Well, in this kind of game, 'end input on the earliest frame that reaches game end state' and 'reach game end state as fast as possible, then end input' are almost the same, except in one you finish killing the boss and in the other you don't. So I think you could just submit a movie that changes the ending and if it's more entertaining it can be chosen. :D
'Magician Lord' TAS raises important philosophical questions such as: Do floors exist?
He ends the input as soon as he can survive to the end of the boss timing out (bosses timing out is a common mechanic in arcade games to ensure that infinitely long play isn't possible). I do agree that in this case I'd rather see the player character kill the boss itself - technically the same result is achieved by timing the boss out, but it looks 'lazy' somehow.
Regardless of that - this TAS had me and some friends rofling. Easily your most entertaining TAS yet. Also, I have to say that I love how you apply names to every little technique you notice. It reminds me of how I think myself, labelling things so they can be quickly referred to.
Hi keylie, this thread was split off to curb a big debate over what did and did not constitute as ACE in the super mario world TASes, so you might want to ask in the FF6 topic or in a new topic for such a technical question. ;)
http://tasvideos.org/PlatformFramerates.html
If you time a run that is X frames long at 59.7275005696058 FPS or at 60 FPS you will get two different lengths.
The former is how long it would be if run on a real gameboy/gameboy advance.
The latter is an incorrect length that you would only get in inaccurate emulators that run the game at 60 FPS exactly.
The time you think it is is the time at 60 FPS.
The time tasvideos reports is the time at 59.7275005696058 FPS.
If you run the math you will see this is exactly correct.
The equivalent of camera freeze is if you found a glitch that gave you noclip in Doom and it works on every map.
Sure on some maps you can find creative ways to clip through a corner or past a narrow gap or through a door, and those take skill, setups and research - or you can just noclip through everything. It's technically interesting that it's possible, but that's about it.
Which is why it should be possible on real PSX, though no one has done it yet.
Was romscout informed?
Both Cosmo and romscout know, but they need to be incredibly inebriated to want to attempt it, which doesn't happen often. (There's a lot of stuff that you need to be a PhD in computer science (or sockfolder) to make sense of and if you forget to do it the setup doesn't work, it's not something you can just open up and do without thinking)
EDIT: But if you want to try it yourself, here are sockfolder's notes: http://pastebin.com/27aW26MX
Is there an emulator that can do TASing for these games yet?
I know that shmupmame42 is the best emulator for TGM2, because it fixes a bug with Psikyo ROMs and their busy loops to make their shmups play better, and TGM2 is also by Psikyo so it gets fixed too.
Upon entering Open Bus (during a realtime run), does the program counter ever reach the controller registers? If not, it can't exactly be called ACE.
It's possible to do ACE without program counter hitting the controllers. For example, SotN ACE just uses the inventory as code to patch two existing pieces of code together. (Which is why it should be possible on real PSX, though no one has done it yet.)
'Well, it's an Ocarina, but you have no idea how to play it...'
In a fit of bumbling serendipity, Link plays 'Serenade of Skip the Final Boss' on his ocarina.
Complaining that you had no idea what was going on is like never having played Viewtiful Joe, watching a TAS of it and complaining that you had no idea what was going on. It's kind of assumed with TASes that if you haven't played the game (and this is different enough to be a new 'game' in a sense) then you might not follow along the first time you watch :)
Nobody's made that complaint, so...
feos wrote:
I love warpless walkathon, I love FDS SMB. But this... it just makes no sense, wtf have I just seen? Voted no.
Complaining that you had no idea what was going on is like never having played Viewtiful Joe, watching a TAS of it and complaining that you had no idea what was going on. It's kind of assumed with TASes that if you haven't played the game (and this is different enough to be a new 'game' in a sense) then you might not follow along the first time you watch :)
I enjoyed this run, and it should definitely replace the Air TAS on the site.
It's overwhelming at first, but you have to slow it down and try and figure out what the TASer is doing at every point, or you're missing the whole point of watching such a TAS :)
So to you, it makes no difference whether a run just modifies memory, or executes it?
In a technical sense there is no difference. Modified memory is automatically executed as "proper" procedure, unless you meant execution as ACE.
Modifying memory and having the game not use it is quite pointless.
ACE: You have control of memory that the game executes.
Memory corruption: You have control (maybe) of memory that the game reads.
I don't understand why you say 'in a technical sense' if you have no idea what the difference between reading and executing is...
The glitch always jumps to open bus. The reason why the game can continue is just because it managed to get back to the normal code again, but the fact that it executed open bus makes it not different from the ACE run.
So you could say: "If you get the cloud you might as well get directly to the credits."
And you could say: "If you get the cloud you might decide not to use its ACE effect because the category you're TASing bans it."