "display, then scrolling" (that explains that garbage screen after leaving the menu). Then it reads the next value from DE... wait, DE? We skipped setting it to the right value. The last time it was set was just before the jump into case 0xFF. It was set to 0x0D5D, so the game reads values from there. Of course it waits for a special case to be read, and what is the first value that is a special case starting from $0D5D? It is 0xFA, the THE END case! After that case is executed it will return, but the code eventually reaches $0D4C, which sets DE to 0x0D5D again and since the values we manipulated are still there, the code jumps to $50F1 again! An infinite loop was created. tl;dr: I can't say whether this counts as the correct ending. However, what I can say is that the game executes a code specifically made for THE END. And to clarify it to everyone, it does that infinite times.
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Masterjun
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I just want to point out something which is written in the submission text.
It reads 0x50F1 from the map pointer and thinks that it is a valid address and so executes the address, which is in the middle of the credits routine.
I'm going to take a look at the routine and then say which exact parts we are skipping here.
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Masterjun
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GhostSonic wrote:
Also, I'm afraid that saying the Super Mario World video was verifying the currently publiczed glitched run was in error. It was only showing an unoptimized run that Masterjun made to prove the glitch worked on lsnes would also work on a console.
<TASVideoAgent> Movie [1945] SNES Super Mario World (USA) "glitched" by Masterjun in 02:36.4 edited by feos: Set flag Console-verified --> http://tasvideos.org/1945M.html <Masterjun> not sure about that change <Masterjun> since not that exact run was verified, but my unoptimized lsnes run [...] <feos> err, well, everything still works out on a console, I'd let this edit be
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Masterjun
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what question am I dodging
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Masterjun
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This run doesn't save time, but it in fact doesn't lose time! I had new strategies like jumping to the rating without having to walk. Since I have to manipulate one byte more for this, it is likely to be slower when optimized... gia had the idea that you don't have to walk, but he didn't find any place to jump. I thought one step further that you can jump to an address even before the code you want to have and let the game execute garbage code until the wanted code. But there is one more thing I want to say...
Tangent wrote:
There's this too, also obsoleting something on the basis of hearsay and a new emulator. http://tasvideos.org/3881S.html Did anybody actually see if what he says about there being four frames of improvement was actually true? People did ask in the thread for the improvements to be specified and they never were.
Really? I mean really? Bringing my already accepted YI run into this discussion? I mean I totally didn't write a post about my improvement and I totally didn't write "This room is also the reason why I originally started making an improvement on this run, because you can clip the invisible wall on the right for one frame (like a walljump) and if you time it perfectly you can enter the door faster."
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Masterjun
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yes
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Masterjun
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since when is it not allowed to use the strategy and ideas of the previous run? You guys should know, that this strategy is optimized like hell. It uses the minimum amount of pkm switches, it skips scrolling through rival names glitchy items. It has to manipulate only 2 bytes. I indeed have videos of other strats (skips to the rating without walking so you can end the movie when you close the menu) but they were slower just because this is so optimized.
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Masterjun
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Spikestuff wrote:
I feel like voting NO not because of the time but because vba doesn't have any flaws.
VBA has the accuracy of 38.3% where Bizhawk (Gambatte) has 89.4%. VBA is not listed as preferred or accepted, not even obsoleted emulator for GB(C) TASes.
NitroGenesis wrote:
Unless you can find huge improvements instead of name-changing and text skipping, then the VBA run should be left alone.
I know it is unlikely, but what happens if this run is optimized to perfection and gets rejected, because there is an emulator that doesn't emulate the game properly? "Finding huge improvements" for a run is more likely to happen on runs that aren't just about a minute long. Saving 10 seconds in a 4 hour long RPG or saving 10 seconds in a 1 minute long glitch run is a huge difference.
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Masterjun
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TASeditor wrote:
Tasvideos userfiles also doesn't allow .lsmv.
yes it does?
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Masterjun
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henke37 wrote:
You got an explanation of the wrap glitch that covers the other cases on the game resources page?
It's basically the same thing only that the game changes where to check at the start because the first time the value the games adds is not indexed by $36, but $38 which is the same as $36 but it only catches the "pressed" state, so in case 2 $38 will be 0x02 (which results in adding 0xFF which is -1) and in case 3 $38 will be 0x01 (which results in adding 0x01). Case 1: $030F +6 +6 +6 +6... Case 2: $0319 -1 +6 +6 +6... Case 3: $030F +1 +6 +6 +6...
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Masterjun
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SmashManiac wrote:
if the old strategy would not cause as many lag frames as the new strategy when executed on the same more-accurate emulator, then this movie should not be published.
There is no "old strategy". There are more lag frames because the emulator creates more. I don't see your point... Of course, using Snes9x would result in a faster movie, if you mean that.
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Masterjun
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Randil wrote:
Although gui.text displays the text on the same frame the values change, gui.drawBox seems to be lagged 1 frame. So if I have a lua script that draws a box around my position, it will always be 1 frame behind.
It's not the problem with gui.draw<somthing>, it's a problem with gui.text that is 1 frame too early. I asked about that in IRC some time ago and they considered creating something like gui.drawText to make them both sync.
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Masterjun
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Risato wrote:
I just think it really skips some of the best parts of the game.
To be fair, this run only skips Gravitron (and some dialogues and the trinkets and some rooms at the start but they are not that "best part of the game"-ish) I'm voting for a 100% no-death run on version 2.0. Version 2.0 because:
Blazephlozard wrote:
1. VVVVVV 2.0 is the first version of the C++ port, so in many ways it's like a 1.0 release. 2. Being "2.0", obviously it is a stable release, not an intermediate patch 3. The version of the game you download from Steam is still 2.0, so the 2.1 linked on the distractionware forums is not even the main commercial version.
I would also start the 100% from an empty save, because you can unlock the no-death mode in the menu. I'm working on another TAS at the moment so I guess HappyLee can do the 100%.
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Post subject: Re: Atlas-encoders (who are awsome and being awsome) a project.
Masterjun
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Spikestuff wrote:
JXQ wrote:
I think this would be an interesting run/game to get the "NESAtlas" treatment.
I couldn't agree more
It seems like the rooms are missing 10 pixels at the bottom... you can see it when Viridian moves down
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Masterjun
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ais523 wrote:
There's a reasonably clear routing error in this TAS, as far as I can tell. Isn't getting the trinket in One Way Room is faster than skipping it?)
It probably is faster non-TAS, but I tested it and this way was 4 frames faster than getting the trinket. The reason the non-TAS uses the other route is because there are these floors that move backwards. If you don't jump frameperfect it is easy to lose time :)
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Masterjun
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Lsnes rr2 has lua debug functions with which you can do something like that
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Masterjun
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ais523 wrote:
Is it possible to get Bianca's Lilliup to oneshot the Purrloin? (Game Freak made that mistake back in Ruby/Sapphire. Perhaps they made it again; it's worth testing at least.)
No, I think the game loads specific values into relevant addresses so the battle it is always the same.
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Masterjun
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Hey, it's me again and I finished a WIP: edit: added some annotations to skip parts... Link to video To the WIP: - I named myself 3 and removed 3 characters of the name of the rival Hugh to make it H, I named my starter I - I use Tepig as starter because out of the three ones he has the highest base HP and base Attack, so Tackle will do a lot of damage at the start Manipulations: - I manipulated the IVs of Tepig to be perfect, which means 31 in every stat - I chose the Nature Lonely to increase the Attack stats, it also decreases the Defense stats - I manipulated critical hits whenever I needed and also max damage* for me and min damage* for the enemy - I didn't manipulate the wild encounters since I don't know how they work yet, but I had luck so far :) Plans: - I plan to get Pokerus on my first wild encounter - Maybe I should catch a second Pokemon for PP management *damage isn't always 100%, it chooses a random value between 85% and 100% Even though it seems like I planned everything well, there are probably things I'm doing really bad. I would be delighted if I got some feedback :)
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Masterjun
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This TAS is absolutely incredible! Yes vote of course!
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