Posts for Zowayix


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Joined: 12/29/2007
Posts: 489
I would prefer a "C used Metronome!" so that the viewer doesn't know what move it's actually going to call.
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Something I'd like to point out: This branch should arguably be renamed "warpless", as Trainer-Fly is a subtle form of memory corruption - the game reads the encountered Pokemon's species and level off unintended memory locations. By the same token, the Old Man glitch and Missingno. item duplication is a subtle form of memory corruption as well. What this run does that none of the shorter RBY runs do is warp to the Hall of Fame. And as far as I know, this is about the fastest way to reach the Hall of Fame without warping.
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If it hasn't already been decided yet, I vote for a shot of "C used Metronome!" for the publication screenshot. I would have voted for a shot of "C used Sheer Cold!" but that sadly seems to have been removed as of the most recent improvement.
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Looks like someone beat the current TAS record by about 4.5 minutes...in real time. http://www.youtube.com/watch?v=c9EfVBGK-GU tl;dw: A new Coin Case arbitrary execution strategy that involves renaming the PC boxes and only requires one use of the Coin Case.
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Would something like "no memory corruption" or "no memory overflow" be a good description for the old run?
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An analysis of how the AI behaves in this run or in general would be nice, as it sometimes appears to make bad decisions even when following the state machine posted at the top.
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Looks fake; also something to note is that the 70 star door didn't display the message before he walked through it.
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Do you have to use only Abra the whole way, or is there some way to use mostly Pidgey and then 1 Abra or something? Or would that end up costing more time than the time saved by the shorter cries?
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Bobmario511 wrote:
whether not having teleport would loose time since you would have to use an escape rope I believe.
How would an Escape Rope work? Only in Gen I does it return you to the previous Pokemon Center; in Gen II+ it only returns you to the entrance of the cave it was used in.
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THC98 wrote:
Zowayix wrote:
Can someone remind me again which buttons act differently between SM64 and SM64DS? I've only played the DS remake extensively, and there, [crouch button] + [attack button] (slide kick) + [attack button] (jump out of the slide kick) gets into the pipe no problem. Is the button combination different on the original?
In the original, you can't jump out of a slide kick using B (attack button), you need to press A (jump button).
I see. How does diving (dash to full speed + attack button) work? Does it require the jump button? Or does it just not gain enough height? (I'm using "jump button" and "attack button" rather than A and B to avoid confusion, since the roles are switched between SM64 and SM64DS.)
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Can someone remind me again which buttons act differently between SM64 and SM64DS? I've only played the DS remake extensively, and there, [crouch button] + [attack button] (slide kick) + [attack button] (jump out of the slide kick) gets into the pipe no problem. Is the button combination different on the original? Also agreeing that a minimal A button TAS would be awesome to see. The biggest hyperspeed/door skip glitches (HWK and BLJ) all of course focus extensively on the use of the jump button, so something that is pretty much the complete antithesis of that would be very entertaining. It would also correspond nicely to the "minimal" (= zero) B button TAS of SMB1.
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What do you mean by "messing around with items is not necessary"? I'm guessing that it is has something to do with the fact that the most recent submission uses a method identical to the non-assisted method (reroutes code execution to the PC items so that lines of code can be changed easily), but a TAS can handle manipulation of values that wouldn't be as easy for a non-assisted run to change?
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What exactly makes the map distortion route impossible on Silver or Crystal? I think Werster might have briefly mentioned it in one of his videos but I'm not sure which one.
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Excellent proof of concept, but like others have said, the run's quality just isn't quite up to par for publication. Voting Meh.
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I thought that "suboptimal character" *always* referred only to speed, choosing a more entertaining character at the cost of speed. In that way, Fox might be the optimal character, but since he is boring, Samus (a slower and therefore suboptimal character) was chosen for increased entertainment.
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Nice! About time someone made a TAS that improves upon that crappy one I made years ago when I still barely knew what TAS was, heh.
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...If I recall correctly, the in-battle RNG from Platinum onward is no longer based on frame timings. There's one seed set at the very start of the battle (this one is time-sensitive), but afterward, the RNG only cycles when it needs to. If you make a savestate right before selecting a move, and said move lands a critical hit, then reloading that savestate will always make that move critical hit, no matter how long you wait between loading the savestate and confirming the move.
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Bond697 wrote:
Zowayix wrote:
On a wild guess, when people stop playing Gen V on Wi-Fi, so that abusing the in-battle RNG could no longer be really used to cheat anyone in Wi-Fi battles. Which will probably be in like 2 more generations or something.
what do you need to know, exactly? just ask.
It's not something I need to know exactly; it's just somewhat disheartening to realize that if Game Freak doesn't change how their in-battle RNGs work (and they have no reason to), then it will basically be impossible to, in good conscience, ever submit a TAS of a Pokemon game post-Platinum here (since doing so would essentially allow any players of that game to cheat others on Wi-Fi almost undetectably).
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According to this and this, the Master Ball never fails; the game skips the whole catch rate formula if one is used. It is also possible to guarantee a 100% catch rate with other Poke Balls in the right conditions; for example, a regular Poke Ball used on a Pidgey with 1/3 or lower HP left will always work (in RBY only).
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I'd make an argument that the "Catch 'em all" run already shows off pretty much all of the glitches that this 1:18 run does. It ends the run by beating the game through the Pokemon League, like this run, and it deliberately avoids heavy memory corruption like ZZAZZ/etc., like this would do if it were published.
Post subject: Pokemon Yellow/Crystal/Emerald/Platinum theoretical question
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Theoretical question: As can currently be see on the site, the paired versions of Pokemon games are considered similar enough to be the same game, so a run of Red can obsolete a run of Blue, and so on. My question is, would the "third version" games listed above also be considered the same game? If someone made a fully optimized "just beat the game" run of, say, Emerald, it would naturally be slower than Ruby/Sapphire due to extra cutscenes/storyline elements/etc., but would it be accepted at least into Vault or would it be rejected due to being slower than Ruby/Sapphire? Other notes: - The currently published Yellow runs don't answer this question, as their goals are actually faster to perform on Yellow than on Red/Blue. - There's this Yellow run, but it was rejected on the basis of entertainment before the Vault existed. - SDA considers "third version" games to be different than their paired counterparts.
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What's the Goldeen glitch? Never heard of it.
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Great job, keep it up!
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Joined: 12/29/2007
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Didn't you mention that if you couldn't pull off 2 encounters, you'd try for 3? I might have misinterpreted something, but I think you said that the 2-encounter seed was the 1/65536 brute force search. A 3-encounter seed might be easier to find, so you won't have to resort to 4 encounters.
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Stevmay09 wrote:
The Japanese version does have some minor glitches that the North American version doesn't have. I'm not sure exactly what they are (I've never played the JP version before) but it could be worth checking out just to see if any other possible improvements could be made exclusively on the JP version.
Where did you get this info from? I've never heard of any language-exclusive glitches in FR/LG.
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