Honestly? A game you're already experienced with. If you're both learning how to play the game well AND how to TAS at the same time they both kind of get in the way of each other. And set achievable goals, like making a TAS that looks cool and mistake-free, before worrying about going perfectionist on it.
A GB TAS can't be converted to an SGB TAS, at least not for pokemon red/blue. When the game changes palettes there is a pause, basically the game telling the gameboy what to change everything to then resuming, and during the pause RNG continues to change.
I recall that MrWint wanted to do his Pokemon R/B TASes on SGB but couldn't because there was no suitable emulator for his needs.
That's a difference class of emulator error, where it's just 'you'd do things with slightly different timing, manipulation or RNG manipulation' as opposed to 'due to an emulation error this strategy/route is not possible on console'
He does, yes, but he could easily write a slightly longer bootstrapping code that gets around this restriction and it wouldn't take much longer. Or use the first bootstrap code to write a second bootstrap code, for example. Again - Once you have arbitrary code execution, you can satisfy any arbitrary category/requirements.
As you can see in this video, when you do crown theft the game doesn't roll the ending cutscene like it does if you beat King Boo normally.
Link to video
It counts as beating King Boo but the game doesn't think it counts as beating the game. So it's not useful for a 'beat the game' category.
LOL! The new glitch makes the game look like SML2. Good stuff.
What needs to be discovered now is why it puts you where it does in world 8. I mean, you can beat a world from anywhere (since the airship moves) so it's surely not because you beat the world from an unexpected level.
I have hard time believing that this "original purpose" was for the stream to die at the Safari Zone.
The streamer did not expect the viewer count to blow up larger than 100-1000. You can clear the Safari Zone in anarchy with such a small viewer count (see the various spinoff streams with smaller view counts that beat it fine in anarchy).
Since he did not expect larger viewer counts, he went through various phases of ideas for making it easier for the game to be completed (removing select, the 'start button jamming' stuff, considering allowing sub-only mode to be turned on (which he never ended up doing), modifying the safari zone to not cost money or not have a step counter (never did this either), swapping it entirely into democracy mode, the various anarchy/democracy compromise that resulted from it - and if it still wasn't enough, he might have gone even further). He clearly wanted it to be beatable despite the 'setback' of its explosive popularity.
In Symphony of the Night, you could go for the bad ending where you beat Richter without the holy glasses - it runs credits, it's faster than going to Dracula and killing him, etc. So why don't people do it? Because it's not considered by players and speedrunners of the game to be the end of the main storyline. Same goes for GSC.
Got 1-7, 11 and 12
I'm a web developer. Is it a bad sign that I consider level 10 to be safe?
I mean, I cannot easily find a solution for 8 and 9 either, but just looking at it I think "bad idea". 10 looks fine to me.
I think it's funny how so many people cite "the run's original purpose" as if it were meant to be a particular way. The guy running Twitch Plays Pokemon can do whatever the hell he wants. He may have even had the democracy/anarchy system in mind when he started.
The system may not match your idealized view of the experiment, but your view is not special in any way.
I'd like to add to this post that the creator expected viewership to peak at the 100s or 1000s, not explode. It might not have even been a grand idea for him, he might have just made it to practice his coding skills and have a bit of fun. There's no ideal it is striving for, it just is what we make of it.
Just food for thought here: As a multi-platform environment, how would expect us to be able to figure out what platform a given .bin is for? Almost every platform commonly have roms in .bin format.
Load it in every core until one of them doesn't throw an exception? :)
The most important thing about using bsnes-derived emulator core for TASing is that it allows for Console Verification.
If the timing of lag frames, loading times, etc is even slightly incorrectly emulated, then the game may not proceed the same on emulator vs on console. Console Verification, playing back a TAS on the real console, was required to showcase Masterjun's Super Mario World 'executes arbitrary code' TAS at the AGDQ2014 event live, for example.
If your computer can't handle Bizhawk at all, though, note that we still accept snes9x 1.5x TASes for SNES.
If you need someone explaining what buttons they press while doing it, there's always sockfolder's old tutorial.
http://www.twitch.tv/sockfolder/c/2081384
Note that it's not necessarily the only or fastest way to do it. lukehhh might be doing something faster/better for example, and a TAS might have something better yet.
I seem to recall that Saturn made a TAS using the GT code and it got rejected for using a cheat code.
But in the case of Saturn's GT code TAS, it didn't do anything interesting with the GT code. A GT code into space/time beam TAS shows off something you will never see in any other category, complete annihilation of the game.
I think the fact that the GT code is necessary probably would make such a TAS unfit for publication here, and Space/Time beam is kind of tricky territory to begin with as its behavior is at least somewhat emulator dependent and might not be the same as on console. But I guess it could be interesting to throw together as a proof of concept and see what kind of time is possible to reach (most likely somewhere around 00:10). Either way It's great that someone finally took the time to sit down and make a legitimate effort with Space/Time.
'I think the fact that the GT code is necessary probably would make such a TAS unfit for publication here'
Is this really true though? The old Earthbound glitched TAS accessed the debug menu (via a glitch, but it was still accessing a developer intended debug feature). So what's the difference? That you access the GT code by the developer intended way? (e.g. if it was glitched into triggering mistakenly it would be ok?)
(I'm also curious - does an emulator as accurate as bsnes-derived core still have differences in its Space/Time emulation relative to console? Or do the worries mostly stem from snes9x/zsnes/etc?)
Seconding that a TAS of this would be sick, all concerns aside :D