Posts for andypanther


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This TAS makes the game look easy, but I'm sure I could barely get past the first screen if I tried it in real time. The run is also fast paced and very short, so it gets an easy yes vote from me.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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This is one of the games where the review by the AVGN has shaped a lot of peoples opinions. "The AVGN reviewed it, so it must suck!" is what they think, even though the review wasn't even supposed to be negative, it just made fun of the ridiculous idea of this being a Street Fighter game, as well as the difficulty. Silver Surfer suffered a similar fate, people think the game sucks, even though the AVGN just wanted to make fun of its extreme difficulty. I'd definitely like to see an improvement to the regular run.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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Any chance of this getting added to Gruefood Delight? It's still a historically interesting accomplishment and it would be sad if it just got buried as some obscure rejected run.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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Nach wrote:
Once you dupe these items on the menu, can you still collect the ones intended in the game and exceed the amount intended as maximum?
If you were to collect the intended heart pieces after duping yourself to 20 hearts, the game would add additional hearts onto the screen until it would look very glitchy. As for gold skulltulas, you can also keep collecting them as intended, I think the counter will even increase past 100 (I might be wrong about that). Other things like quest items or songs are similar, glitching them into your inventory will not remove them from their intended "source" to collect.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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In the NSR variation, you don't have to get the items as intended, you can use any method you want, as long as you have them in your inventory at the end. That means you can dupe items until you get to the amount intended as the maximum (as done with heart pieces and gold skulltules), or you use memory corruption to write items into your inventory. We all know that it's unlikely for an OoT run to end up in the vault, but I'm just curious if an NSR 100% would be vaultable.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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Reposting a question from the "Gotta catch 'em all" submission of Pokémon Blue: If someone submitted an Ocarina of Time 100% under the alternative ruleset, would it be considered legit?
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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Just out of curiosity, Mothrayas: If someone submitted an Ocarina of Time 100% under the alternative ruleset, would you consider it legit?
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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Mothrayas wrote:
I've always taken full completion (in the sense of 100% item completion, etc.) to mean having the movie going through the motions to collect each particular item, instead of just requiring that the relevant completion flags are set. For example, I could take a Super Metroid ACE movie, take some cycles to write in 100% for the completion counter, and submit it as an improvement to the 100% run - but that would not really satisfy anyone, would it? So essentially, in a broader sense, I always consider ACE off-limits for any sort of full completion category, because once a run enters ACE, any sort of concept around completion is rendered trivial. Going to the ending is done in an instant, going to the ending with all completion flags set is done in an instant, even proceeding through the game with the normal route is rendered trivial. Likewise, memory corruption to set the completion flags (even if as a side effect) renders the actual collection objective moot, and I don't think anybody would be satisfied if I unobsoleted the previous SRAM glitch run as "full completion/catch-em-all".
Thank you for clearing this up! The vault rules do not really make it clear that things like ACE are ignored when judging 100% goals.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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I voted no, this has to be the least enjoyable Pokémon TAS to me so far. The majority of the running time is completely repetitive and uninteresting. Since most viewers probably feel this way, I'm wondering if this run can even be published in the vault, given its arbitrary ruleset. I'm not exactly sure how the current rules for vault publications deal with games like this one, where we have clear definitions for both any% (reach the credits) and 100% (reach the credits while completing the Pokédex), but the any% just happens to also fulfill the 100% definition. Do the rules need to be modified for cases like this one, to allow for a single arbitrary restriction, just so that some form of 100% can be published in the vault? Even with such a rule in place, this particular TAS would most likely still be considered to have too many arbitrary restrictions. So at best, we could maybe have some other run published that uses any trick in the book minus save corruption. At this point, would it even be possible to create a "Gotta Catch 'Em All!" that is closer to MrWint's published run, but without having to write entire books about the ruleset?
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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Not really a fan, sorry. I don't like designs with a lot of empty space and while the idea of using tabs for systems seems promising, I feel like it's not going to work well with the amount of systems we have. Maybe use them while browsing one system to quickly switch between movie tiers? I'm not really sure about the tags. The way you implemented them makes them stand out more, but it looks kind of weird to see them right below the title of the movie. The bottom of the movie box might be a better place for them. They would also need to stand out a bit more, give them a more pronounced color or something.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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ThunderAxe31 wrote:
TASes that use the equivalent of the RTA ruleset for "Any% Glitchless" should be published with label "no memory corruption".
That doesn't sound like a good idea. I'm pretty sure there are tons of glitches that don't fall under the definition of memory corruption, but would still very obviously be banned in any glitchless ruleset. Like, for example, Brock skip: Is that glitch using memory corruption?
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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tom_mai78101 wrote:
andypanther wrote:
This is a River City Ransom EX Wussy TAS, with the goal to beat the main story line at any% in the fastest time possible, while avoiding taking damages, with maximum multipliers, without RNG manipulation, and without entering any cheat codes.
Why not? I don't know this game, but a TAS has to manipulate luck if it saves time.
I did check to see how far I can do with RNG manipulation, and it turns out the core that I'm using, mGBA, is pretty accurate enough such that the RNG has fairly minimal effect in this game. The only randomness you can control are where the enemies spawn in from, when it starts spawning in, and where it is moving to. I thought I could get away with it by abusing the transition screens from one area to the next, but then it turns out that state is set, even when you rewind all the way back to the beginning area. I'll see what I can do with this, but since I'm starting off with very little information to process, it will take a while I'm afraid.
If you just couldn't find a way to do it, that's fine. It's just that because of the way you mentioned RNG manipulation in the submission text, it came off as an intentional restriction. And that would be a very arbitrary restriction.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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This is a River City Ransom EX Wussy TAS, with the goal to beat the main story line at any% in the fastest time possible, while avoiding taking damages, with maximum multipliers, without RNG manipulation, and without entering any cheat codes.
Why not? I don't know this game, but a TAS has to manipulate luck if it saves time.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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Maybe you could also try if the glitch exists in the most recent release of Mupen64Plus, since that's the core that Bizhawk will eventually use.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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RedGreenSonic wrote:
Is German text actually faster than Japanese text for this game? If so, that's interesting. Usually Japanese or Chinese has the fastest text speed.
Japanese text would be faster, but the Japanese version is missing the map glitch, making it a lot slower overall. German just happens to be the fastest text in the western releases.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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Is it planned to update the N64 core at some point? I'm asking because it was found that the recent version of Mupen64 Plus fixes the broken physics in Beetle Adventure Racing. We're not sure yet which exact version brought the fix, I just wanted to let you know that the emulation for this particular game can be improved. It's very unlikely that someone will ever TAS it without the fix.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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It seems that recent more recent emulators (Project64 2.3 and Mupen64 Plus 2.5) get the physics right. Link to video Link to video As far as I know, Bizhawk uses Mupen64 Plus 2.0. If it could be updated, a TAS could finally be made!
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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I usually don't like glitchless categories too much, unless they are designed like Bug Limit in Ocarina of Time (a.k.a. the less restrictive definition). The idea of taking a game apart as much as possible while limiting yourself to "intended mechanics" is fascinating to me. So whenever I find a glitchless category for a game, I first read the rules. If they say completely arbitrary things like "no savewarping" , I know I won't be interested. The irony: When I speedrun myself, I mostly enjoy pure movement optimization instead of glitches, so it's not surprising why I specialize in racing games.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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[standard youtube troll comment] Speed running needs no skill cuz glitches are used! Try beating a game legit, newb! [/standard youtube troll comment]
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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I noticed that the 120 TAS collects the 100 coin star closer to the redcoin star than the newer TASes do. Is that something that could be improved or would it be slower overall to get the closer position?
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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I experience the same problem on both of my PCs with Chrome, Firefox and Edge. Strangely enough, Internet Explorer is the only one that displays the movie pages correctly.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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Now that this thread got bumped, it's time to change the bounty I set. The bounty was $10 for a way to obsolete the current OoT any% with a credits warp, plus an extra $10 if it also eliminates the RNG with the Deku Nuts. Now that the RNG has been eliminated for quite a while, but without changing the route to a credits warp, let's change things: $10 for a new OoT any% TAS that gets published, plus an extra $10 if it uses a credits warp. Note: Abusing emulator bugs will disqualify you for the bounty. Either find a way to make things like GIM not crash on N64 or use the VC version.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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I really like this idea of judging a game based on its characteristics rather than its genre. When I have to think of a game that is not "TASable", I think of something like the Ace Attorney series. I love those games casually, but they don't have anything that makes them "TASable". While it is possible to fail and get a game over by making the wrong choices, they are still the definition of a visual novel. A TAS of an Ace Attorney game is nothing but getting all the right answers first try, first frame. But when looking at the requirements you presented, Warp, I must conclude that Ace Attorney games are in fact "TASable". They have a clearly defined ending and won't just beat themselves by clicking "next", you have to make the right choices. To still consider such games not "TASable", you'd have to define more precisely how a game needs to be "challenging". If a game is only challenging in the sense that it requires you to solve a mystery, can this really be considered a challenge for a TAS? Even a realtime runner can just memorize all the solutions. In my opinion, for a challenge to be considered non-trivial for a TAS, it would have to either require some form of reflex-based gameplay or the Involvement of random elements.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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I nominate Alyosha.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.