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I'm pretty sure it's impossible for the hardware as well: at some point any joypad would break.
I remember I had an intense play on a PC game (can't remember which) in which I mashed the mouse left click a lot, and then it started malfunctioning. Same happened for my usb joypad after some plays on Metal Slug X in which I confronted the trains from level 5 with pistol.
Edit: think about it again, I didn't noticed any problem with GBA SP or original PSX joypad even after the most fierce plays. Then I guess it is possible on most consoles to do full plays featuring 30Hz mashing and not getting noticeable damages to the buttons.
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<ThunderAxe31>good morning
<Masterjun>sup ThunderAxe31
<ThunderAxe31>seriously I thought you was Moth
<ThunderAxe31>lol
<Mothrayas>we get this a lot
<Masterjun>sup Masterjun
<Mothrayas>sup Mothrayas
<ThunderAxe31>sup ThunderAxe31
<Masterjun>ThunderAxe31: why are you greeting yourself
<ThunderAxe31>you did that too
<ThunderAxe31>LOL
<Mothrayas>no, I was greeting Moth
* ThunderAxe31 is amused to the point of suffering
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That's probably because a thread was deleted because it was from a duplicate submission by accident.
Update:
<SpikeyMuffin>ThunderAxe31: can you also mention that this is an old thing.
<SpikeyMuffin>ThunderAxe31: and has been brought up a few times over the previous pages
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Playing is not just following a path that will lead to trigger the credits screen. Anything that may entertain you by creating a movie or by watching it could be called "playing". TASing means to play with the game in the most deep or unintended way possible, be it reaching the credits or just playing around with game software and hardware, in any way possible.
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I feel like I should clarify myself. Even tough I showed concern about the run for its gimmick, I still think it was right to accept it, because of its astonishing entertaining value and its legitimacy: the storyline of the run is nicely connected to the Pokémon Yellow ambiance, so it is not too much arbitrary if you ask me. Also, the author didn't use cheat codes, precompiled savestate or anything that would break the current rules. The run may theoretically even be reproduced on real console.
Please let me tell my point of view about it. Yesterday I pointed out the fact that the demo displayed in this ACE run "could be written as an actual ROM file and getting the very same result", but I didn't take in account the most important fact: what makes the demo itself legit, is exactly the fact that it's not an homebrew ROM, but an arbitrary code executed via an official game, that was originally not supposed to do anything of this but at the same time the demo's content is deeply connected to the original game from the artistic point of view.
Nach did a great job explaining in detail all the reasons why this run was decided to be accepted, and that really did dispel my doubts.
Edit: I also have to note that *any* movie could actually be converted into a ROM file, exactly like if it was a movie dumping.
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As both TASer and viewer, I personally don't feel the necessity for a new tier. There are Playaround and Demonstration movie categories for grouping runs that have an objective different from beating the game, and if a run fails to fit in the current requirements, then it's either low entertaining quality or excessively obscure in its goal.
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Thanks for the segnalation. I did a preliminary test, and the trick already turned out to be useless.
I've created two same movie files, with the only difference that one does use the cutscene trick you showed, while the other not. Both movie end when Crash reaches the rock wall.
GBA Crash 2 NO level 1 cutscene skip testGBA Crash 2 level 1 cutscene skip test
As you can see, even tough I managed to skip the cutscene by opening the pause screen only twice, it ended up 23 frames slower compared to the regular movie. From my experience on TASing Huge Adventure so far, I can tell that this downtime is too much compared to what you save by preventing the boxes and the tutorial tips from spawning.
Edit: I also forgot to mention the fact that you need to pause a third time in order to spawn the Crystal and the exit portal.
It's still an interesting find, maybe someday we will find this glitch useful in other ways.
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I think there is a misunderstanding here. In this run, there is no such thing as "TASing to add new games, then TASing those games"; all you can see in this movie is just a demo, which means that techinically consists in a video and audio output, inserted in real-time by console inputs alone, and decoded via a custom program inserted in the game via ACE. It's like a "movie in a movie".
I'm sorry but I have to agree with Warp. I voted Yes after watching the run, and I would not change my vote because it showed off something very innovative and well-done in all aspects, and thus will probably never get old from the point of view of entertaining; but from the technical point, it is already enough. If it were shown to me another run, done with the very same gimmick, I would surely be disappointed.
This is just a demo, which could be written as an actual ROM file and getting the very same result: the only TASing part is the insertion of the code that reads the console inputs and decodes them as video and audio output. There is indeed a huge, great work behind this, but the base idea is so simple that after watching the run and understanding what's happening, it won't surprise anymore.
Edit: I almost forgot to mention something. As opposite example, the kind of ACE run that I think it would always be good in any case and for any game, is the "total control" kind, like [3050] NES Super Mario Bros. 3 "arbitrary code execution" by Lord_Tom in 08:16.23. In this run, the TASer coded some new powers for the player to become god-like, able to easly break the game even after the TAS execution has ended. This is also an actual example of inserting something via ACE execution, and then playing it via TASing.
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This is very interesting, so I'm voting Yes.
Also, I hope to see a separate branch for this run. Every ending shows off a different route and thus different game content, so I don't see problems with entertaining about this.
The record keeping may also be a reason, since the speedrunning community takes note of records for every different ending with same dignity.
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Pokota wrote:
In theory, could a glitchy Gen 1 run be used for an entertaining Gen 2 Catch-Em-All game? Maybe Yellow/Crystal? All of the missing Mons in Crystal can be obtained in Yellow, either through glitch catches or through normal play (Kabuto/Omanyte would be an issue in glitchless yellow, but since the yellow run is being glitched anyway for Crystal's missing ones...)
If I recall correctly, it is possible, but I wonder if there aren't glitches that allow to catch the required Pokémon faster without having to trade.
Also, the point in using trades in a TAS is to avoid the use of glitches, so I wonder if that would make sense.
That's a neat hack, but I wonder if it would be worth the effort to TAS it. It looks just too easy from the technical point of view, compared to the original game.
Zupapa wrote:
On the normal version, you can win Twin-headed Thunder Dragon by defeating Heishin,but I think this is not worth it.
Well, actually...
Link to video
It is really hard to get Meteor Black Dragon on Heishin fight, due to the fact you have only 1 possibility out of 512 and you have to win fast in the meantime.
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So this morning I discovered the existence of this wiki page: http://tasvideos.org/Mugg/UnexplainedGlitches.html e I suddently remembered of a glitch I've seen happen on Pokémon Red, Spanish version.
So, the story is this: my sister was little, about 6 years old or so, and she was playing with my Game Boy. She was moving on bike, in Saffron City, and at some point walked inside the Rocket guy who used to block the Silph SPA entrance. I witnessed the whole thing. I nor she had any idea why this happened. In many years of play, I never seen such a thing again.
I have to note that she walked from down to up, and because the protagonist stopped right on the Rocket guy, it is very likely that this glitch didn't allowed to walk throught the wall, which made the player to stop.
Here is an image showing the exact place:
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ruadath wrote:
Just curious, what did you guys do in order to repair the file? I'm always looking to learn stuff like this for use in the future, if you wouldn't mind sharing.
I just googled "repair zip" and clicked on the first result. I installed that program and used on your damaged .tasproj, then I opened the resulting file with 7zip and checked the integrity of Input Log.txt.
But seriously, do more backups and go to BizHawk 1.12.0 now.
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Spikestuff wrote:
Lua update for Crash Huge Adventure: Crash HAlua - 2.11b (3.64 kb) - BizHawk
I'm sorry but I feel more comfortable with my minimalist lua script and addresses watch file.
My script has no support for bonus levels, sky levels, and Polar zones, but if anyone says to want to use it, then I'll implement these things in it.
By the way, now with news about the actual run: here is the download link for my new WIP movie file: http://tasvideos.org/userfiles/download/37614401738034169
And a pretty encode:
Link to video
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At this point we probably need someone to disassemble the game and check if the debug menu was intended to be possible to unlock or it is really a glitch.
Edit: I mean, Scumtron already comfirmed about the 62 bombs, but what about the other requirements?
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I had an idea about a possible improvement over the currently published movie: what about defeating Heishin early in order to get a strong card or two?
If you don't know this game:
This is a collectionable card videogame from the famous Yu-Gi-Oh series. Its quirk is that you may summon monsters by doing a chain summon, that is selecting more than one monster card which will fused in the chosen order, two at time. You can have the list of possible fusions here: https://www.gamefaqs.com/ps/561010-yu-gi-oh-forbidden-memories/faqs/16613
Another peculiar thing is that when you summon a monster, you have to choose between two astrological signs, which will give that monster a 500-points advantage or disvantage when fighting a monster with a different sign set.
When you win, you get a card as prize, which will depend on the characted defeated and your luck. Intial deck is also very random.
For the rest, the rules are the same as traditional Yu-Gi-Oh play.