Many people assume SoE and SoM are the same engine/have the same glitches. SoE is actually a brand new engine built to 'look like it's SoM', because they weren't allowed access to the source code (they were a completely different team).
It looks like you have 'arbitrary event execution', so whatever event counts as beating the game can be reached and played. (Not as strong as ACE unfortunately)
Ok, yeah, this is a good line of argument, and I welcome it. The easiest course of action should be the correct course of actions. Things you should only do once you have experience should be hard to accidentally do.
Yup, you make a submission only when you're ready for it to go up on the site.
IMO when a newbie makes a submission of low quality, instead of what happens now (everyone dogpiles on it to poke fun at them), this should happen instead (only one moderator/whatever makes a response (can be pre-made) which lays out what the purpose of TAS submissions is, and what you should do instead (post WIPs in the relevant game topic, research, ask for feedback, etc))
I don't think this is something that has been 'occuring more frequently'. I think it's been a constant for years and years. Every site has n00bs, just that ours make submissions instead of posts.
Link to video
Thanks to puwexil/romscout for bringing this to my attention.
Soon every 8/16 bit game will have one of these!
(If you want to read more, follow the link to the nicovideo page and translate the description.)
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Is it optimal?
Pac-Man routes are incredibly well studied for real time players because the ghosts are deterministic if you always move in the same way, and if you hold the direction of a corner/intersection before reaching it you always take it on the first possible frame. These routes that get you the same result every time are called 'patterns'.
But a TAS gives you the extra possibility of taking an intersection late, pausing for frames, etc. I don't know if this is useful enough or not.
There doesn't seem to be any good information on how to do pointer stuff in MHS, so I'm requesting someone who knows their way around it to make a guide.
Specifically, finding a pointer is easy enough (just use Pointer Search). But if after that you want to define a memory address as being for example 'X Position: Pointer+0x30', so when the pointer points to a new address X position still shows X position, how do I do that in MHS? The help file describes conceptually that you'd do this but doesn't say what buttons/settings accomplish this, unhelpfully.
EDIT: I'm seeing a lot of chatter in #tasvideos like 'Maybe you should use Cheat Engine instead?'. If you make a post like 'You can do this easily in Cheat Engine, and here's the steps you use, so you should use that instead', then I'll gladly accept that.
Download MHS ( http://memoryhacking.com/download.php )
Open MHS Help.chm
Go to the 'Index' tab
There are entries for Pointer Search and Pointers.
That said, it describes what pointers are and how to find one, but not how to define a memory address as being offset from a pointer you've found, so I'm stuck there with my low level of MHS knowledge.
EDIT: Nevermind, you can't (apparently) do what I want with MHS, follow this guide and use CE instead: http://tasvideos.org/forum/viewtopic.php?t=13462
Can you explain to me why Ms. Mowz is skipped now? What does ultra hammer have to do with it?
Sorry for not really contributing to the discussion but I am curious
If you know the 'fish glitch' that lets you jump around between chapters using Ms. Mows - those blocks can be broken by the Ultra Hammer.