Thank you for this excellent guide! I have forwarded it to a friend of mine in Transylvania so he can practice hard to defeat Dracula. I hope this is OK. He wants to begin training to become a Vampire Killer starting tomorrow.
Of course! Use this guide to find 'higher and lower' position and speed:
http://tasvideos.org/MemorySearch.html
Because x and y positions (standing on the ground and moving around), you don't know which axis points in which direction, but z (being higher and lower) is always obvious, do things like 'I jumped up, assert my z position is higher' 'I fell, assert my z position is lower' and you will very quickly find z position. Then look at the surrounding memory addresses and you will find x position and y position too!
You can try the same with z speed, but z speed 'might not exist' as a memory address, so you may not find it (-> may have to make a LUA script that tracks change in x/y/z between frames and tells you how much it's changed)
You may also find that instead of x/y speed you have horizontal speed and angle. It depends on the game.
Another trick you can do is trying to find HP memory address. The surrounding memory addresses to HP may also be useful things.
If it's a credits call glitch or level warp glitch, I assume it would be a new category - as busted as the old TAS is, it still 'basically' goes through each level in order.
Neither of those games has an ending, so even if they were TASed, runs on them wouldn't be accepted on this site. If you have Windows 8/8.1 and want to play around with TASing Fruit Ninja, you can check out Fruit Ninja for Windows 8 and see if it works in Hourglass.[/quote]
Scorerun/playaround/inhuman skill TASes still have merit, even if they can't be published on tasvideos proper.
Eh... I don't think so. The issue was pretty straighforward: the run depends on emulator issues, so its not possible on a console, so it got rejected. :|
I think it's not so much 'it depends on emulator issues', so much as 'The setup isn't the same as it would be on console, in a way that differs wildly between different versions of the emulator, so the emulator needs to get more accurate first'
Masterjun% KSS will be back in the future.
since you save no one, i ended up making this run "any%" and since you save everyone in the old route, that is defined as "100%" (not that it has a percentage counter, but you do save everyone so 100% of everyone saved vs any% none of them saved, it makes sense) there is an argument to be made for "getting all the fish" but that is really boring, and if you miss a fish you can still finish the game, whereas if you miss any of the NPCs you cannot finish
Not very important. Nothing scary if I start to do something a frame later (i.e. if I pressed a key when the counter is red)!
Actually, let me explain one important reason why doing something on a 'red frame' can hurt your run and cost time. For example, say you are running down a hallway in Duke Nukem while holding the UP key. If you hold that UP key when the frames go from 'white' to 'red', you are wasting time because you could have made a new movement once the frames became 'white' again.
In my case, the game I'm currently working on has a lot of lag frames, and I need to make sure not to keep a button held during lag. Otherwise, I'm wasting time.
Does it actually work like that? I thought during a lag frame the game doesn't read input, so you can 'skip' all lag frames.
Could someone explain again how the PC jumps to the invalid location in the first place?
I know I've asked this before, but earlier I had the impression that it was something like "when Mario touches the note block, the game has to draw the correct 'note block bounce' sprite to the map, which means writing a value to map data, but said map data is invalid so the game writes to an exploitable unrelated place".
But apparently that's not what's happening; it's the PC that's made to jump incorrectly to the x-coordinates (which spell out another jump). How does that happen?
I think the idea is that the note block's code is meant to be in RAM, so it looks in RAM for the note block code, and finds 'go to the princess' instead.
Maybe there's a way to tell if the game will sync by looking into the ROM's codes or something? If the only to know if it will sync is by testing it, then it'd be extremely tiresome.
If FBA is like Mame, the problem is that every game has a different driver (program that actually knows how to play that kind of ROM) and thus a different savestate implementation, so you can't look at the ROM, you have to look at the driver, which isn't very amenable to automatic analysis.
I like how in the past every time we crashed a game we assumed 'darn, this is useless then'. And now we have more knowledge and know that every crash is potential ACE :D
Posted this for the first time in two years. Gobusatashiteorimasu very.
◆ to hear it and move LA-MULANA is (only freeware version) in the hourglass, and I was doing from the end of the year before last, but it will be something that has been completely forgotten by a lot then.
◆ Because it is the memorial of the death TAS only and does not intend to complete. I'm sorry.
◆ You do not have to care quality.
Spikestuff: The TASer gets to decide if they want their TAS to be measured on 'power on to input end' or 'power on to the game is subjectively complete'. Dimon clearly chose the latter :)