Posts for SmashManiac


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Experienced Forum User, Published Author, Player (12)
Joined: 6/17/2006
Posts: 501
Warp wrote:
I find it somewhat ironic that the very first feedback of the new voting UI is that it must be buggy because now there are two dropdown menus... :P Does anyone have any suggestion about how to make it clearer that the first dropdown menu is the integer part and the second one the decimal part of the rating? Maybe it would be enough to add some explanatory text to the rating page... EDIT: Ok, I added some explanatory instructions to the rating page, which should help clearing up possible confusions.
Oh, so the additional dropdown boxes are decimals? That was far than obvious. Pretty funny mistake though! If we're going to have decimals, I suggest using textboxes instead of dropdown boxes, and make it clear in the rating system description at the bottom of the page what is allowed as input. The forum voting widget is pretty cool too, I agree that it would be a nice addition for those having Javascript enabled.
Experienced Forum User, Published Author, Player (12)
Joined: 6/17/2006
Posts: 501
New bug: I can see 2 dropdown boxes for each category. I'm holding my ratings until this is fixed.
Experienced Forum User, Published Author, Player (12)
Joined: 6/17/2006
Posts: 501
upthorn wrote:
My first guess would be that your bios files do not match the ones I used. I would advise you to try replacing those with ones from a trustworthy site, and see if that corrects the issue.
I checked by bioses files with GoodTools, they're fine.
nitsuja wrote:
In Gens 10, go to "Option > Sega CD SRAM Size" and change it from "None" to the default value "64 Kb".
Huh? It works now? :O That's really odd. Every other time where I tried booting the game/playing the movie with a 64kb SRAM, I was always getting an error message saying that SRAM was not initialized, and the only fix I could find on the intrawebs was to remove the whole SRAM. Why has the message magically disappeared now? Well at least I can watch the movie now, thanks nitsuja! However since I never owned a Sega CD, I'd still like to know why I had the problem and how it fixed itself. And also how to fix this manually if the problem comes back in the future. Thank you very much!
Experienced Forum User, Published Author, Player (12)
Joined: 6/17/2006
Posts: 501
I'm using Windows XP SP3 and I'm having desyncs issues when attempting to play this video. At first I thought that it was because I was using Gens 9.5c, but even after upgrading to Gens 10, checking U+D/L+R, removing the SRAM, and making sure that Perfect SegaCD Synchro was checked and that the sound was enabled and set to 44100 kHz, I'm still getting desyncs. Also, since I have a dualcore CPU, I even tried locking Gens on only 1 CPU through the Task Manager, with no luck. I'm using ISO+MP3s roms, and I have all 34 MP3s named correctly. I've tried all 3 gmvs included in the author's comments, using all combinaisions of roms/bioses listed, but it still doesn't work. This is what I see: A new game is started, Sonic looks up for no apparent reason, then starts running right, jumps, and fails to pass the 1st loop. For U(1.10) and U(2.00W), Sonic eventually dies twice, and suddenly the title screen appears. For J(1.00), the game (not the emu) crashes when the in-game timer reaches 4'20"58. Anybody can help? Dump of Gens.cfg:
[General]
Rom path=C:\TASvideos\Gens10\
Save path=.\
SRAM path=.\
BRAM path=.\
Dump path=.\
Dump GYM path=.\
Screen Shot path=.\
Patch path=.\
IPS Patch path=.\
Movie path=.\
Genesis Bios=.\
USA CD Bios=C:\TASvideos\Gens10\[BIOS] Sega CD Model 1 (U) (v1.10).md
EUROPE CD Bios=C:\TASvideos\Gens10\[BIOS] Mega-CD Model 1 (E) (v1.00).md
JAPAN CD Bios=C:\TASvideos\Gens10\[BIOS] Mega-CD Model 1 (J) (v1.00S).md
32X 68000 Bios=.\
32X Master SH2 Bios=.\
32X Slave SH2 Bios=.\
Rom 1=C:\TASvideos\Gens10\Sonic CD.iso
Rom 2=C:\TASvideos\Gens10\Sonic CD (J).iso
Rom 3=
Rom 4=
Rom 5=
Rom 6=
Rom 7=
Rom 8=
Rom 9=
Rom 10=
Rom 11=
Rom 12=
Rom 13=
Rom 14=
Rom 15=
File type index=1
State Number=0
Language=0
Window X=0
Window Y=0
Intro Style=0
Free Mode Color=0
Movie Default Read Only=1
Movie Auto Close=1
Movie Based State Names=1
Slow Down Speed=1
Frame Advance Delay Factor=5
Allow Idle=5
[Graphics]
Full Screen=0
Full Screen VSync=0
Full Screen X Resolution=1280
Full Screen Y Resolution=1024
Full Screen No Res Change=0
Windows VSync=0
Render Windowed=0
Render Fullscreen=1
Never Skip Frame=0
Stretch=0
Software Blit=0
Contrast=100
Brightness=100
Greyscale=0
Invert=0
Sprite limit=1
Frame skip=-1
Clean Avi=1
[Sound]
State=1
Rate=44100
Stereo=1
SoundSoftenFilter=1
Z80 State=1
YM2612 State=1
PSG State=1
DAC State=1
PCM State=1
PWM State=1
CDDA State=1
YM2612 Improvement=1
DAC Improvement=1
PSG Improvement=1
Master Volume=128
YM2612 Volume=255
DAC Volume=255
PSG Volume=255
PCM Volume=255
CDDA Volume=255
PWM Volume=255
[CPU]
Country=-1
Prefered Country 1=0
Prefered Country 2=1
Prefered Country 3=2
Perfect synchro between main and sub CPU (Sega CD)=1
Main SH2 Speed=100
Slave SH2 Speed=100
[Options]
Fast Blur=0
FPS=0
FPS Style=0
Message=0
Message Style=0
LED=1
Auto Fix Checksum=0
Auto Pause=0
CD Drive=0
Ram Cart Size=-1
GCOffline path=GCOffline.chm
Gens manual path=manual.exe
Disable Blue Screen=0
FrameCounterEnabled=0
FrameCounterFrames=1
FrameCounterPosition=5392
LagCounterEnabled=0
LagCounterFrames=1
ShowInputEnabled=0
AutoBackupEnabled=0
[Input]
P1.Type=1
P1.Up=200
P1.Down=208
P1.Left=203
P1.Right=205
P1.Start=28
P1.A=30
P1.B=31
P1.C=32
P1.Mode=54
P1.X=44
P1.Y=45
P1.Z=46
P1B.Type=0
P1B.Up=0
P1B.Down=0
P1B.Left=0
P1B.Right=0
P1B.Start=0
P1B.A=0
P1B.B=0
P1B.C=0
P1B.Mode=0
P1B.X=0
P1B.Y=0
P1B.Z=0
P1C.Type=0
P1C.Up=0
P1C.Down=0
P1C.Left=0
P1C.Right=0
P1C.Start=0
P1C.A=0
P1C.B=0
P1C.C=0
P1C.Mode=0
P1C.X=0
P1C.Y=0
P1C.Z=0
P1D.Type=0
P1D.Up=0
P1D.Down=0
P1D.Left=0
P1D.Right=0
P1D.Start=0
P1D.A=0
P1D.B=0
P1D.C=0
P1D.Mode=0
P1D.X=0
P1D.Y=0
P1D.Z=0
P2.Type=1
P2.Up=21
P2.Down=35
P2.Left=34
P2.Right=36
P2.Start=22
P2.A=37
P2.B=38
P2.C=50
P2.Mode=20
P2.X=23
P2.Y=24
P2.Z=25
P2B.Type=0
P2B.Up=0
P2B.Down=0
P2B.Left=0
P2B.Right=0
P2B.Start=0
P2B.A=0
P2B.B=0
P2B.C=0
P2B.Mode=0
P2B.X=0
P2B.Y=0
P2B.Z=0
P2C.Type=0
P2C.Up=0
P2C.Down=0
P2C.Left=0
P2C.Right=0
P2C.Start=0
P2C.A=0
P2C.B=0
P2C.C=0
P2C.Mode=0
P2C.X=0
P2C.Y=0
P2C.Z=0
P2D.Type=0
P2D.Up=0
P2D.Down=0
P2D.Left=0
P2D.Right=0
P2D.Start=0
P2D.A=0
P2D.B=0
P2D.C=0
P2D.Mode=0
P2D.X=0
P2D.Y=0
P2D.Z=0
LeftRightEnabled=1
StateSelectType=5
OpenROMKey=0,2,79
CloseROMKey=0,2,67
PauseKey0=0,0,27
PauseKey=0,0,19
ResetKey=0,6,82
BootCDKey=0,2,66
OpenCloseCDKey=0,2,86
FastForwardKey=0,0,9
SkipFrameKey=0,0,220
AutoFireKey=0,0,0
AutoHoldKey=0,0,0
AutoClearKey=0,0,192
TraceKey=0,6,191
HookKey=0,6,190
GameGenieKey=0,2,71
NetplayKey=0,2,78
Load1Key=0,0,49
Load2Key=0,0,50
Load3Key=0,0,51
Load4Key=0,0,52
Load5Key=0,0,53
Load6Key=0,0,54
Load7Key=0,0,55
Load8Key=0,0,56
Load9Key=0,0,57
Load0Key=0,0,48
Save1Key=0,4,49
Save2Key=0,4,50
Save3Key=0,4,51
Save4Key=0,4,52
Save5Key=0,4,53
Save6Key=0,4,54
Save7Key=0,4,55
Save8Key=0,4,56
Save9Key=0,4,57
Save0Key=0,4,48
Set1Key=0,2,49
Set2Key=0,2,50
Set3Key=0,2,51
Set4Key=0,2,52
Set5Key=0,2,53
Set6Key=0,2,54
Set7Key=0,2,55
Set8Key=0,2,56
Set9Key=0,2,57
Set0Key=0,2,48
SetNextKey=0,0,118
SetPrevKey=0,0,117
SaveCurrentKey=0,0,119
QuickLoadKey=0,0,0
LoadCurrentKey=0,0,116
QuickSaveKey=0,0,0
LoadFromKey=0,4,119
SaveAsKey=0,4,116
AutoFrameskipKey=0,0,113
PrevFrameskipKey=0,0,114
NextFrameskipKey=0,0,115
NextRenderKey=0,0,123
PrevRenderKey=0,0,122
FullscreenKey=0,1,13
StretchKey=0,4,113
VSyncKey=0,4,114
SoftwareBlitKey=0,4,120
MotionBlurKey=0,0,120
ShowFPSKey=0,0,121
SlowDownKey=0,0,189
SpeedUpKey=0,0,187
ToggleSlowKey=0,0,0
ScreenshotKey=0,4,8
HelpKey=0,0,112
SpritesOnTopKey=0,0,0
LockPaletteKey=0,0,0
GYMKey=0,6,80
WAVKey=0,0,0
ImpDACKey=0,0,0
ImpPSGKey=0,0,0
ImpYMKey=0,0,0
SoundSoftenKey=0,0,0
ConfigInputKey=0,0,0
ConfigGeneralKey=0,0,0
ConfigDirKey=0,0,0
ConfigFilesKey=0,0,0
AllTracksKey=0,6,48
Track1Key=0,6,49
Track2Key=0,6,50
Track3Key=0,6,51
PrevTrackKey=0,4,188
NextTrackKey=0,4,190
RamSearchKey=0,0,0
RamWatchKey=0,0,0
PlayMovieKey=0,0,0
RecordMovieKey=0,0,0
Resume RecordMovieKey=0,0,0
StopMovieKey=0,0,0
ToggleReadOnlyKey=0,2,84
LagResetKey=0,2,82
SpliceInputKey=0,4,83
SeekToFrameKey=0,0,0
[Splice]
SpliceMovie=
SpliceFrame=0
Experienced Forum User, Published Author, Player (12)
Joined: 6/17/2006
Posts: 501
Gunty wrote:
SmashManiac wrote:
I vote for locking them all, because I don't see any advantage for changing any of them.
I vote against this. Turning on the 'Sync Sound' option usually doesn't desync the movie, while generating more accurate sound effects. I'd like to keep that option. ;)
Hmmm... You got a point there. ;) On second though maybe you should keep these options as-is. Also thanks for fixing the full-screen crash. :D
Experienced Forum User, Published Author, Player (12)
Joined: 6/17/2006
Posts: 501
gocha wrote:
About movie sync settings, it's intentional behavior (same as 1.51). If you change them, you will get a desync, if they are important for a game. If you still want to unlock them, I may add a option for it.
It doesn't make much sense of locking only some of the sync settings when playing a movie or resuming work on a movie, it only confuses things more. Either lock all of the sync options, or lock none of them. I vote for locking them all, because I don't see any advantage for changing any of them.
Experienced Forum User, Published Author, Player (12)
Joined: 6/17/2006
Posts: 501
P.JBoy wrote:
Lets see, spontaneous crashes are usually caused by the Sync Sound option being on when you have more than a single CPU (duo-core, quad-core, etc.), you can either uncheck the option or go into the processes tab in the task manager and set snes9x's affinity to only use a single CPU (will have to do this every time). Those options are disabled because they're specifically loaded by the movie.
D'oh, I forgot that I'm now using a dual-core! Thanks! Well it solves the random crashes, but not the fullscreen crash and the partially disabled Misc. Recording Settings in File->Movie Play.
Experienced Forum User, Published Author, Player (12)
Joined: 6/17/2006
Posts: 501
Ok first the "stable" improvement12 can't boot in fullscreen for me, it crashes right from the start. I have no choice but delete the cfg file when this happens. After that when I boot Super Mario Kart, even if I don't press any button, the emulator crashes in the following 2 minutes at random. However I'm still able to view the whole Super Mario Kart TAS. Also when I select File->Movie Play, "Use WIP1 Timing", "Volume Envelope Height Reading" and "Fake Mute desync workaround" are all disabled, I can't check or uncheck them. WHAT'S WRONG WITH THIS BUILD??? (Using Windows XP SP3.)
Experienced Forum User, Published Author, Player (12)
Joined: 6/17/2006
Posts: 501
Great, the link works now! Thanks!
Experienced Forum User, Published Author, Player (12)
Joined: 6/17/2006
Posts: 501
http://tasvideos.org/movies/gmv/Aqfaqv2Gods.zip "gruu"????? Looks like the result of a virus or something... please update it with the good video!!!
Post subject: Cluttered rating page
Experienced Forum User, Published Author, Player (12)
Joined: 6/17/2006
Posts: 501
I really like the rating system and the rating page, it's simple, clear and really easy for me to check my favorites at any time! But I've been using this feature for a while, and I'm surprised that rating a new TAS does not delete my rating for it's obsoleted version. At this writing I voted for a total of 163 movies, and 139 are not obsoleted. And when I see that one of my rated movie is obsoleted I see the new one. Which means that 21% of my rating list is garbage. Urgh. I think it's a good idea to keep obsoleted entries until you rate the new movie. After that it's useless and clutters everything. Or at least keep it as an option if somebody don't want to change that behavior. For me, it would be very appreciated.
Experienced Forum User, Published Author, Player (12)
Joined: 6/17/2006
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The fact that there is not a single good Atari 2600 game makes me say NO. The only entertainment I can see would be for path finding. But there's already tons of FAQs about that, it would be useless to do a video one. Besides, the less worse game for Atari 2600 is Pitfall, and it's already included in the SNES version of Pitfall The Mayan Adventure. Before Atari 2600, I'd start with better consoles, like TurboGraphx and PlayStation. And is it just me or there is still no speedrun of any arcade games even though there is an official TAS emulator for them?
Experienced Forum User, Published Author, Player (12)
Joined: 6/17/2006
Posts: 501
I suggest adding a new feature in the movie rating list. I'm always surprised that when I rate an obsoleted movie that the old movie still appears in the rated movies. It should be easy to hide the obsoleted rated movie when the latest one is rated too. This way, not only it would unclutter the rated list of useless entries, but it would also be easy to check if you've seen the latest version of a TAS or not. If you want to keep the old behavior (if for some weird reason people like more an obsoleted movie), at least it should be an option. BTW the movie rating list is a great feature, I use it all the time! Thanks you very much! :)
Experienced Forum User, Published Author, Player (12)
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Yup you were right, my header is 4E 45 53 1A 10 20 41 40 00 00 00 00 00 00 00 00 Changed byte 0x7 from 40h to 00h as you suggested. Guess what: it worked! Thanks a lot! Wow, it's hard to believe that all versions of the StarTropics rom that I have tried all has the same bad header!
Experienced Forum User, Published Author, Player (12)
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Same emulator version as Serj, values match with mine. No DiskDude! in the header, but it might have some other kind of corruption. But in that case, it wouldn't affect the checksum. And yet, still mapper 68 for me. Weird weird weird.
Experienced Forum User, Published Author, Player (12)
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Nice guesses, but unfortunately aren't correct. I actually haven't installed 0.98.16 yet because the FAQ currently recommands of not using it, and tried both 0.98.12-blip AND 0.98.15-rerecording. Also the Enter explanation isn't correct, since the game boots only a grey screen from File/Open, while other ROMs do not. Just noticed there was a message log in FCEU. Here is the output with 0.98.15-rerecording:
Loading C:\TASVideos\fceu-0.98.15-rerecording\Startropics (U).nes...

 PRG ROM:   16 x 16KiB
 CHR ROM:   32 x  8KiB
 ROM CRC32:  0x889129cb
 ROM MD5:  0xb1eddbb71994db079aa1dc16c05e7de5
 Mapper:  68
 Mirroring: Vertical
The iNES header contains incorrect information.  For now, the information will be corrected in RAM.  The battery-backed bit should be set.
Maybe it has something to do with the incorrect header? If somebody can get it to work, can you send your own message log to compare values? Oh also I wrote CRC in my first post all the time, I meant checksum. My bad: the FCM only gives the checksum.
Experienced Forum User, Published Author, Player (12)
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Post subject: Good ROM, good emu, won't start (#424 - NES StarTropics)
Experienced Forum User, Published Author, Player (12)
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Hi guys, having some trouble viewing some TAS with FCEU. I was able to find all solutions by myself, but this one is really strange since every check is okay. So usually I use FCEU 0.98.15.rerecording to listen to FCM movies. I noticed some movies that were desynching using this emulator, for example #444 - NES Maniac Mansion. So when I tried to play #424 - NES StarTropics and noticed it showed nothing when I try to play it, I checked the submission details and noticed that it was made with FCEU 0.98.12-blip. I immediately tried to play this movie within it. Same problem. Ok then, I use the same emulator version than the creator of this FCM. My ROM has the same filename and the same CRC. However, when I try to load the ROM, I have only a grey screen. Trying a power off/on or a reset won't change anything. Trying to play the FCM only gives a black screen with the PLAY logo in the bottom-right corner as if everything was okay. So I thought "MAYBE I'm really unlucky and that the ROM I have is corrupted EVEN if it comes from a goodset and has a correct CRC check", so I tried playing it on other emus. My emulator of choice is G-NES, so I started with this one first. Surprise: still grey screen! Maybe the impossible happened! Tried Famtasia: "Mapper #68 is not supported", which doesn't help in this case. Tried even with my old Nesticle for Windows 95... and OMG it worked! Just in case, also tried it on NESCafe: works too! So I DO have a working ROM, it IS the correct version of the ROM because of the CRC check, and I use the SAME emulator version that was used for creating that FCM. AAAARRRRGGGGHHHHH! WHAT IS WRONG WITH ME??? Okay seriously any troubleshooting ideas?
Experienced Forum User, Published Author, Player (12)
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Sorry for double-posting.
flagitious wrote:
Ok I just whatched your demo run. And here's my take. The business with disallowing pressing A 30 times a second is not arbitrary. Your goals are clearly defined. Beat the game as fast as humanly possible on original hardware. This is a fine goal, but this site is just not about what is humanly possible, so I don't think it could ever be published as a normal run, but as a concept video or something, sure. Since your goal is to do it as fast as humanly possible, maybe once you master and understand all the techniques you could actually do it on console and record it and send it in to SDA or something, that seems more fitting. Several years ago I have beaten the game in pretty much this same way on console, it took me more like 40 minutes though. Opinion stuff aside here are some game play related things: You mentioned skipping the lantern, but I don't think this can be done without UP+DOWN, it won't let you push that thing with zelda if you skip it. When you get in the 3rd crystal dungeon, it is possible to pull the glitch off much faster. I think you have read some faulty information on how it works (I remember reading something like you have to bounce until the hand comes 7 times or something). But it is really only nessecary to bounce back and forth once. I can't find a link to how it really works, but here is the jist: If at a certain point in your sword spin you hit the left bumper it caues an offset of 1. If at that point in your sword spin you hit the right bumper it causes an offset of -1. If neither of those happens the offset remains unchanged. If you get 1 then -1 or -1 then 1 it goes back to 0. The glitch works when you leave the room with of an offset of -1 or 1 (can't remember which). If you bump a wall before exiting the room the offset goes back to 0. Since the glitch can be done faster you won't have to kill any of the mummies. Anyways best of luck with your run.
About your opinion: I already answered about SDA and frame-perfection. SDA: They don't want exploration glitches anyway. Frame-perfection: I don't want as fast as humanly possible, I want as fast as possible! As hanzou clarified earlier, the real deal is avoiding left+right/up+down and the floating glitch, I was just not clear enough. But hey, it's my first TAS, you can't expect me to be perfect yet... well, except the submitted video, of course! :P About the lantern: Oops, you're right: I can't skip the lantern! Darn! Oh well, it'll be easier! :P About the bumping: I haven't checked yet how the bumping glitch technically works. Your info sounds possible, but it's not enough to explain everything: you can trigger two different versions of the bumping glitch, but the wrong one is really really really more easier to get. However it's worth checking out: it could save a lot of time indeed! About final comment: Thank you! ;)
Experienced Forum User, Published Author, Player (12)
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hanzou wrote:
Okay, after reading through a few times I think I finally understand all the issues here, and I can see why much confusion arose. There are just so many intricate issues when making a run for such a complex glitchy game. SmashManiac, I think you would have gotten a much better response had you stated your restrictions like so: Instead of saying no use of turbo, you should have said no use of the floating glitch. I think that's the real issue, because using that shortcut obviates many other entertaining glitches like the bouncing part. Restricting to no left+right is fine, and is even a bonus for the reasons KDR_11k stated. In addition, I think the wobbling trick requires left+right, so such a run would please viewers who find the wobble-walk annoying. There are specific guidelines for runs on this site, and even Bisqwit's walking run follows these for the most part. An important one is to stay within well-defined goals. Forbidding 30 Hz button presses is not a well-defined goal because it is an arbitrary restriction on player reflexes. However, the goal of finishing the game as fast as possible without left+right and without the floating glitch is clearly defined. We already have several runs on the site that are done with restrictions of not abusing specific bugs if those particular glitches subtract entertainment value. Even flagitious' movie is an example of such. In this sense, a frame-perfected version of your movie could even fit as a regular run rather than a concept demo. That said, as to whether such a movie would be accepted I am uncertain. There is a conscious effort to avoid having too many runs of the same game, and that might make it difficult to accept a third movie. From the looks of it though, I think I would vote yes if you made a frame-perfect run using this glitchy route.
I couldn't have said it better: you are 100% correct, and I agree totally with you! Wow, are you a diplomat or something? :P But I guess now that the only way to know if it's worth publishing or not is to submit it...
Experienced Forum User, Published Author, Player (12)
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Somebody told me pnce that we was able to press left and right in one frame and that it does do a left+right. But I've never been able to do that.
Guybrush wrote:
SmashManiac wrote:
And besides, you'd still need a turbo controller to finish the game like that, which is not actual hardware. There's already a Super Mario Bros speedwalk released in the concept demos which artifially don't use the 'B' button, so why this one would be rejected if it's entertaining enough.
Well, Bisqwit made it, Bisqwit encoded it, Bisqwit published it and this is his site. Frame advance isn't actual hardware, save states aren't actual hardware. Why should you use those then?
*sigh* Because then it would be an ordinary speedrun, which I find less entertaining. But at first, I actually tried to do a normal speedrun, but you have to play like a boring 30 minutes clearing about 3 levels of the game, and if you fail the bumping part (about 99.9% of the time), you have to start over. Besides, sites like http://speeddemosarchive.com/ don't accept movies using exploration glitches. And if you remember, Bisqwit didn't even wanted to publish his speedwalk in the first place, but did so when he realized that, whatever the reason, many people liked it and have voted YES for publishing. If you think that my current project is dumb, well I understand. But that's not what I want to know: I want to know if a polished version of my WIP would be interesting enough to be published. Isn't it the whole point of TASvideos?
Experienced Forum User, Published Author, Player (12)
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KDR_11k wrote:
Some people object to left+right because it's not possible without damaging the controller IRL while the rest could be done if you had godlike reflexes. I think not using left+right shouldn't be a reason for rejection (could also be considered not using a specific glitch) but refusing to use frame precision (even for pushing buttons) or other beneficial glitches should be.
Well I have nothing against frame precision. The problem I have is with turbo: in this special case here is what would happen: - Get the Pegasus Boots - Go back into the Hyrule Castle's basement - Float ('A' button at 30 Hz) above the first hole until you're on the next screen - Exploration glitch triggered, get to the end of the game ^ BORING! I think my solution is much more entertaining. And besides, you'd still need a turbo controller to finish the game like that, which is not actual hardware. There's already a Super Mario Bros speedwalk released in the concept demos which artifially don't use the 'B' button, so why this one would be rejected if it's entertaining enough.
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Kyrsimys wrote:
Your movie won't get published if you do not use all emulator features to your advantage. The whole point of the movies on this site is that they show what could be done with the game if human limitations were not considered. If you do not use left+right or frame advance and because of that your movie is imprecise or or somehow imperfect, the movie will not get accepted. I'm just letting you know, because you talk about submitting the movie in your post.
Seems like I was not clear: I wanted to post this video as a CONCEPT DEMO that shows how, with human limitations, somebody can finish A Link to the Past very fast. Of course, the result will be "impure", but since this way of completing the game is very entertaining because many gliches are triggered AND the fact that you can do it on an actual SNES (and maybe too on a GBA I'm not sure yet), I think it deserves to be at least a concept demo.
spockybiemmichab wrote:
What the hell is going on? Can you explain that glitch? You "warped" from Dungeon 3 to 2, back to the castle, to DeathMountainTower in the LightWorld, to Aghanihm, to Ganon and finally to the TriForce...
:D Alright: 1. Go into the Dark World ASAP. (I won't take the Lantern in my final video. I know, the boss needs to be greatly improved. And also I think I can skip a bit of time in the 2nd pendant dungeon by savequitting back at the beginning of the dungeon.) 2. Death Mountain Descent glitch: this causes a sprite glitch, but gameplay is identical. 3. Go straight into the 3rd crystal dungeon. 4. Get picked up by a Master Hand: another glitch - you transform back into ordinary Link! 5. Bumpers time! If you get bumpin' for the just right amount of time, the camera will no longer be correctly centered, which glitches the whole game and causes as a result in the next screen that the camera go outside normal boundaries and shows rooms that are not supposed to be shown horizontally. This will also create glitchy east/west doors that may show wrong rooms and teleport you from two screens at a time. 6. So when I go one screen west (normal door) and just right after go back one screen east, the glitchy door shows back the same room I just went, but with a Link without any items on him that can walk on holes and through enemies... but actually that's because the game thinks I'm still in the room with the Fire Rod! On top of that if you started wiggling left/right the camera would recenter on the real Link! 7. So I just take again the same door in the same direction as the last one, but this time I get teleported at a totally different place in the dungeon - the shows me as if I was in the entrance blocked outside by the giant skull thing you need to destroy with the Fire Rod to get to the boss, but again thinks I'm one room right of it! And the game thinks I'm between the lower layer and the upper layer: even in the correct room enemies don't hurt me! So I take the stairs up and down to reset correctly on which layer I am, and go back one screen west. 8. I'm back... but since I'm still in the bottom layer, nothing blocks me as long as I don't touch game tiles located in the bottom layer. Now i'm finally in the same alternate dimension as the 03:48 run so I just take a path with no bottom layer through the set of dungeon rooms up to Ganon's room (I think I can skip Aganhim's dialogue here if the camera doesn't show his room, this will need to be checked), and then one last screen north to see the Triforce as if I beated Ganon! The tricky part is the bumping part: If you don't do it almost frame-perfectly, either nothing happens (camera still centered), either going one screen left teleports you stuck in the middle of a wall and you're doomed to use the Magic Mirror to try again. Well that or you just add one to your rerecord counter. ;)
Post subject: A Link to the Past 4 hearts demo WIP: feedback please!
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For my first TAS, I want to create a demo I wanted to do for a long time... I just made a draft of this demo. The goal is to show how to complete A Link to the Past on actual hardware really fast with bug abuse. Of course, up+down and left+right is disabled because ordinary SNES controller couldn't do this. Also, it means too that you can't press any button at a fixed pace of 30 Hz, which is inhuman without a turbo controller... and turbo controller isn't actual hardware. The result shows glitch over glitch over glitch, which makes a very interesting movie to watch. My current WIP achieve this in 25 minutes, and beats only the first boss. Here is my WIP, made with the US version of ALttP. You may skip up to frame 70000 if you want to see the interesting stuff, the only thing before that point is to get to the Dark World ASAP by normal means: http://www-etud.iro.umontreal.ca/~fortindg/zelda/smashmaniac_zelda3demo_draft.zip I used Snes9X v1.43+ v9. If you have playback trouble, use the FMOD DirectSound driver (the default driver crashes my PC). Use WIP1 timing. Don't allow left+right and up+down. No volume envelope height reading. No fake mute. As for sync with sound CPU, the option is disabled with the FMOD DirectSound driver, so I don't know if it's supposed to be on or off with the default driver. I know it's far than ready for publishing, but since it's my first TAS I just wanted some feedback about my WIP. Like this idea as a TAS demo? Noticed a big time-sucker?
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Bisqwit wrote:
IdeaMagnate wrote:
The problem at YouTube was that some people were stripping the header and posting movies as non-tool-assisted. If credit is given and there's no attempt at deception, which is clearly the case here, I don't think it's a problem. This is only my interpertation of the situation. Other people's may vary.
And it's my intended interpretation too.
I see then, it's more logical interpreted that way. But in this case I find it strange to mention SpikedHumor.com and YouTube.com, as it seems that the "it's a TAS made by X" rule should be followed by everybody that hosts some kind of material of NESvideos, and not only those 2 websites. I therefore suggest to change the warning to something less confusing and more general, like: "Reproduction of all material from this site is expressly forbidden, unless it clearly states that it is a tool-assisted speedrun, gives credit for the original author of the speedrun, and has a reference to the NESvideos front page." Or if the previous one is too long: "Reproduction of all material from this site is expressly forbidden, unless the original header of the video is clearly stated in its integral form." It would also avoid posts such as the one I did previously at the same time. ;)
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