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RetroEdit
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Sorry for the delay and lack of clarity. I'll say... no thanks on coauthorship this time. It took less than 5 minutes to create and in my eyes, my improvement is pretty close in spirit to removing trailing blank frames at the end of a movie (which would not generally merit coauthorship).
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TAS review: The use of rotations and mix of both super fast and perilous play made this TAS a fun watch. I particularly enjoyed the blatant disobedience of the "Copy!" prompt in the "Sync or Sink" microgames. Once again, I've compared it to the current WR like I did for Mega Microgames!. This one uses an updated script and accounts for regional differences (the intro screens after each soft reset are 52 frames faster in the Japanese version). For brevity, I've only listed non-trivial segments, excluding menus and segments that are within margin of error (<0.050 s):
Notable time *saved* (-):
        Kat & Ana, games: -0.353 (TAS: 1:38.262, WR: 1:38.616)
        Kat & Ana,  boss: -5.937 (TAS: 1:16.145, WR: 1:22.083)
       Dr. Crygor,  boss: -3.031 (TAS:   33.468, WR:   36.500)
       WarioWatch, games: -4.082 (TAS: 1:35.500, WR: 1:39.583)

Notable time *lost* (+):
            Wario, games:  0.428 (TAS:   39.378, WR:   38.950)
            Jimmy,  boss:  2.164 (TAS:    6.847, WR:    4.683)
          Dribble,  boss:  0.881 (TAS:   32.715, WR:   31.833)

[Total]: -21.369 (= -24.924 +3.555) (TAS: 27:19.730, WR: 27:41.100)
 menu: -11.377
 games: -4.024
 boss: -5.966
First the positives: the TAS is definitely faster than the WR. Besides faster menu navigation, the time saved is from:
  1. A much more efficient defeat of Kat & Ana's boss.
  2. More aggressive and risky play than the WR in Dr. Crygor's boss.
  3. Sprinting through WarioWatch to take advantage of the only "real" non-boss time save
  4. (the WR accidentally pausing briefly at the start of Kat & Ana's microgames)
The TAS also has three time losses compared to the WR:
  1. Jimmy's boss missed the fast cycle, but there's a good reason for that: it was probably impossible in the emulator version this TAS used. For reference, Mikewillplays' post above suggested a tilt value of 31500, which doesn't work in BizHawk 2.9.1 but does in BizHawk 2.11.
  2. In Dribble's boss, the initial high-speed back-and-forth movement seemed to be too fast and made the initial acceleration slower.
  3. The Wario games time loss is specifically from the sixth microgame "Step On It"; this microgame is apparently not fixed-time, and the TAS had bad layout RNG that led to a few frames slower finish, which was then magnified because the ending is cycle-based, where time can (mostly?) only be saved in multiples of ~25 frames.
I made some (unoptimized?) movies demonstrating the improvements: Jimmy's boss (saves 00:02.160), Dribble's boss (saves 00:00.871), Step On It (saves 00:00.385) Nonetheless, in light of the challenges presented by the gyroscope issues, I strongly believe that this movie is acceptable for publication, fulfilling the current site standards of being "as optimized as [the author] can make it". Requiring the movie to be redone as an acceptance requirement would be disrespectful of the author's time; this movie, while imperfect, is solidly constructed.
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Review: My general impression after watching this TAS was positive. Even though each microgame (probably) has no time save because each has a fixed timer, the author Pellets finished them in a variety of interesting ways. The bosses also seemed better than human play and decently optimized, although there's definitely future possible improvement. For due diligence, I compared this TAS section-by-section to the current human WR (using a script I quickly made). Conveniently, the current WR is on emulator, so I was able to compare GBA frame counts directly. The sections below are listed in TAS order (the WR played some sections in a different order) and use the names from here:
      Intro Games,  menu: -0.150 (TAS:    4.152, WR:    4.302)
      Intro Games, games:  0.000 (TAS: 1:06.619, WR: 1:06.619)
      Intro Games,  boss:  0.000 (TAS:   14.047, WR:   14.047)
           Sports,  menu: -0.904 (TAS:    9.694, WR:   10.598)
           Sports, games:  0.000 (TAS: 1:37.375, WR: 1:37.375)
           Sports,  boss: -2.595 (TAS:   12.724, WR:   15.319)
           Sci-Fi,  menu: -1.188 (TAS:   10.179, WR:   11.368)
           Sci-Fi, games:  0.000 (TAS: 2:42.002, WR: 2:42.002)
           Sci-Fi,  boss: -2.327 (TAS:   59.185, WR: 1:01.512)
          Strange,  menu: -0.351 (TAS:    9.710, WR:   10.062)
          Strange, games:  0.000 (TAS: 1:33.809, WR: 1:33.809)
          Strange,  boss: -0.418 (TAS:   11.937, WR:   12.356)
Nintendo Classics,  menu: -1.473 (TAS:    9.375, WR:   10.849)
Nintendo Classics, games:  0.000 (TAS: 1:37.442, WR: 1:37.442)
Nintendo Classics,  boss:  0.000 (TAS:   29.266, WR:   29.266)
 Jimmy's Remix #1,  menu: -1.339 (TAS:    9.945, WR:   11.284)
 Jimmy's Remix #1, games:  0.000 (TAS: 2:02.690, WR: 2:02.690)
 Jimmy's Remix #1,  boss: -0.853 (TAS:   14.884, WR:   15.738)
               IQ,  menu: -1.456 (TAS:   10.380, WR:   11.837)
               IQ, games:  0.000 (TAS: 2:18.495, WR: 2:18.495)
               IQ,  boss: -2.159 (TAS:   31.141, WR:   33.301)
          Reality,  menu: -0.468 (TAS:   10.263, WR:   10.732)
          Reality, games:  0.000 (TAS: 1:28.100, WR: 1:28.100)
          Reality,  boss: -3.448 (TAS:   39.881, WR:   43.330)
           Nature,  menu: -1.406 (TAS:   10.346, WR:   11.753)
           Nature, games:  0.000 (TAS: 2:39.959, WR: 2:39.959)
           Nature,  boss: -1.607 (TAS:   38.960, WR:   40.567)
 Jimmy's Remix #2,  menu: -1.691 (TAS:   10.464, WR:   12.155)
 Jimmy's Remix #2, games: -5.859 (TAS: 2:14.176, WR: 2:20.035)
 Jimmy's Remix #2,  boss: -2.159 (TAS:   16.173, WR:   18.333)
    Anything Goes,  menu: -0.853 (TAS:   10.062, WR:   10.916)
    Anything Goes, games:  0.000 (TAS: 2:20.923, WR: 2:20.923)
    Anything Goes,  boss: -1.238 (TAS: 1:09.515, WR: 1:10.754)

[Total]: -33.954 (= -33.954 +0.000) (TAS: 29:03.886, WR: 29:37.841)
 menu: -11.284
 games: -5.859
 boss: -16.809
Here, menus encompass everything prior to and after each of the 11 sections. Games are everything except the boss game. The 5.859s of time saved in the Jimmy's Remix #2 games seems to confirm it can have a random amount of IQ minigames (perhaps it will always have a minimum amount, though?) (For good measure, I also compared to the WR using the video times directly. That comparison generally has more noise because of time delta granularity differences due to the GBA frame rate. The WR also loses an additional 0.1 seconds during Sci-Fi because the emulator application itself lagged.) So this comparison shows the TAS is faster or equal in every section. Technically, the TAS probably lost a bit of time in some parts if each boss timing was further subdivided, but it's not significant, as each TAS boss was net faster than the corresponding WR boss. (Getting even further in the weeds, "faster or equal in every section" is an imperfect metric, because a future TAS with more RNG manipulation would probably lose minor time to this TAS in some parts to save time overall.) All-in-all, this TAS seems like it would make a solid first publication—though I have some potential bias: see below. An improvement: I went a bit further than necessary for review purposes and tinkered with the inputs. This led to a 7-frame improvement in the final "Run, dummy!" section by doing first-frame A-presses instead an autofire on-off pattern. I also found a few other improvements to other bosses' RNG that would require redoing the entire TAS or major portions to sync (and probably require more tools and scripts to optimize well).
RetroEdit
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I decided to watch most of the homebrew submissions over the past few days to see how they were. Here are some deadline-breaking nom endorsements (sorry feos): [6772] GBC Nyghtmare: The Ninth King "Aryn" by inconsistent in 08:02.600 This has that effortless fluidity and "can't look away" feeling that TAS gameplay should evoke. [6571] ZXS Plyuk by Induviel & CoolHandMike in 15:08.06 Cute puzzle platformer, executed solidly. [6582] SNES Dottie Dreads Nought by EZGames69 in 05:18.908 Cute short smooth game. [6652] NES All Hell Unleashed by Induviel in 13:37.90 Interesting horror movie-inspired NES platformer. Edit (00:21): oh, and I almost forgot one last one: [6918] NES Spacegulls by Induviel & DrD2k9 in 04:44.897 A nice time save over a previous TAS, showing off a quality flying-based platformer(?) by Morphcat Games, the developers of Micro Mages.
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There is a new TAS for Sly Cooper 1! Link to video It was authored by multiple members of the Sly 1 speedrunning community: SnuggglyPikachu, arttery_, neon, xevenstevensx, and takae__. This saves 5:39 over a previous TAS of the game from 2021 and 8:38 over the current human WR. According to the description, it uses PCSX2 v1.7.0 along with an AutoHotkey-based TAS framework.
Post subject: Chef (visual?) glitch
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I recently came across this glitch in Chef where Yoshi infinitely scrolls quickly across the screen. Here's a timestamp in a G&WG4 review that shows it: https://www.youtube.com/watch?v=7lkKm2gc5sA&t=700s It seems like this is a rare glitch that only happens under specific unknown conditions. But it's something I'll look into and try to include in the TAS when I work on it again.
Post subject: Coauthorship
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Hey ktwo, it seems like you may have forgotten to include eien86 as a coauthor. This movie is described as derived from the prior movie, and the mentioned improvement here doesn't seem to be the same section as the one eien86 contributed to.
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Maybe for an 100% the goal could be to win the million having played each game once. Now I personally am not sure that'd be interesting to watch, but the goal at least seems fairly understandable.
Post subject: Sync-verified!
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Sync-verified! Funny that, after just seemingly tanking so many explosions in the TAS, we then have that slow-motion cutscene of just barely escaping an explosion. Clearly there was nothing to worry about there. When watching Level 10 - Room M11, I sort of wondered if taking out the enemies in the first pass would have been faster for lag reduction, but I guess your weapons probably don't have enough range for that to be efficient.
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Definitely a fun watch in my book. Especially because even in boot up to last-input timing, this TAS is only 12 seconds slower than the previous movie, even with it delaying a whole minute at the start. (Note: my 12 seconds figure is based on the video, so I think this movie has some blank frames at the end). This run seems like it would be an ideal case for the proposed alternate timing field.
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My previous post about Funky Skip largely still applies (aside from new run-specific details.) "True Ending, in-game codes" seems like the proper goal name here (this would align with some of the existing publications here). Further details:
  • 1st code: you can actually visually see the cheat codes menu; this is for the "BARRALAX" code, which unlocks the "hardest difficulty" you mention. It is harder by removing DK barrels, but it also gives you both Kongs at the start of each stage. Elsewhere you mention removing DK barrels reduces lag for certain levels in the TAS.
  • (2nd "code"/"cheat": 75 Kremkoins trick. But "True Ending" requires it, so it doesn't matter here; runs without it would either be "any%" (ends at K. Rool 1) or 102% (legitimately collected Kremkoins).)
  • 3rd code pair: "Dev Exit" (exits levels) and "Funky Skip" (exits worlds). Both of these are recently-discovered arbitrary button press sequences, almost certainly developer shortcuts that were left in the game. Normally, you can't exit a level without having played it previously or a world map without beating a boss or going to Funky, so they fundamentally make the game easier, even without the additional glitches they enable.
I'll mention now that I think whether these are "cheating" is probably the wrong question. As you correctly point out, these are built into the game, not external modifications. However, I also think framing them as either straightforward game mechanics or glitches is misleading. All of the above are clearly intentionally designed codes. Code #1 is in the cheat code menu, and the codes in code item #3 are roughly comparable in execution to the Konami Code in Contra. To be clear, I think these new discoveries are interesting, and I'm not arguing against publishing this run.
Post subject: GBA Pac-Man World resync attempt
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I'll throw that movie into GBAHawk with my resync script to see if it's resync compatible at the very least and edit this post afterwards. I don't have a Game Boy Player either, sadly (or a GameCube, which a Game Boy Player requires). Edit: Yep, it looks resync-compatible, which is a promising sign for it to be console-verified: User movie #638971207918018217
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No RNG sounds promising. But the largest hurdle to getting it console-verified is someone having a copy of the game with the motivation to do it. Alyosha's done most of the GBA console verifications thus far, but there's only so much money to spend on games. GBA console-verification is actually one of the few consoles where it doesn't really require specialized hardware, just a Game Boy Player with GBI installed. So your best bet might be doing it yourself if you happen to to have a Game Boy Player!
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I'm aware "frames" are a limited model in some contexts, but for the purposes of a GBA (unlike Game Boy which can turn off the screen), it's running at a consistent frame rate. So it seems like with the proper starting alignment, being off by a couple cycles would mostly only matter if there were multiple distinct subframe inputs in the same frame. But I guess even without subframe inputs you could maybe also run into trouble if the game disabled VBLANK interrupts(?) or an input poll was near the start or end of a frame.
Post subject: GBA timing precision
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Bigbass wrote:
I'd still like to get into GBA as well, especially for movies that require higher timing precision than is possible via the Game Boy Player.
Out of curiosity, do any such movies requiring such precision currently exist? If I'm understanding you correctly, I assume that must imply high-granularity subframe inputs? (I think GBAHawk might technically allow that, but even if so, I don't think anyone's made a movie like that yet.)
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toca wrote:
RetroEdit wrote:
Hi, I was wondering if you'd consider posting the code for AdvancedBot somewhere (maybe to a code forge like GitHub). I'm sort of interested in this concept.
I originally planned on doing this eventuallyTM, unless someone asked about it; so here you go: https://github.com/toca-1/advancedbot-bizhawk but beware that for now this is GBA-only because that's what I wrote it for (and I have no experience with other platforms in Bizhawk). Also, in the original script, the address to watch was hardcoded (because it was dynamic so I needed pointer logic), but for now I added a field where an address can be entered. If anyone wants to make any changes to it or port it to other platforms please feel free to!
And with a license as well. Wonderful! I'll check it out and let you know if I end up using or have any improvements.
Post subject: AdvancedBot
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Hi, I was wondering if you'd consider posting the code for AdvancedBot somewhere (maybe to a code forge like GitHub). I'm sort of interested in this concept.
Post subject: Kremkoin trick
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I had forgotten the TASVideos 102% was submitted with the Kremkoin trick. Dooty's position at the time was that it's not a cheat because it's not in the cheat code menu. My baseline opinion prior to today was that the Kremkoin trick is tantamount to a cheat because it's so game-breaking. The 102% TAS does only use it minimally, but still. But to be fair, it is more of an arbitrary sequence of actions than a code. And I suppose one could make the argument that warp barrels could be considered cheating under that same logic where the Kremkoin trick is considered a cheat (GameFAQs for example currently lumps them both under secrets). (Tangential, but it really makes me wonder how early this was known. It's semi-plausible this was found organically by players, but I wouldn't be surprised if Rare made it publicly known somehow. It doesn't seem to be in the DKC2 Nintendo Player's Guide, though. I found this Jan. 1999 reference.)
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Submission notes wrote:
This run uses TAS Studio to splice the 102%, any% and wips available on the internet.
First-off: the site license requires attributing where you got your inputs from. Everyone whose inputs were used should be added as an author.
This run is interesting, but it presents some categorization questions. For context to the unaware, Funky Skip is a newly discovered developer code that allows you to exit the world map and go to the overworld. The DKC speedrunning community is actually currently running a poll on whether it should be allowed in runs. TASVideos' categorization isn't required to match external community classification, but it might be confusing if "true ending" on TASVideos means a different thing than "true ending" in the broader speedrunning community. Edit (30 Oct 2025): ultimately the DKC speedrunning community banned Funky Skip in their general ruleset—though this still allows separate Funky Skip categories to be made if there's interest. However, Funky Skip is basically a cheat code*, so that certainly affect this run's status on TASVideos. But there's a wrinkle here, because the Kremkoin cheat is as the name implies, a cheat. So this category sort of already has cheat codes in its DNA, and adding Funky Skip on top of that is not necessarily a problem. Also, as Amaraticando mentioned, Funky Skip happens to allow skipping the final boss specifically in True ending (a small credits warp). This TAS doesn't currently do that, but since it's using Funky Skip anyway, it probably could/should. Some in the community have taken to calling this variant of true ending that uses Funky Skip "false ending". * DKC2 also has an explicit "Cheat Codes" menu. So there now exist at least three different things that are sort of cheats: menu cheat codes, the Kremkoin cheat, and dev codes (which were only discovered in the past few years).
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There's some discussion on the Discord where people are saying TASVideos is down. I don't seem to have this issue. I'm making this post to test whether it will be listed in the updates channel on Discord.
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This is a very interesting thread. Thanks for sharing! I'll have to think about this some more, but I think this could be very useful in the future. I also think it's pretty cool to have Lisp that compiles to Lua.
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Sync-verified. The movie can be replaced with this one that trims to the last pre-credits input (this is actually mentioned as the movie end in the submission notes: "Time: The final necessary input happens on frame 129811"). I like the amount of detail and attention put into the submission notes. It's always neat when they tell a story. I'm a sucker for GBA platformers and Vicarious Visions, so it was an interesting watch (though I did fast-foward some parts). By the way, the GBA BIOS is the same as the one on the linked page, it's just the linked page lists a SHA-256 checksum, while you used a SHA-1 checksum.
Post subject: Reply to Bigbass
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Bigbass wrote:
If game A has different behavior than game B, then they are fundamentally different games.
This is one definition of what determines if two games are "the same" or "different", but I don't think it's the definition TASVideos uses. TASVideos already categorizes different region and different revision releases as the same game for the purposes of Game pages, even if they have different behavior. But I can understand if there's hesitance to extend this notion to game modifications that aren't official releases.
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I'm operating under the assumption that gz runs would not utilize re-seeding to get tailored per-scene RNG outcomes (where "tailored" means manually tweaking each scene's RNG to get very specific RNG outcomes through something like a brute force search). It would indeed become incomparable if each scene had more perfect RNG than is possible throughout a whole run. But otherwise, RNG differences between emulator and gz can reasonably be treated like the site already treats RNG differences between different versions of the same emulator.
Bigbass wrote:
The differences caused by inaccurate emulation is not the same thing as modification of the ROM. They might coincidentally exhibit similar effects, but modifications to the ROM will be present on any reasonably accurate emulator and, most importantly, on the original console.
They're distinct types of differences sure, but I don't think that somehow means emulator+original ROM is more accurate than console + ROM modified to inject inputs. Though I suppose my point is somewhat undermined if emulator+modified ROM is what ends up being published. It's ultimately a question of values in what "accuracy" means and what TASVideos the site values in movies it publishes. Also, I brought up console verification as the gold standard of accurate gameplay playback, not to suggest that console verifying a modified game is equivalent to verifying the original.
Post subject: Support! And emu vs. hack differences.
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This is a very cool movie, and I definitely support it being published. It's quite unfortunate technical site rules/standards issues have delayed this so long. I actually somewhat disagree with moozooh (and others) about how it should be published: while the ROM hack may inadvertently modify the game's timing/behavior, emulator inaccuracies can lead to similar types of timing differences and TASVideos does not require emulators to be console-accurate for submission (thankfully, because only a handful of emulators meet this standard). This is probably a minority opinion, but for me, taking into account the present site standards, the benefits of game/category representation may outweigh concerns about the ROM hack not being "comparable to the base game", especially since this can always be obsoleted by a base game movie in the future. (saw this via the Discord discussion)
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