Posts for ThunderAxe31


Post subject: Re: #6834: Mazzin's GB Castlevania The Adventure in 16:22.75
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arukAdo wrote:
ThunderAxe31 wrote:
How much time would this exploit save in a TAS made with the GBC version?
On the first room it saved 94 frames to abuse it, but the timing are a bit different with bizhawk compared to vba, loading the first level take slightly longer (~200 frames) but the game itself lag a bit less
Well, that's an interesting situation. The game itself is laggy, which results in an unavoidably longer movie, but it also introduces additional challenge for optimization, which introduces more technical work in the TASing. So in a certain way, GB is the hard version of GBC...
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
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I'm absolutely signing in!
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
Post subject: Re: #6834: Mazzin's GB Castlevania The Adventure in 16:22.75
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TASVideoAgent wrote:
this run uses a new exploit that can control enemy spawns and rope properties to massively reduce lag and time overall.
How much time would this exploit save in a TAS made with the GBC version?
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If you say you're still working on an improvement, I can't judge it yet. So, don't worry, there is no deadline, so take your time until you're satisfied with the new result.
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Memory wrote:
EDIT2: So updated summary of bad ending vs good: Bad ending:
  • No true final boss
  • Gets ???'s above Mario's head and asked where the princess is
  • No completion time nor completion percentage
  • After returning to title screen, hitting continue you seem to have all your previous items and progress.
Good Ending:
  • True final boss
  • Rescues princess and gets a "Thanks for playing"
  • Completion time and completion percentage are displayed
  • After returning to title screen, hitting continue you seem to lose all your items but have invincibility.
This seems to be a "You're not done yet keep playing" but I would like some additional opinions.
The differences between the bad and good ending, as well as the similitudes between the bad ending and the regular game over state, all gives the idea that the bad ending is just an alternate game over condition, and the game can't be considered as beaten there. Additionally, part of the audience showed disappointment for the goal chosen, which in my opinion is also a factor that should be taken in consideration. Despite all the in-game behaviors took in consideration, there isn't technically anything that objectively points out if the developers actually intended the bad ending as a game over condition or as something else, for example as a non-full completion notice. It may seem arbitrary to rely on feelings for defining where to draw the line, but sometimes it may be unavoidable, especially for glitched endings: just how much of the credits roll needs to be showed? And how much corruption? The audience reception is moreover determinant in this case, because we're dealing with a ROM hack, which means that it can't be accepted for Vault. So in the end I see both technical and entertain reasons why this submission shouldn't be accepted.
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Jigwally wrote:
The warps between levels are intentional. You are free to travel between levels but normally you are supposed to defeat each boss to get all the keys to unlock the final door. That door is skipped with damage boosts in the Any% run
It think it would be cool to watch an "all bosses" TAS, too! This game is great!
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This run is considered any% because i didn't pass through the entire game, this game has some Warps to skip various levels, the Warps taken on this run are the fastest way to beat the game.
Is this a warp glitch or a form of level warp intended by the game?
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Memory wrote:
Does this rely on uninitialized RAM similar to previous publications? I remember hearing that this branch actually relies on uninitialized RAM that might not be possible on a factory condition cartridge and that the only way to achieve this RAM normally would be to set the values using glitches in a separate playthrough.
From the code of most games for GB, GBA, NES, and probably other platforms, it seems that most games expect to find a 0xFF-padded SRAM as an empty memory state. In the case of Pokémon Gen I games, this is much clearly the case, as these games feature a secret input for resetting the whole SRAM data to 0xFF, as TiKevin also mentioned.
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RetroEdit wrote:
This is the screen that appears after completing the Stars level collection: The phrasing "You have solved every puzzle" suggests this is the end of the main game. It isn't credits, but it's pretty expressive. I disagree that completing all 64 unique Time Trial puzzles is required for publication because "all unique content" needs to be played. Instead, I think this screen is sufficient to show completing all 192 standard levels is an endpoint.
I agree that this is the completion point for fastest-completion, as it objectively counts as the ending of the game, but an author may still add the additional Time Trial puzzles and would be considered applicable for Vault as full-completion.
CasualPokePlayer wrote:
(again of course, the game does not care if all are completed, giving up goes to the next puzzle on the list)
The game may not be keeping track of the puzzles completed, but we can.
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All right, I downloaded the latest devbuild and done more tests. It all seems to be working correctly. Sorry for the false positive.
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Alyosha wrote:
I'm not sure what you mean, but the returned cycle count accurately keeps track of time at a resolution of 4 MHz. , regardless of what speed mode the system is in at what time. Just divide the returned cycle count by 4194304 to get the time in seconds.
That works for games that don't use double speed, but for games that do, it gives a completely wrong value. Try to calculate the movie length for a GBC game that uses double speed mode. You'll get about half of the expected amount of seconds. Emphasis on "about", because during the BIOS sequence it's always in normal speed, and then each GBC game sets the double speed mode at a different timing. So the cycle count needs to scale dynamically with that.
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That's not what I mean. Of course GB games don't use double speed mode (unless you force them to do so with some heavy glitching or ACE), but GBC games do change CPU speed at arbitrary times, so we need the SubGBHawk core to count half cycles during normal speed, and counting full cycles during double speed, just like Gambatte does. This is the only way to have a CycleCount value that reflects the exact movie length.
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Alyosha wrote:
Changing to double speed mode does not effect the cycle counts. It still counts in single speed ( 4 MHz) increments.
This is also no good. I just run some tests with both Gambatte and SubGBHawk, with both a GB game and a GBC game that uses double speed. We need SubGBHawk to count half CPU cycles during normal speed mode, otherwise the value of the cycle count will be unusable for calculating the exact length of movies, especially because the engine of GBC games may change CPU speed at arbitrary moments, so we need the counting to scale with that, just like Gambatte does.
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Are cycles counted as half while double normal speed mode is active? edit: fixed typo.
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Wouldn't be faster to use the Zapper?
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Well, I've reported it as a 12 cycles improvement because that's how the SubGBHawk core counts them.
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What are the requirements for the good ending?
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Post subject: YouTube encode of new WIP game end glitch/wrong warp glitch
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I have an unfinished TAS for beating the game as fast as possible, by using the wrong warp glitch of the Battle mode. I don't think I'll continue working on it anytime soon. You can get the .bk2 here: User movie #64274970212167822 Anyone is allowed to use this file as base for making a full tas to submit to the site, without having to add me to the authors list. In my strategy, I use both Potions and Red Turbo items in order to beat the enemy faster. Instead of having the P2 suicide, I had the P2 attacking the P1, so I used the alternate setup for triggering the glitch. I made only the first two battles, but I'm already ahead of the TAS made by NyXx, by few seconds. Maybe it could be possible to save even more time by hitting the enemy three times in the same instant, but I couldn't manage to do it. Link to video
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I've been waiting for the new BizHawk version to be released, since with the current one there would result inaccuracies on both video and audio for this TAS. But if you want, I can accept it now anyway... Edit: oh and there is another problem. The site's movie parser doesn't currently read the CycleCount from SubGBHawk movies, so we still need to wait for the site coders to fix that.
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I understand the reasoning for your judgement of the previous Overlord submission, but the rules have changes a bit in the meantime, mostly during a discussion for the Zool judgement. Please take a look and tell me what you think about it.
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I didn't get to know you well, but I'm happy to see you back. I knew it that you would eventually returned.
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dave_dfwm wrote:
As for Twisted Metal 2, I have my doubts that I am anywhere skilled enough to TAS that game, but I hope someone will someday, as I think it would be wonderfully entertaining to watch.
In that case, feel free to post any TASing related content in the relative game thread, even test attempt at TASing it, so that people can give you feedback and tell you if you're ready for making a submission. You can also upload any TAS you want in your userfile storage.
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I've been waiting for years to see this TAS made, and I didn't expect it to happen so soon. I contacted you for introducing you to TASing, and you trusted me much more than what I could hope. Thank you so much for making this project possible. This is my screenshot suggestion, frame 70746. I like it because it shows off an unexpected situation, without spoilering what's actually going to happen. It also displays a lot of the beautiful graphics of the game, from an uncommon yet memorable view.
Spikestuff wrote:
Ok, guess I'll ask this one to whoever judges it. What's the branch going to be? Are we leaving this one blank and branching the 5 minute one or are we branching this one as "warpless" and leaving the 5 minute one as blank?
We leave this submission with a blank label, because it features the most common movie goal for the game. Instead, a movie using the wrong warp glitch should be labelled "game end glitch", as that's the common naming for that kind of movies.
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InfamousKnight wrote:
Would this work with FFVII NES? I honestly don't understand how this works.
I'm not familiar with that game, but it shluld work. And yeah, I see that there are a lot of explainations needed, and I will need some time to elaborate stuff. I'm also busy with a lot of other stuff lately, so please wait...
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Are there any news about improving this submission? Shall I set the status to Delayed?
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