Posts for ThunderAxe31


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Challenger wrote:
But...I could try to verify some of new progress if possible (also this game lags so much that a RAM watch is necessary to see when a lag occurs).
Yes please, that would still be great. Can you please provide the addresses? There is a lua function that flags a frame as lagged.
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Hi Challenger, do you have any interest in joining the making of the new run? By the way, have here a warp to level 7, just for RAM comparison: User movie #49109953462398935 Edit: Managed to warp to level 0 without dying instantly. Can't move, but can use menu: User movie #49110514946507157 Also managed to warp to level 0 and glitch so hard that BizHawk changed resolution: User movie #49110545345204233
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So, I've made a movie where both the kill glitch and the level 8 warp are used. You can get it here: User movie #49108846136019758 Edit: note that I didn't set the "kill" command because there is actually no need... It works by pressing X anyway. Also note that killing the enemy as soon as possible saved 4 frames. I'm concerned if the level 8 warp could make the rest of the game slower due to the corruption (or even freeze completely at some point). I also wonder if it would be possible to sacrifice a dozen of frames in order to make the sprite corruption the same as MESHUGGAH did, since in my movie turned out in total garbage.
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mtvf1 wrote:
Great, another reject. Why don't you ask for poco_cpp's suggest first, and deley it? He is still improving. http://www.nicovideo.jp/user/47809/video If you give him only more few hours' chance, this couldn't be happened.
I apologize. I agree that in this case I should have asked and waited, since the improvement could have resulted similar to the current submission. However, I have to note that the new movie on nicovideo is more than 4 seconds faster, which is a huge improvement for a 22 seconds movie, as well as the fact that it was re-made from scratch, including the RNG setup at the beginning. Thus this submission would have been rejected anyway.
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Post subject: lua script next.
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It looks like this game doesn't have a SRAM at all. So the cheat glitch is achieved thanks to some corrupted memory persisting after soft-reset... However, is that even possible or is due to an emulation bug? Can it be reproduced on real console? Edit: I've enabled the cheat by using normal means, then I've soft-resetted the console and the cheat remained enabled. This means that the game is supposed to remember this after soft-reset, like any other setting. Still, I need to comfirm that triggering the glitch itself is possible on real console... It would be awesome if anyone could give some help. Edit 2: I also need help with the level 8 warp. I found this video: Link to video I still couldn't reproduce it... Any help is highly appreciated. Edit 3: I just figured that the game version used in the video above could be any of the existing ones (Japan, USA, Europe)... Is there a way to figure out which one was used? Edit 4: According to NK, the warp glitch can be triggered only in the Japan version. Since taking advantage of this trick is hard due to the corrupted graphics of the player, I'm planning to make a lua script that helps in being able to see the real player's sprite. Edit 5: Huge thanks to MESHUGGAH for reproducing the glitch. He did it with the USA version. User movie #49105814211840580 Now I'll keep my promise and write a lua script...
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feos pointed out in irc that this branch should be labelled as "save glitch", since it's the save function that is being interrupted. This is slightly different from GB/C and SNES "SRAM glitch" movies, since these rely on uninitialized bytes in the Save RAM, which are supposedly 0xFF bytes. Instead, for the submitted movie, the glitched value that needs to be forced is a couple of 0x00 bytes, since it's the value that points to the debug room. From what I can see by looking at the save file produced by BizHawk, it seems that the PSX does first create a 0x00 padded file, before starting to write in the actual data of the game save. In order to achieve the desiderable glitch, it's necessary to turn off the console before that the game writes the data for the location of the player, but at the same time it needs to be after that the game has written the main data of the save file, so that the game is still able to recognize it as a game save that could be loaded for playing.
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[2226] A2600 Superman "pause glitch" by jlun2 in 00:11.42 Since there is a major skip in play, we should come with a label... The movie description mentions a demo glitch, but it's actually not a demo play, since it just shows the various locations of the game during the pause. See the submission text. So, we either go with "demo glitch" or "warp glitch". Edit: it has been decided to go with "pause glitch".
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Memory wrote:
Third, do we need this second Smash TAS in the Stars list? Melee Adventure mode is easily far more entertaining.
Why not? It's a great TAS on its own. The game itself is a classic that it's still very popular and the mode played has seen a fierce competition. There was a huge work behind the making of this movie, by tracking down all known best times and trying to break them on both the Japan and the US version, thus providing important material for record keeping. Last but not last, the movie showed off different characters in action, and each time did come up with different movements for clearing the different levels, which makes the whole movie very diverse and entertainment.
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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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DrD2k9 wrote:
The glitch bypasses the password requirement. It does not bypass the input combination (code) to access the cheats.
Note that the cheat that kills all enemies with X does not require the input combination, but just the password (or the SRAM glitch). Edit: actually, the kill cheat requires both the password and the secret input sequence, but none of them are used in the submitted movie.
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GenericMadScientist wrote:
Say a game doesn't have support for any disc swapping, but disc swapping bugs the game out and lets you get otherwise unobtainable items. Would it be allowed to: 1. Use this to set up a NG+ save? 2. Use this in an Any% TAS?
Depends. If you're going to insert an unintended CD, then it's forbidden. If you're going to just open and close the PlayStation lid, then it's allowed. The Movie Rules have been recently updated about this:
The ROM image must be integral It is not allowed to make use of images that are not intended to belong to the game being TASed. It is considered intended, if it is endorsed by the game or by its publisher (as an add-on, for example). For disk based games, breaking the intended order of disk switching is not allowed. Inserting an unintended image before the main game, or while it is running, is not allowed.
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Warepire wrote:
I would personally be fine with a ruling that allows generated data for these scenarios, as long as such data does not break any specifications. Meaning in this case if certain ToC bytes in a CD cannot be certain values, those certain values in those bytes makes the data illegitimate. Nor that the data is unreasonable, like in the discussions about RAM.
It's a nice idea, but we would also have to take in consideration that the specifications themselves are not absolute. See about audio CDs:
Wikipedia wrote:
Nonstandard or corrupted TOC records are abused as a form of CD/DVD copy protection, in e.g. the key2Audio scheme.
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Wait, does the SRAM glitch allow to jump to the last level? If yes, why not doing it?
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Post subject: About the branch name (yo feos)
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Wikipedia wrote:
SRAM exhibits data remanence,[1] but it is still volatile in the conventional sense that data is eventually lost when the memory is not powered.
While BizHawk does save the Memory Card files into a folder called PSX/SaveRAM, I have to note that the electronics of Memory Cards don't look like being battery backed. GB/C and SNES games instead feature a typical watch battery inside (not always for GBA games). My point is that while "SRAM glitch" is accurate for GB/C and SNES games, it is not for PlayStation in general. However, I'm still unsure about which one would be a more appropriate label... Maybe something like "Memory Card glitch" or "EEPROM glitch"?
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Even though I'm not a fan of Kirby games, I've enjoyed watching this movie and I can tell that there is an insane work for optimization. Yes vote! As for ending the input early, I have to say that I personally appreciated it, since it needed a clever setup in order to abuse the game mechanics. I think that's easy to tell what's going on, and it added an extra touch of swag to the movie.
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That's an impressive improvement, congrats! Yes vote.
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Woah, this game looks cool! Nice and eccentric, and also having interestring gameplay. As for the movie, it was full of action and diversity. I see it must have been quite the challenge to optimize. Yes vote!
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That's an incredibly good game for NES. It's wonderful! The run execution looks very well done and the glitches are mind-blowing. Yes vote. Also, if you want to make a warpless run, I'd like to contribute. Please contact me if you decide to make one.
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DrD2k9 wrote:
I thought using debug rooms to get to the end of the game wasn't allowed. Or is that only in the case of using codes to access the debug room? Is it acceptable here because save corruption was used to access the debug room?
He didn't access it by using any kind of code. He accessed it by corrupting the SRAM. In any case, I will do the necessary research for comfirming it, as well as looking that no other rules are broken. Edit: I'll explain better. The Movie Rules are specifically referring to the usage of codes. Any kind of code or secret input sequence is forbidden, unless it's provided by the official game manual that comes with the physical game. For example, in Metal Gear Solid for PSX, there is a certain point of the game in which the player is required to retrieve a code present on the back of the original CD case of the game. Inputting this code is allowed.
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xxNKxx wrote:
But after show Fin and after credit, it'll logo game and stand here forever. It's not freeze by bug, it's gameplay. Everyone when play in real time when come at here must do soft reset, because it's not back main menu.
If it's not freezed due to a bug, then it's perfectly acceptable. Choose the ending that is faster to achieve. Edit: You know, there are many NES and SNES games that normally freeze after the credit roll, and also some PS2 games like Kingdom Hearts I and II. It's a problem only when glitches triggered by the player prevent the credit sequence from being executed in its entirely. However, minor graphical and audio glitches are acceptable.
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PikachuMan wrote:
So... Gruefood Delight?
Gruefood Delight wrote:
Gruefood Delight is a list of movie submissions that entertained some viewers but not enough to be published on TASVideos.
This submission has got some pretty bad votes. So, no.
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xxNKxx wrote:
Hi! I want ask how about if the run used glitch to make end game soon but after run complete credit and showed FIN/The End/Game Over, it'll freeze game (mean can't continue play what it should be). Have it accept for TAS?
Look at this precedent: #3903: Masterjun & FractalFusion's GBC Pokémon: Red/Green/Blue/Yellow Version "glitched" in 01:10.47 But I'd like to look closer at the specific case. Are you asking for a game in particular?
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I found this movie very slow-paced, repetitive, and I couldn't notice any interesting trick. No vote from me. Also, I don't see why the votes are so much different from the ones for EZGames69's submission, since the movie appears very similar.
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I found mention about a map glitch, that it's available only in the Japan version. What's this? Could it allow to make a faster run? Source: https://www.speedrun.com/wa#Any_Full_Party (click on "View rules")
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klmz, I hope this rejection didn't demotivate you. If you want, I will help you in making a TAS that beats Maze 17. Sorry for not proposing this earlier.
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