Posts for ThunderAxe31


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http://johanneskopf.de/publications/pixelart/paper/pixel.pdf The hq4x looks better to me. By the way, I think it would be impossible to implement such thing in an emulater without getting CPU use about 1 million times heavier.
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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Thanks for the code! I've started studying it and I'm finally beginning to understand assembly! Also, I didn't expect the algorithm to be so complicate... But who cares. When I'll come to fully understand it, I'll describe it in the relative game topic. See ya
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I didn't know about this game, but I already like it. It reminds me of E Mo Dao. Looks well planned and optimized. Also, . So Yes vote.
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By the way, with some good luck-manipulation, it would be faster to get some Blast Seeds along the way, instead of having a Wondermail mission just for getting a TM.
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I'm sorry to have made all of you having an hard time with this submission. By the way, I'll keep researching about this game, in order to help the developing of Hourglass Resurrection.
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Please wait some more time I think I found some Game Maker decompiler, it may help a lot
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Anty-Lemon wrote:
I already knew all this, and I'm sure likeanoob does too, possibly besides site rules. What's your point?
I'm sorry, I have misunderstood your words. I thought you said that only Frustration is going to be used for the first boss fights... By the way, I think using Blast Seeds would be the best strategy aganist Skarmory and Team Meanies.
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Anty-Lemon wrote:
ThunderAxe31 wrote:
II think the best choice as protagonist would be Machop, because his Leer+Focus Energy+Karate Chop combination is devastating.
Not at level 10 Frustration does fixed 45 damage. Skarmory and Team Meanies are likely to be the only boss fights where any move but Frustration will be used
I'm sorry but I have bad news about the Frustration TM... 1) TASVideos guidelines discourage the use of passwords unless they can be used to unlock an harder difficulty setting or extra stages, so using Wondermail would probably make the run being rejected; 2) The earliest dungeon in which Frustration TM can be found is Mt. Thunder; 3) Missions that give Frustration TM as reward can appear only after finishing Mt. Thunder; 4) I don't know if Frustration TM can be found in the Keckleon Shop in Pokémon Square before Skarmory fight, but I must note that costs 3000 Poké.
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So... Looks like Hourglass is unable to capture the sound effects of this game. I can only guess that the sound effects are encoded as MIDI audio format. I tried to search for more data inside the game, but the only useful information I found inside the exe file is this image:
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I think that about the species choice, the most important thing is picking the ones that would take down the bosses as fast as possible. I think the best choice as protagonist would be Machop, because his Leer+Focus Energy+Karate Chop combination is devastating, because is almost sure to give a critical hit. About the partner, I think Charmender is good, because of Leer that would stack with Machop's and Ember that would damage a lot Skarmory, Articuno, and Groudon (thanks to Drought). I'm not sure if this setup would be stronger than using Frustration... It would require some test to check. By the way, here is the damage formula: http://upcarchive.playker.info/0/upokecenter/content/pokemon-mystery-dungeon-damage-calculation.html And here about Frustration: http://upcarchive.playker.info/0/upokecenter/content/pokemon-mystery-dungeon-attack-explanations.html#return-frustration So Frustration deals a 45 HP damage.
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 didn't watched the run yet. I'll vote after doing it. By the way, I want to make you note that in this run the game is played with the easiest difficulty set, instead of using the hardest as adviced by the guidelines. Using the hardest difficulty would probably have resulted in a more entertaining and interesting run, even if this would make lose some seconds in the overall time.
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Arcree2 wrote:
Samsara wrote:
There isn't a whole lot of overly positive feedback: "More entertaining than the movie, but that's not saying much", "as usual, a Yes", et cetera. Even 8 Yes votes is low when there's been over a week since submission, meaning the general audience isn't interested in the run. Vault makes sense.
I really don't understand. 8/0/0 can't be Vault, this 100%.
What Samsara said, is that too few people have given a vote.
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ThunderAxe31 wrote:
I just discovered how to prevent the graphical glitch to "THE END" screen, tough the game will still freeze: instead of swapping Pokémon 7 with 8, swap 6 with 8. But as I said, this only corrects the graphical part of the problem; the game will still freeze and not save the progress.
I was wrong about this. What made it change was not the different Pokémon swap, but the different amount of time taken in order to close the menu. I'm doing some experiments, and looks like for every frame you close the menu later, a different script is triggered after the credits. I already got some very interesting results, like getting the game softresetted or getting teleported to a glitched location. This may even bring a way to mimic the correct credits end perfectly! Edit: this is the most interesting one I've encountered so far. It happens if you close the menu 3 frames later in FractalFusion's movie file: Edit 2: it looks like the game executes the next commands found in the WRAM after finishing the credits.
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I'm sorry but I really don't understand the decision to put the run in the Vault. From my point of view is an astonishing run, done on a good game. There isn't a single part that looks sloppy or boring and the time record it's already far over human speedrunning skills. In other words, it clearly looks to me as suitable for the Moon tier, given the Moon tier requirements and comparison to most GB Moon TASes.
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feos wrote:
Won't he still die in the next stage?
Still, beating a so famous kill screen would be a great achievement.
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I'm not familiar with this game but it looks well optimized. Yes vote!
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Post subject: never stop learning
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Hi. I'm sad but I have to give a no vote. I can see clearly that the run can be improved a lot. In order to make it better, you need to try more strategies, and make experience. Also, your TAS does not complete the game.
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Watch from 6:20 Link to video
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Thanks for the explaination. I wonder if it's possible to trigger the full version of the credits faster than the current publication. I'm probably not able to do this, so I hope you or another TASer will do it, just for record keeping. By the way, I managed to improve the movie you posted by 3 frames: http://tasvideos.org/userfiles/info/35720561741541073
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feos wrote:
Does anybody know if this version was intended to be just a demo/playable teaser for the actual flash version, or the latter was a separate idea? I can only find "play online" kinds of links on google instead of useful information.
There are no evidences pointing that this game is a demo/playable teaser of any sort. The game itself was developed for a contest, and has no actual plot; in the Flash version instead there is a very deep and mysterious plot. On the official Askiisoft site there is no mention of the Windows version of the game, but on their YouTube channel there is: https://www.youtube.com/watch?v=aIPPmeiDzmE Note the description: "A run and jump platformer in which pausing the game will cause your player to maintain momentum. Made in 48 hours for MolyJam 2012." On the same channel there is also a video featuring the Flash version: https://www.youtube.com/watch?v=FpSly-UsvOg Which description reads: "Trailer for the upcoming flash version of Pause Ahead." I hope this suffice.
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 just discovered how to prevent the graphical glitch to "THE END" screen, tough the game will still freeze: instead of swapping Pokémon 7 with 8, swap 6 with 8. But as I said, this only corrects the graphical part of the problem; the game will still freeze and not save the progress.
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it would be awesome to have an encode...
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Masterjun wrote:
ThunderAxe31 wrote:
FractalFusion wrote:
At the end of the credits in both TASes, the end screen glitches out and it is not possible to press a button to go back to the title screen. Is the game considered to have completed properly then?
Its not up to me to decide, but I think there are probably no problems, since the game ending cutscene and then the credits are correctly triggered.
I'd be careful with this. Simply calling a print_credits routine does not count as beating the game. For reference, see this submission. So I think a full technical explanation (such as in this post) is mandatory.
I understand, that's why is said "ending cutscene", which is the script prior to the credits. But I also note in the links you posted, that the credits should also end correctly, thus the game should soft-reset when pressing B at the end, and this does not happen here.
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FractalFusion wrote:
Some questions. - At the end of the credits in both TASes, the end screen glitches out and it is not possible to press a button to go back to the title screen. Is the game considered to have completed properly then? (I didn't follow previous discussion too closely, and it was a long time ago anyways.)
Its not up to me to decide, but I think there are probably no problems, since the game ending cutscene and then the credits are correctly triggered.
FractalFusion wrote:
- I said at first that the difference between the two versions was from saving. That is wrong. Difference in saving only comes in when comparing Pokemon Red or Green J to Pokemon Blue J or Pokemon U versions. The only difference between V1.0 and V1.1, as far as I know, are the positions of the code in memory, which are important here, since the trainer name corresponds to code that jumps to one of the calls in the ROM code.
No problem, I've already noted this.
FractalFusion wrote:
- I am not aware of any improvements to the 3602-frame V1.0 movie right now. Are there any ideas for improvement?
I am trying hard, I have no real ideas by now. Maybe some way to avoid the necessity to for the first pokémon list swap, or using a warp glitch instead of the function call. And what about the PC in Ash's room?
FractalFusion wrote:
- Is there a particular consensus about whether V1.0 or V1.1 should be used? If there is no consensus that V1.1 should be used, and assuming the 3602-frame movie wins out in the end, is it possible just to replace this submission's movie file with that one? I don't particularly care who is author.
I do. You brought a better run, and that's not an improvement based on mine. So you should be the only one getting credit for it. Also, you're the original discoverer of the glitch. I don't want to look like one trying to steal other's work; I created this run just because no one looked wanting to do it, despite the fact that the instructions to do it were public. Still, this solution doesn't look very good; it would be better if someone comes up with an even better run. I ask to have some days to try and improve my run.
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Post subject: PCSX TASing with GunCon
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So... I found no PSX emulators on TASVideos that provide GunCon support, but still, I found a PSX TAS on Youtube using GunCon: Link to video This was probably done by using PCSX-rr with some custom input plugin. The question is: is such a run going to be rejected, even if I submit it before the emulator gets obsoleted to year end?
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