Posts for Zowayix


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Joined: 12/29/2007
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Unlocking all the characters in a verification movie should be very straightfoward - make a script that holds a sideways direction and continuously turbofires the Start button. You can quickly suicide through 1000 VS matches this way. You can either pause the script every 100 matches to fight each new character to unlock them, or blindly suicide through those too and just play an extra 11 matches at the end.
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What does RTA stand for? I'm guessing RT is Real Time, but what's the A? EDIT: Ah, I see. Thanks Mothrayas!
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Sorry to bump this thread, but has there been any progress made on this game lately?
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I don't know if it would work in this game, but in SM64DS you can open the moat door early by causing Yoshi to clip through a wall in such a way so that Yoshi goes from being above the water to below the water without ever passing through the water's surface, so the game never renders Yoshi as "swimming". While a similar wall clip glitch is probably not possible in SM64, could there be some other way to bypass the water's surface, such as by entering it at an extremely high speed? What happens if Mario in frame 1 is entirely above the water, and in frame 2 is entirely below the water?
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@grassini: 1) It's theoretically not a problem if both players do it. The problem is that the vast majority of people on Wi-Fi will probably not know about it. 2) This is Wi-Fi, not Smogon. Nothing is banned. 3) The number of people in the world with this knowledge is definitely in the single digits. And I believe they're all honest people who've agreed to never abuse this online. I'd like to emphasize that this apparently applies to every game that either has been or will ever be released in the future. So if someone submits a TAS of HeartGold, the leaked knowledge of the in-battle RNG could be used for unfair advantages in Wi-Fi battles 10 years from now, unless Game Freak overhauls their RNG mechanics.
Post subject: Regarding any theoretical TAS of a Pokemon game after D/P
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From what I've heard, all Pokemon games starting with Platinum have a completely static in-battle RNG, meaning that it is impossible to advance it in battle without making a move. This is in contrast to games D/P and earlier, where the outcome of the RNG can be changed by waiting or pressing buttons in between turns. According to Kaphotics from Smogon, this means that it is possible, in real time, to perform certain actions before a battle that would (for example) predetermine your side to land several critical hits in a row or something similar. This would obviously cause a lot of problems in Wi-Fi battling, which is why it has not been publicly revealed how the in-battle RNG can be manipulated. It's for the same reason that Kaphotics has decided not to submit his TAS of Pokemon White here; the input file would also reveal methods of in-battle RNG manipulation. However, according to Kaphotics, all the Pokemon games (or at least the most recent ones) use the same or very similar RNG mechanics. If the mechanics behind one are revealed, they will also be revealed for all the others. Barring the unlikely case that Game Freak chooses to overhaul the RNG mechanics entirely, does this mean that it will never be possible to submit a TAS of a Pokemon game past D/P without also opening avenues for dishonest Wi-Fi players to 'cheat' without any third-party devices?
Post subject: Pokemon RBY accuracy questions
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I have a set of very specific questions regarding RBY's "1/256 accuracy glitch". Here's what I'm more or less 100% sure about: - All attacking moves are assigned an accuracy value between 0 and 255. - When an attacking move is used, a random integer from 0 to 255 is generated. If this value is less than the accuracy value, the move hits. - This means that even if an attacking move has the highest possible accuracy, there is still a 1/256 chance for it to miss. Here is what I am not sure about: - Does the above apply to non-attacking moves that target the opponent, such as Confuse Ray? My prediction: Yes, since they have an accuracy value just like all other moves. - Does the 1/256 miss also apply to Swift? I've searched multiple sources everywhere for literally years, and I'm getting conflicting responses everywhere. It basically comes down to the following: Does Swift completely skip the accuracy check, or does it force its own accuracy to the maximum rate before running the check? If the former, Swift is immune to the 1/256 miss; if the latter, Swift can still miss. - The above point applies to Bide, Transform, and X Accuracy-boosted moves as well, as all of them share the "ignores opponent's accuracy/evasion modifiers" property. (As is well known to most real-time speedrunners, X Accuracy's effect in RBYGSC is to give all of the user's moves the same property as Swift. This becomes broken when combined with OHKO moves.) I've attempted tests using hacking, but they don't amount to much. I can hack Swift's accuracy value in the ROM to equal 0 and it will still always hit, but this would be true in both of the cases mentioned in the underlined question above, so this data is useless. Anyone who has deep knowledge about the inner mechanics of RBY, please, please help me with this. It would be greatly appreciated. EDIT: Thanks for merging this post with the other thread; I had honestly forgotten I made it six months ago. x_x
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I'd also like to point out that the Yoshi visibly does a dash and a fastfall. Given its low AI, I'm not sure that it would naturally use those kinds of moves.
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I propose obsoleting this run in the future with a 100% run. About the Chuck-Eat glitch which can potentially get a cape in the first stage, wouldn't it be a better idea to do that? Given a hack which attempts to force a very linear path, I think it would be more entertaining to subvert those paths as much as possible, and using a cape would certainly qualify.
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I'd have to say my absolute favorite part is managing to end input a full seven seconds before Bowser gets hit for the last time.
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I'd still like to see them though.
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Any Youtube videos of the two secret stages?
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Joined: 12/29/2007
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In that case, would it be feasible to combine all three goals? Have a single movie that first beats the game as quickly as possible using warps, thus unlocking the Yoshi Challenge. Then go through all 20 stages, getting all A-Coins and Yoshi Eggs. This would mean that 8 stages would be played twice in the run. The movie goal could still be nicely summarized as "Gets all A-Coins and Yoshi Eggs as fast as possible (from blank save data)", since you need to first beat the game as fast as possible in order to get all Yoshi Eggs as fast as possible.
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Ah, whoops. My bad. Let's see: Both routes play through 8 stages, but the second route has to reset 2 fewer times. The second route plays through all of 4-1, while the first route plays through 3-1 up to the warp. So it's down to which of the following is faster: - Playing through 3-1 up to the warp, plus resetting two times. - Playing through 4-1 completely. I just watched videos of both levels, and it seems pretty close. Further testing might be required.
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I believe Nintendo has stated several times that it is the official English title of the famicom version. It's the title used by both the Wii and 3DS Virtual Consoles when playing the original SMB2J, not just for Super Mario All-Stars.
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Question: I just read the publication guidelines, and it says that when a game's English title is available, that title should be used over the Japanese title even if the version used is the Japanese version. That said, shouldn't all publications of this game be renamed to "Super Mario Bros: The Lost Levels" instead of "Super Mario Bros. 2" (JPN)?
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I'm a little unfamiliar with SMA1; how do the reset mechanics work? I'm wildly guessing right now that resetting allows you to go to any previous level, even if you skipped it by warping. If that's the case, then wouldn't 1-3 -> 4-1, reset, 3-1 -> 5-1 -> 7-1 be even faster?
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It's not about starting the run over, it's that getting 100% on this game requires doing every level twice, which looks odd.
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To be specific, the particular alternate pipe glitch for 4-2's warp zone doesn't work, because you need to get ahead of middle of the screen. In SMB (NES), the screen won't scroll if Mario is going through a wall. In SMBDX, it will. The 8-4 alternate pipe glitch still works in both games, since it involves Mario getting behind the middle of the screen.
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The alternate pipe glitch doesn't work in SMBDX.
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Is it possible in a sloped level to get partially into a ceiling and get ejected upwards through it?
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I'm asking because of the scenarios in the below image: At left, Mario is able to stand on the very edge of a floor in a normal level. This is what enables walljumps. In a sloped level, Mario cannot do this; instead his center must be on a floor to stand on it. This is so Mario can properly run from a flat floor onto a downhill slope without seemingly floating in midair for a fraction of a second in between. However, doesn't this also mean that on a flat "cliff" as seen to the right, Mario will fall through the edge of the floor once his center is no longer on the flat top?
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Really? Since when? I know the ZZAZZ glitch alone works on an actual cart; at what point afterward does it stop working?
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Very interesting; I had no idea. It makes perfect sense now though. I have a question though: Do the special physics only apply to the slopes/terrain themselves, or do they also apply to bricks and stuff in the level? For example, I get that it is impossible to make a walljump off of any of the "slope-like" terrain, that is, the terrain that appears to be made up of those checkered triangles. However, if there were say a large structure made of breakable bricks in the level, would it be possible to walljump off that structure?
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I'm assuming we're referring to using B inside of levels. And if not, then in SMA4 you use L to open the inventory, so we could just go with that. You can fly with the P-Wing without B. What's so special about the corners in the Pyramid that make them impossible to glitch through? I'm interested.
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