Posts for SmashManiac


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Experienced Forum User, Published Author, Player (12)
Joined: 6/17/2006
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I highly doubt this method works: - The game might not complete itself before the in-game movie length overflows its reserved memory, in which case the behavior is undefined. - If the game crashes, so does the payload. - If the in-game movie causes an ACE that overwrites the payload, the behavior is undefined. Can you actually prove that the above won't occur or that it would still beat the game?
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Thanks Samsara for the temp encode! I'm not against it, but I also find it odd to change the default game settings for speed. As for the submission itself, I found it a bit amusing, but it was mostly due to the fast loading times of the emulator. Constant ring outs and defeating the last boss by spamming the same combo between phases don't look very impressive. I think a Weapon Master run would be more interesting on this regard.
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Oh no, not another suboptimal GDQ competition submission turning into a frame war thread. This isn't the right place to do so. I see some people already commenting about shaving frames here and there. Ridiculous. There's the issue of the undisclosed infinite money glitch that the game developer mentioned during the competition. I also heard keylie on the French restream comment about a possible alternate route using 2 campfires instead of one. We've only used public notes from the CSAW CTF without much original research at this point. How many of you played through the game normally once to see what it has to offer? Do you know where the secrets are, or how many there are? Do you realize that the game was designed to be reverse-engineered with obfuscated functions? Do you know what the beneficial bugs intentionally left by the developers are beyond the inventory overflow glitch? If you answered "no" to any of these questions, well you're in luck: there's a whole game for you to discover.
Experienced Forum User, Published Author, Player (12)
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I watched the VOD twice. The first time was the original, and the second time was the French restream in which keylie was doing an excellent commentary - even better than the English commentators in my opinion. I will not comment on the event from a viewer's perspective (I'm waiting for the obligatory feedback thread to do so), but it pretty much confirmed my suspicion that gathering game knowledge was the most important aspect of this competition. Seeing that the winner was a team of 6 people closely followed by the human player is also evidence of that. One big thing that surprised me is that I never realized during the competition that coffee gives a speed boost, despite seeing the item multiple times. I was so focused on gathering items that I just assumed what the items were doing without double-checking. Also, hearing from the game developer that there was an undisclosed infinite money glitch that I didn't find despite desperately searching for one kind of frustrated me, since the other big glitches were disclosed and it was the main reason that prevented me from completing my run in time. I also feel that hiding this information while revealing other big glitches was both inconsistent and unfair for everybody, since I could have found it since I was actively searching for one and won by pure luck. My initial opinion doesn't change from my last post. I disagree with everybody that said that this was a bad game choice. If the conditions of the competition were different, I believe it could have been really fun for everyone. The real issue in my opinion was the load of analysis work to perform which didn't allow enough time for routing and optimization. Looking forward to the next competition!
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I never expected a serious code injection ACE with such depth. Amazing! Is there a simple way to enable/disable these new game modes and play through the entire game casually using them?
Experienced Forum User, Published Author, Player (12)
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I ran out of time myself. In my opinion, this was a great game choice with great technical documentation, but poor casual play documentation for the allocated amount of time. After getting familiar with the documentation and basic playtesting for 30 minutes, I figured I would never win going with the wrong warp + sniper rifle through wall strategy since I don't have much experience in TASing in general. However, since the source code and symbols were provided along with one known ACE strategy, I tried doing that instead given my skills. My plan was to execute 3 bytes of code using the torches room, since it seemed well documented and that other methods I could thin of didn't seem reliable enough. I decided to go with STA 0x0322 and hope that the accumulator happened to have a non-zero value by luck, and if that didn't work hope to have enough time to hex-edit my input file to try something else. Since this is 8D2230 in byte code, it was just enough bytes to encode using the torches. After figuring out which torch corresponded to which bit in memory (the 8 left torches are stored in 0x0302, middle in 0x0303 and rightmost in 0x304, with the least significant bit of each group in the top-left corner, increasing from top-to-bottom, left-to-right), I ended up with this torch pattern:
10 00 01
00 11 01
10 00 00
11 00 00
Note that I also considered executing STA 0x0300 since it was faster input, but I believe it would have lost time for reaching the winning condition, since the game would have needed to wait for the dying boss counter to decrease enough times. On a side note, while researching the torches room, I stumbled on a page that wasn't included in the documentation and that explained the solution to the torches puzzle with a video. (It's returning an HTTP 403 Forbidden error right now, not sure why.) Figuring out and planning all of the above took me 2.5 hours. That left me with 1.5 hours to plan my route from the start to the torches room, then to a shop to execute the inventory overflow glitch, and go back to the first screen to trigger ACE. This is when I realized that money would be a bigger issue than I expected due to the price of the SMG. I then took 30 minutes to find and analyze the drop tables and figure out which enemies dropped what. I figured that zombies are good to farm early on for item variety and crafting, while spiders are good for sell-able gems. I then started my initial route to the torches room and towards the closest shop. Including decoding the map using mapcreator.html, getting familiar with how to optimize input decently and doing so, this took me an additional 30 minutes. This is when I realized that I had much fewer drops than I expected. I re-checked the drop tables only to realize that there aren't enough item drop types to fill my inventory, even after crafting all items, buying all the unique items from the 2 easily-accessible shops and using the gun duplication glitch twice, and that I lacking much more money than I thought. With only 30 minutes left, all I could do at this point was going in a wild-goose chase around the map hoping that I would stumble on some amazing loot at a scripted location, since I didn't have enough time left to analyze the code. I failed horribly in doing so since all the chests I found had nothing of interest. Only then did I learn about the time extension, but even with the additional 45 minutes I still couldn't figure out where any of the good stuff is in the game or extract that information from the source code. I used the remaining time to check if I could figure out some kind of money underflow glitch and verify if the Konami code was disabled correctly without success. In the end, I wasn't able to get enough resources, I still don't know where these resources are (including the sniper rifle and any of the keys), I didn't had the time to consider analyzing the RNG even though it was simplified for the competition, I'm still don't know if my strategy would have worked since I could not test it and since the item to use for the overflow glitch wasn't documented, and I feel that I would have needed all the allocated time just for a casual playthrough and even more to document my findings. My impression is that almost all entrants will have picked the sniper rifle + wrong warp route, while a handful of remaining entrants will be teams composed of a strong reverse-engineer and at least another person that were able to find a good ACE route in time. My conclusion to all this is that while it still was fun for me most of the time, it would have been a much better competition if the following would have occurred: a) A complete strategy guide for casual play would have been provided. b) The competition would be in split categories or limited to a single category. I'm looking forward to the final results. My bet is that the human players will win if they don't make a major mistake due to their greater knowledge of the game. EDIT: Whoa, I can't believe I already missed it while writing this post!! I will need to watch the VOD.
Experienced Forum User, Published Author, Player (12)
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Aww, I was hoping to see a TAS for the arcade version.
Experienced Forum User, Published Author, Player (12)
Joined: 6/17/2006
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I'm happy to see that you finally decided to submit this, but I'm curious to know what changed your mind. I can't read the text in the temp encode . Even when pausing, the compression is too strong. Even with the best encoding. I think it would be a good idea to wait for a few seconds every screen so that the YouTube processing doesn't mess it up. Also, the implemented Twitch emotes don't appear to be showcased in the text. I think that would be a good idea as well.
Experienced Forum User, Published Author, Player (12)
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While watching this movie, I almost forgot that Super Mario World is supposed to be a platformer. Amazing work!
Experienced Forum User, Published Author, Player (12)
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I've beaten all the GB Mega Man games recently, and I have to say that this one is one of the worst games that I've ever played. The soundtrack is catastrophic, and the game is so easy that damage boosting through everything without taking care of Mega Man's health is the normal strategy to beat the game casually. The only noteworthy moments that this TAS has to offer are the few screen wraps. Nothing else in this run looked "superhuman" to me. Not that the movie is not optimized, but rather that having good Rush usage and perfect boss battles are not enough to make it look that much different from a casual playthrough. I don't think people that have not played the game realize that. Considering this. I have to vote No, and I don't understand how this movie got Yes votes from everybody else so far. This is great Vault material, but anything that could have been entertaining is just ruined by the awful audio in my opinion.
Experienced Forum User, Published Author, Player (12)
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I just realized that BizHawk only supports the TI-83, not the TI-83 Plus which also supports flash applications. I hope somebody will implement this in the future. I watched the full movie, and I've got to say that while it's interesting to see a version of Snake with screen-wrapping, I quickly lost interest in it due to the ridiculously slow pace of the game and the poor programming. I literally started doing household chores while the movie was playing and had more fun doing so, no joke. The TI-83 is not powerful hardware, and TI-BASIC is pretty slow to interpret as well. Such programs are really hard to optimize. I'm not quite sure why an assembly version was not picked to avoid the performance issue. Even when only considering TI-BASIC programs, I'm also concerned as to why this particular version of Snake was chosen. For reference, here's a list of compatible Snake programs written in TI-BASIC. As you can see, it's an overcrowded genre. Considering that anybody can easily hack a program in TI-BASIC does not help. Considering all this (excluding my concerns about this run's optimization from my last post), I decided to vote No despite the novelty. I think the TI-83 and TI-84 series are good candidates for TAS, but I also think that just like hacks or other homebrew games on this site, the game itself must be original and well-made in order to make it interesting, which isn't the case enough here in my opinion.
Experienced Forum User, Published Author, Player (12)
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Wait, how come the program is inputted manually? Also, you're saying that the RNG is fixed, but I'm pretty sure that you can do this run faster by initializing rand before launching the game. No opinion as far as entertainment goes for now, I need to think about it more.
Experienced Forum User, Published Author, Player (12)
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Amazing TAS! Congratulations to all the contributors! By curiosity, was the 100 bananas on purpose or is it a coincidence?
Experienced Forum User, Published Author, Player (12)
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I kind of liked it despite the repetitive segments. Good job! May I suggest a maximum score run without dying next?
PikachuMan wrote:
Wow! I'll never forget this TAS. Using techniques unique to a Mario TAS. Also do one like this on Lost Levels (the Japanese Mario 2).
I'd like to see that as well, with the additional requirement of not warping to a previous world. It would also need to end at 9-4's flagpole to avoid looping back to 9-1. This reminds me that I've never seen a TAS of the FDS version of Lost Levels doing the A-1 to D-4 levels. I wonder why this has not been done yet.
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The one thing that I don't understand is why there hasn't been a class action lawsuit against companies that do this to protect the rights of content creators. It's been an issue for years and everybody is complaining about it, but nobody is actually doing a dang thing against it. I live in the wrong country so I can't so much about it except help funding a potential movement, but if I lived in the USA I would have definitely consulted a lawyer a long time ago about this, even though I'm not directly affected.
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Good point about the missing PCM declarations in the Super Road Blaster XML, I didn't notice that. The PCMs do seem to match the gameplay if we exclude the missing tracks. What I'm saying however is bsnes v083 and BizHawk v1.11.1 don't play the same track numbers when being fed the same XML I posted above for BS Zelda, which doesn't make sense considering it's supposed to be the same code base. I even tried decrementing the file names by one to match how it was done in Super Road Blaster, but it still plays the wrong track. To be more exact, BizHawk always plays one track number above the one it's supposed to play (2 instead of 1, 3 instead of 2, etc.) One thing's for sure though: if that's not a bug in BizHawk, then something is different compared to the original code it's based on and I'm completely clueless as to what it is. The only theories I have right now are the following: a) The initial memory at power on is different between bsnes and BizHawk and the game code does not initialize it properly. b) BizHawk introduced a bug where it would be attempting to load the nth element from a list of tracks, but assumes that the first element in the list is the track 0 instead of track 1 under certain circumstances. I'm checking with the author of the hack for case a). In the meantime, it would be great if someone from the development team could investigate case b).
Experienced Forum User, Published Author, Player (12)
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I haven't watched the movie so I don't know if it's entertaining or different enough from other published movies, but the category is clearly arbitrary and I don't even care about watching it because of this. I don't think anybody would care about trying to beat this run except the author for the same reason. Next time. it's going to be a bingo run submission or something. While I think OoT is a good candidate for a glitch showcase movie, I don't think this is the right way to do it.
Experienced Forum User, Published Author, Player (12)
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I just realized my ROM had a header. This what was preventing the game from loading properly. It's weird that you don't have to clean it when loading the ROM directly, but you need to do so when you include MSU-1 data. Is it a bug? Unfortunately, now I have yet again another issue: BizHawk is playing track 2 instead of track 1 with my current XML! I tried in bsnes v087 and the correct track is loaded, so this appears to be a BizHawk-exclusive issue. I compared again using Super Road Blaster v1.2. and I realized that tracks aren't loading properly for that game either in BizHawk, since there's no audio at the beginning of the intro video. Again, it works fine in bsnes v087. This should be fixed.
Experienced Forum User, Published Author, Player (12)
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Thanks for the tip zeromus. I added the file names in my XML and BizHawk no longer throws an exception on me when I try to load the game. The problem now is that the game loads, but gets stuck on a black screen before reaching the initial splash screen. I'm assuming it's still a problem with my XML, but I can't figure out what. It does work in bsnes v070 so I'm assuming there's a slight difference I'm missing I'd like to debug what the problem is to be sure, but BizHawk's debugger throws an exception and closes every time I try to use it, while the trace logger is always empty. Are those features supposed to be working? I also tried using the official laevateinn debugger for bsnes, but it just prompts for a directory and quits without any explanation. In any case, is there something obviously wrong with this?
<?xml version="1.0" encoding="UTF-8"?>
<cartridge region="NTSC">
  <rom name="bszelda_map1.sfc">
    <map address="00-3f:8000-ffff" mode="shadow"/>
    <map address="40-7f:0000-ffff" mode="linear"/>
    <map address="80-bf:8000-ffff" mode="shadow"/>
    <map address="c0-ff:0000-ffff" mode="linear"/>
  </rom>
  <ram size="10000">
    <map address="10-3f:6000-7fff" mode="linear"/>
    <map address="90-bf:6000-7fff" mode="linear"/>
  </ram>
  <msu1>
    <rom name="bszelda_map1.msu"/>
    <track number="1" name="bszelda_map1-1.pcm"/>
    <track number="2" name="bszelda_map1-2.pcm"/>
    <track number="3" name="bszelda_map1-3.pcm"/>
    <track number="4" name="bszelda_map1-4.pcm"/>
    <track number="5" name="bszelda_map1-5.pcm"/>
    <track number="6" name="bszelda_map1-6.pcm"/>
    <track number="7" name="bszelda_map1-7.pcm"/>
    <track number="8" name="bszelda_map1-8.pcm"/>
    <track number="9" name="bszelda_map1-9.pcm"/> 
    <map address="00-3f:2000-2007"/>
    <map address="80-bf:2000-2007"/>
    <mmio>
      <map address="00-3f:2000-2007"/>
      <map address="80-bf:2000-2007"/>
    </mmio>
  </msu1>
</cartridge>
As a reference, this is the manifest I use for higan:
unverified

cartridge region=NTSC
  rom name=program.rom size=0x400000
  ram name=save.ram size=0x10000
  map id=rom address=00-3f,80-bf:8000-ffff
  map id=rom address=40-7f,c0-ff:0000-ffff
  map id=ram address=10-3f,90-bf:6000-7fff mask=0xe000

  msu1
    rom name=bszelda_map1.msu size=0x0000
    map id=io address=00-3f,80-bf:2000-2007
    
    track number=1 name=bszelda_map1-1.pcm
    track number=2 name=bszelda_map1-2.pcm
    track number=3 name=bszelda_map1-3.pcm
    track number=4 name=bszelda_map1-4.pcm
    track number=5 name=bszelda_map1-5.pcm
    track number=6 name=bszelda_map1-6.pcm
    track number=7 name=bszelda_map1-7.pcm
    track number=8 name=bszelda_map1-8.pcm
    track number=9 name=bszelda_map1-9.pcm

information
  title: bszelda_map1
Experienced Forum User, Published Author, Player (12)
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For the record, I just figured out that lsnes assumes that the ROM filename must have the SFC extension when playing MSU1 games. Once I did that, I no longer needed to rename all of my other files. As for the bad PCM tracks, Ilari told me that he thought he fixed the bug but didn't,so hopefully it's going to be fixed in the next release. :)
Experienced Forum User, Published Author, Player (12)
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Oh wow, you just answered why we needed to make a different patch for sd2snes. Great info, thanks! :) OK, so I just tried Super Road Blaster v1.2. Could not get it to work either until I realized that I needed to drag & drop the XML file instead of the ROM into the emulator. None of the other MSU-1-compatible emulators I tried behave like that. This should be documented somewhere so that other people don't run into the same problem. Now that I figured this out, I have a different error in BizHawk for BS Zelda, but I think it's related to the file format issue you mentioned earlier. I'll try to fix the problem myself and will post again if I'm still having issues.
Experienced Forum User, Published Author, Player (12)
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Just tried again with BizHawk-1.11.1 and I still can't get MSU-1 to work. What's the expected file names for this particular emulator?
Experienced Forum User, Published Author, Player (12)
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I don't understand the current trend with web design nowadays. It's always about giant rectangles with solid color and borderless buttons. Not only does the resulting GUI look exactly like every other website designed with the same trend, but it also looks like we've regressed back to the Windows 1 era. Performance aside, how anybody thinks this is a good idea baffles me, regardless of the platform. What baffles me even more is that it's the same trend that Microsoft used for their Windows 8 Metro interface that everybody hates, and yet every web designer is trying to replicate it. I don't get it.
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Did you guys at least took the time to analyze the enemy AI? Because I find it odd that you couldn't avoid waiting for a while at level 2. Also, now I want to see a Pac-Man arcade TAS.
Experienced Forum User, Published Author, Player (12)
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I just noticed that the submission comments were updated to include how the softlock fix works as well. Thank you very much - these technical details are always super fun to read!
ars4326 wrote:
I do agree that it would be best to have a general agreement on this standard for "no soft-lock endings", going forward. Without attempting to speak for everyone on staff, I will see about getting this issue clarified so TASers will know what to expect regarding this.
Amazing, thank you! ^_^
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