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Ok, now this is getting complicated.
In this submission, as well as the current publication, the game does advance when you press A at "THE END" and does save the progress, but you can't play with the save file anymore.
In the Japanese version run, the game does not advance when you press A at "THE END" but it still does save the progress and you can continue playing from your save file.
So, each movie has one thing that the other run doesn't and vice versa... Then which one should be considered the "more appropriately" beating the game??
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I just noticed that the current movie manipulated the Trainer ID to be 0x64BD, while instead you got 0x64C3. Does the second byte make no difference, or did you have to adjust the ACE accordingly?
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I'm not sure if you're saying that it's possible or that it's not, but I have to note that the Speed Demos Archive keeps a recording of speedrun for this category: http://speeddemosarchive.com/demo.pl?PokemonRed_UberLargeSkips_SS_000
From the metadata inside the file mp4, the referring encoding time is 2013-04-09 23:32:37
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Nice job, but did you take in consideration the fact that there is a faster SRAM glitch for the Japanese version? User movie #35593301208919904
Though I'm not sure if that movie should be considered for comparison, since it fails to trigger the final routine after showing "THE END" screen at the end of the credits roll, as pressing A doesn't send you back to the intro and it doesn't save the progress to the save data. More explanations in this post.
I'd also like to try if changing GBC color multiple times can allow more RNG possibilities, or delaying the GBC BIOS sequence by changing color later.
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Yes. What do you need help for, specifically?
For starters, the emulator to use is Dolphin, preferably the 5.0 stable release version. For more informations, read this thread. For questions relative to Wii TASing in general, post in the relative forum.
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I agree, I also didn't like the continuous jumping. I didn't vote.
I think that it's ok for arcade-like games like the original Super Mario Bros., but in my opinion this hack ROM gives much emphasis to the atmosphere and the exploration, so the playaround feels wrong.
Sorry but the fact is, you kept jumping after the first two times, in non-water sections. I wish to see how this TAS would have looked like if jumping was reduced to the minimum. I think it would be easy to edit that with TAS Editor or TAStudio. If you want, I can do it for you.
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Try this Lua script:
Language: lua
local function reset_speed()
client.speedmode(100)
end
event.onexit(reset_speed)
client.speedmode(125)
while true do
emu.frameadvance()
end
Note that it does automatically reset to the normal emulation speed when you stop executing this script. You can replace "125" with the value you prefer.
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Full completion in RPG games should often include clearing all side quests. This doesn't count for games that feature mutually-exclusive quests, or branching subplots.
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Before anything else, I want to make an observation about the spirit of the rule itself. It's clear that this has been designed in order to avoid redundancy, but I want to note that it's not the same reasoning behind the containment of amount of different branches for a game. Here, we have a rule that regulates games for their own TASing merits, rather than for apparent similarity of gameplay. So I think that two games can be published side by side if they feature differences such that result in different play strategies in order to beat the game optimally. This of course excludes cases where one of the two is an updated of the other one, effectlively reproposing all the features of one game, but with the addition of new gameplay aspects.
From what I could see so far, the two 1 on 1 versions of seem to be enough different for being considered as two intrinsically different games. Let's have a quick, non-exhaustive list:
Half Court
Shooting mechanics
Jump on ball
Different score limit
Different characters
Different final boss
Game settings
Beside these, I also want to add a side note. The later 1 on 1 version is not just a game revision or a bugfix, but a remake. It's clear that most of the game code was remade from scratch, even though most of the game spirit and design is reproposed. The point is that for this comparison we care only about the former, and not the latter. Also, we already allowed some minor game revision to be published side by side, just because specific gameplay changes resulted in different TASing gameplay, so I don't see why we shouldn't allow both versions of 1 on 1, given the overall differences.
Now, there is still another issue. Beside what just said above, there is another rule that limits different game versions:
For this rule it's even more clear that it's trying to limit redundant gameplay, as it's specifically provided that the preferred game is the one deemed more technically impressive. This rule was implemented because sometimes sports games may feature particularly similar gameplay between different titles of the same series, with only differences in minor aspects like different soccer teams or different golf maps. However, that's a different matter of 1 on 1, because in this case it's the other way around: the environment and the playable characters are apparently similar, while the gameplay differences are very specific and technical.
But most importantly... Should this rule be applied for 1 on 1 at all? Because I see that we apply the game genre tags by going with our own policy, instead than looking for external sources, regardless of how much official they may be. And for this games, this looks to me much more like a fighting game, rather than a sports game. First of all, if this was really a sports game, which sport is featuring? Is basket even supposed to be done 1 on 1? Are there any globally acknowledged rules in the real world for this kind of competitions? I can permit that this could be considered as a fantasy sports game, like many other games do. But in that case, what is it that really makes it a sport game? It looks like a fighting environment to me, in all aspects. The focus of the contention is not mainly the ball, but the opponent instead. The two contenders face the other with a confrontational approach. They compete in rounds, rather than with a fixed timer. Yeah, they have to meet a score in order to win, but isn't that also in professional Karate competitions? Would MTPO be limited too, if it featured sequels for the same console? What about Tekken 1, 2, 3?
In my opinion 1 on 1 isn't your standard sports game, so it doesn't fall under this rule.
Edit: ok, I guess that 1 on 1 basket is an actual form of competition that exists in real life, yet it's not regulated by official associations and it follows a varying ruleset. And even if we decide to consider it objectively as a sport, it doesn't change my point about the fact that the rule is actually regulating games that propose variations that don't strictly involve gameplay mechanics. Maybe we could even suggest a better wording for the written rule itself, and I'd like anyone to share their opinion, if there are.
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Hi, I noticed that you submitted this movie as author "Monster" instead than "Nonster". I remember that when you joined this site, you first used the nickname "Monster", so I wonder if you had any trouble with creating your account. If you wish, you can change your nickname by contacting Mothrayas privately.
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SubGBHawk needs to implement CycleCount value for header.txt of .tasproj and .bk2 files, like Gambatte does when EqualLengthFrames is set to false. It's necessary for the site parser to be able to automatically calculate the accurate movie length.
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Not really a problem actually, implementing additional palettes wouldn't be too hard. For example, a new palette was recently added for Gambatte, Libretro GBC.
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Indeed, if we want to bring in the fact that this submission uses GBCinGBA mode, then it would make sense to have less popping, but then we would need BizHawk to emulate it differently whether GBCinGBA is used or not. And then, for coherency, we would also need to use Vivid palette for GBCinGBA (or something similar).
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Actually...
Link to video
I also tried unplugging the jack and then recording the speaker of the GBC, but recording quality wasn't as good as I hoped. Anycase, I'm telling you that it did hear the very same as when I tried listening with headphonese: I couldn't hear any popping during the BIOS screen (one at beginning and one at end), but only when clearing the text boxes during the music-less part of the new game intro.
Edit: actually, now I can hear the popping at the beginning and at end of BIOS screen, from my GBC as well. However, I can't hear any popping while the music fades after picking "NEW GAME". Anycase, we need someone checking on a Crystal cartridge to be sure, because in my test I used an Italian Pokémon Silver one.
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It's been three days since when I've begun tying to watch this movie. Today I was finally able to, from start to end. I didn't feel entertained, so I voted no. The gameplay flow is too much basic to me, despited the fact that it looked optimized. The only part that I really liked was level 23, and I think that I would feel entertained if there were more instances of such broken play.
Edit: oh btw, I didn't read the submission text or Arc's post yet, in order to not get influenced.
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Memory explained her reasons for asking more feedback, but instead you're acting like if she argued something against this submission. You're just assuming bad faith. If you want to question a judgment, wait for the submission to be judged first. Let's argue about facts, not hypotheticals.