Posts for Zowayix


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Joined: 12/29/2007
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Nach wrote:
Raiscan wrote:
Nach wrote:
feos wrote:
Since it all have succeeded.
It didn't all succeed. They ended up skipping using twitch input to break out of the twitch chat and into the environment to do more crazy.
It didn't all need to succeed. The concept of "Pokemon plays twitch" to a chat room full of twitch users watching was all that was needed.
You wouldn't say that if you saw the rest. Further the last part was to knock the socks off our TASers specifically.
Is it possible to see what would have happened had everything gone well?
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mkdasher wrote:
Saved 10 frames on the star. I'm pretty much done, I'm not sure if Alaktorn wants to try optimizing anything else.
Um, does "done" here mean "complete/ready to submit" or "ready to give up/stop working on the run"? Hopefully it's the former, or maybe I'm just reading too much into it.
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Vault wouldn't accept this kind of TAS iirc; it only allows pure any% and pure 100%. "Special" goals have to be entertaining enough for Moons or else rejected. On second thought, this is technically the fastest possible way to get 100%, although more boring than the non-glitched way. So this might just be exactly the kind of thing Vault is for. On third thought, arbitrary code execution is unarguably the fastest way to do everything, so a PI glitched 100% run would be obsoleted by that. But there have also been special rules in the past that automatically ban ACE for non-any% runs by default. ...Any help from someone more knowledgeable about the rules?
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So apparently it's possible to warp to the end in Crystal too, even though the Coin Case text end byte glitch was fixed: http://wiki.pokemonspeedruns.com/index.php/Pok%C3%A9mon_Crystal/Any%25_Guide Looks very recent as well (page was created yesterday). The page says that "Glitch Pokédex Modes can execute Arbitrary code", and the very end of the route has a part where simply opening the Pokedex will cause the program counter to jump to RAM. As with all Gen II glitched runs, the run plays normally up to Goldenrod City, whereupon a bad clone(s) is created and the Daycare used to stabilize them before the resulting messed-up memory is used to set up everything. Anyone think a TAS of this would be feasible or accepted? With the method decently different from the Gold/Silver run it should be noteworthy.
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Omnigamer wrote:
Each flame counts as its own separate attack, so they all can damage bosses regardless of per-attack invulnerability.
I think I understand what's going on but what does this last bolded part mean?
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Theguesst wrote:
For the record the discovery above got put on reddit. http://www.reddit.com/r/speedrun/comments/2qg213/super_mario_world_new_bowser_glitches/ My 2 cents: I'm sure if you guys went through and tried eating all kinds of chucks, but I think the idea behind the glitch should be looked at. Perhaps eating another enemy or object such as a blargg, boo, block would give a greater item id pool.
The whole reason the chucks work is because they are accidentally coded to give Mario a powerup when Yoshi eats them. If the latter three aren't coded this way, then sprite-swapping them probably wouldn't have any effect.
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How does the BitDW Crystal Strat work? Mario needs to dive recover onto a rising surface, but the crystal isn't moving... Also, how does the Google Doc state that BitS requires 0 A presses? The most recent video I can find still shows 2, which would make an any% run 3 A presses currently at the minimum.
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^Agreed. I almost never visit the SM64 hacks page due to being almost completely unfamiliar with the hacks, and thus any particularly skillful movies/etc. I found there would probably go over my head. On the other hand I am very familiar with vanilla SM64 and the 2-player strats continuously amaze me. On another note, would a theoretical 120-star SM64 2-player run would be eligible for submission here?
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Dimon12321 wrote:
How many versions of GBA Pokemon are there in the world? Red, emerald, yellow version. Orange is there?? Yes vote, btw.
http://bulbapedia.bulbagarden.net/wiki/Core_series#List_of_core_series_games
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Hi Mvf314, While not bad for a first attempt, unfortunately TASVideos' standards of publication are much higher and go beyond just using rerecording to play through a game flawlessly. This goes especially for a game based on an engine as exhaustively analyzed as the Super Mario World engine. As an example, take a look at this KMW1 TAS, which completes the game over 3 minutes faster. You can see that despite all the crazy limitations that the game's design enforces, the player is still able to find alternate solutions to levels that enable it to be completed much faster than intended. This is obviously very hard to do, and I believe the authors worked on the TAS for at least a year. Sorry for having to provide negative feedback, but don't worry about it. I did the exact same thing years ago when I was new to the site. I admit that the realization of how much work goes into making a fully fledged TAS was quite daunting, but everyone starts out that way. If you want to continue TASing, feel free to continue uploading feedback videos here. Over the years the TASVideos community has also gathered numerous tips and tricks, which for Super Mario World games can be found here. Best of luck!
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^Ah, that makes more sense. Really, FractalFusion's run doesn't perform the final post-credits save? It seems to run through the credits themselves just fine, so there must be something going on in the background I'm not aware of.
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^I think I'm misunderstanding something. What's the difference between a file from after the HoF save and a file from after the final save? If I recall correctly (might be mixing up from other gens; if so correct me), it's possible to soft reset the game in the middle of the credits and still have everything saved with the player resuming in Pallet Town. I wasn't aware there were any additional saves created after the credits at all.
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@FractalFusion: It's amazing because it's a new faster movie in this already contested and very fast category. You might as well say that the current SMB1 movie doesn't visibly do anything different from the previous SMB1 movie that was 1 frame slower. --- Reading through some previous posts, it looks like the main controversy here is whether or not so-and-so input file counts as beating the game. Looking at the reasons for why the "skip to THE END" submission was rejected, it seems pretty simple: there was no end-game save file created. Considering that the game keeps track of Hall of Fame records, determining whether or not the game has been beaten should be straightforward: check to see if a Hall of Fame record has been recorded in the final save file. If it has, then you're good to go. Looking at the above posts, it seems like Fractal's JP Red submission beats this one, and he claims that a JP Blue submission would be even faster than JP Red. Assuming that all the runs create a proper end-game save file, why not go ahead and submit a JP Blue movie?
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FractalFusion wrote:
I don't know if such action is considered an acceptable ending for TASVideos (a more extreme version that glitches the end credits directly was rejected in the past), especially since the end is a bit glitchy.
If, once the credits start rolling, you can turn off the game and have a save file that would do something like display the Hall of Fame entry on the player's PC, then it's acceptable as the game has undeniably reached its end state. ...On another note, does anything of that sort happen in this run? It sounds like the fact that a save file is indeed created should be enough, but said file always crashes upon hitting Continue. (The rejected submission never created any save file.)
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^But there's nothing in that screenshot that would particularly differentiate it from the numerous other Pokemon Gen I videos that also abuse a glitched inventory. Screenshots are best when they substantially attract both someone with a minimal knowledge of the game and someone with a full knowledge of the game, if such a thing is possible (and here, it is). For example, the previous save corruption run (on Yellow) is a screencap of the "1 error." message, which has never appeared in any Pokemon submission before. In this case, I would fully support using the "geting even better" screenshot, as it 1) shows that the game has been beaten in 0 minutes, which is enough to attract the attention of someone with a passing knowledge 2) shows a different Pokedex completion message than any other SRAM glitch video, which is enough to attract the attention of those familiar with previous SRAM glitch runs 3) to top it off, contains a meta-reference to the goal of TASVideos itself, and has a strange typo to boot Using a glitched inventory screen would manage to reach goal (1), but would be boring and unattractive in the case of (2). It's similar to this movie (the recently published Gotta Catch 'Em All one). The publication screenshot used to be a simple Missingno. screenshot, which while a very well-known glitch from the early Red/Blue days, simply isn't anything special that shows off any of the newly discovered glitches abused in the run. The publication screenshot now shows off the Cooltrainer move display glitch, which bizarrely allows the player to encounter one species of Pokemon yet catch a different one, and has never been shown off before. This fits much better. --- Edit: On another note, there has already been at least one instance where a screenshot not from the TAS itself was used as the publication screenshot: The publication and its screenshot The actual scene Unfortunately I cannot find the exact post as it was from many years ago, but Bisqwit admitted to editing the screenshot to adjust the text box, Kamek, and the Naval Piranha's position so some elements would be framed better. No one complained. --- v Edit #2: "1 error." isn't the Pokedex rating; it looks like a failsafe string from where the game cannot load Oak's Hall of Fame speech. All previous SRAM glitch movies have used the 152-caught glitchy rating, which is the "TM8 TM8 nROCKET8 8 V8 iz $t 1 d" one.
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^What causes that? Does "reset" mean "force the game back to the title screen" or "delete the save file"?
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^Got it. Thanks!
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^I think the code only runs when the player crosses a 'seamless' map boundary into a different tileset, which doesn't happen normally. Fly doesn't involve crossing boundaries.
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MrWint wrote:
due to a piece of code that sets the player position to a warp position whenever the tilesets of the last and the new map don't match.
Ah, that's it right there. Wow, never knew that before. Thanks! The map was very helpful as well! But how come the same thing doesn't happen here? In Primo's 1h19m run, the player uses WTW to go from Route 22 to Route 23, but doesn't warp at all (looking at the map, the player stays lined up directly below the Victory Road exit warp at all times even when on Route 22). I'd have expected that the player at least "warp" a couple of steps to the left so as to match one of the Boulderbadge gatehouse exit tiles.
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The one thing I don't understand at all about this movie is how you managed to skip badges 2 through 7. As far as I understand the tiles that trigger the guards' speech span the entire width of the map, so you'd encounter them even with a walk through walls glitch. No doubt it's related to what was said about entering the ID #4 warp in Pewter City, but how does that relate to the game 'warping' (?) you to the ID #4 warp in Route 23? You don't take any warp tiles, and the overworld should be seamless. Also, how does a glitched tileset have anything to do with coordinates or player position? Looking at this map and comparing the path you walk after initiating Brock Through Walls, it doesn't look like you go far enough west to cover what would be Route 22. What exactly is going on from the game's point of view? If you could somehow "draw" the path you take on the above-linked map (glitched tilesets notwithstanding), that would be very appreciated.
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^Looks like a leftover copy+paste from the previous movie maybe? That one used ACE, this doesn't.
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^Yes, the player can go to the Celadon/Saffron area and perform the Fresh Water item underflow trick, which is a number of minutes faster (something like ~14-15 min total). That's why the goal of this submission is to challenge the current categories, a move that I applaud. A quick summary: - For a number of years, this 1 hour 19 minute run was the fastest R/B run, and had very little controversy as the majority of the core gameplay was kept (6/8 badges, defeating the Elite Four normally, etc). - Then, this 41 minute run came out, which first began the trend of performing a glitched warp directly into the Hall of Fame. Many saw this as too similar to the Yellow save corruption run as it broke the core gameplay, but it was accepted as an improvement as the main goal of the R/B runs was simply "beat the game without save corruption" which this does. - The R/B category was eventually improved down to this 28 minute video, which continues to perform a glitched warp into the Hall of Fame, still with no save corruption of any kind. Around this time, the 1h19m video was deemed different enough and was split into a "no glitched warps" category. Since the gameplay was drastically different as well as the goals, this was a perfectly reasonable decision. - Now, the Brock Through Walls glitch takes the above distinction and throws it out the window. Using it, both the "no glitched warps" and "no save corruption" goals can be made into one similar movie, only a few minutes apart, not very different, and both well below the current 28m publication. Basically, there is no longer a good reason to keep the two categories as is. My personal opinion: - As the "no glitched warps" category is no longer different enough to be its own branch, it should be removed. - There should be a "no save corruption" goal movie that's basically very similar to this except using item underflow in Saffron to beat the game a few minutes faster. This submission would then be rejected on known suboptimality. - For those that want a Gen I movie that maintains some semblance of intended gameplay, there's a few solutions: -- Make a 'glitchless' category defined the same way as real-time speedrunners, banning the use of several glitches (con: obviously some are unavoidable and thus pointless to ban such as the 1/256 miss glitch, making the category hard to concretely define) -- Keep the 1h19m run as a separate branch. I would heavily dislike this as it would be very arbitrary to define ("no save corruption and no glitched warps, oh, and you can use this WTW glitch but not that one") -- Make a Yellow version "no glitched warps" branch, which would be quite similar to the 1h18m run with a concise definition. This works solely because Brock skip isn't possible in Yellow. -- Argue somehow that the Gotta Catch 'Em All branches adequately resemble normal gameplay (??)
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^There is a SMW TAS that uses the cloud: the arbitrary code execution run, as the process of getting the cloud also causes the game to jump to the credits. From a TASer's perspective, there's no point in getting the cloud and not jumping to the credits when you have the ability to anyway - it would be like a SMB1 run that takes the 1-2 warp to 4-1 but then doesn't take the 4-2 warp to 8-1. (Think of it like the 1-2 warp being possible in real time but the 4-2 warp somehow requiring superhuman precision.) There is also a current TAS that uses the cloud to speed through Bowser: the current Super Demo World 120-exit run. Close enough?
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With Brock Through Walls, is it known whether Cooltrainer glitch or item underflow will now be the faster strategy?
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^Agreed. Any WIPs of the glitched TAS so far?
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