Posts for brunovalads


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Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Really interesting Wrong Warps! Also nice job with lag reduction strats.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Ready Steady Yeti wrote:
So when does the game ACTUALLY complete itself? 10 to the what power? You mentioned "the glitchfest almost began", but what about the completion? When is that? Do you know? And how do you know?
Assuming end is the first frame when Peach appears (the RTA ending time), then we would need to actualy TAS this fight to see how many frames it takes, because none of the 11-Exits/warps TASes use cloud.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
arandomgameTASer wrote:
This is interesting, but is it useful for an any% TAS? Or I suppose this would be good for a playaround TAS, if such a thing were to be made.
Not in any%, sadly. The glitch must be done in the main map, because the principle is that the game puts you in Yoshi's Island submap, but keeping your original coordinates (that's why the camera is on YI even if you're physicaly in VoB). So, I've made a world overlap to see if any of the levels match: There's a gif for this overlap too. You can see clearly that there are only 4 level overlaps, all of them happen in Valley of Bowser: - Vanilla Fortress overlaps with the pipe that leads to Donut Secret 2 (to this day impossible, since you need a Goal tape to perform the glitch); - Butter Bridge 1 overlaps with Valley Star Warp; - Cheese Bridge Area overlaps with Valley of Bowser 4; - Cookie Mountain overlaps with #7 Larry's Castle. Since you need two Yoshis for the setup, we need a yoshi block in the level, so the current only possible level that works is Cookie Mountain. Note: you can do the glitch in any other level that has yoshi blocks and the setup is viable, but you will land on nothing, and if you try to enter it you start level 000 (an endless bonus room) most the time.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Alright, dreams come true: the World Warp I found (due the Goal tape Item Swap glitch I found) is actualy possible in the game! So, wtf I'm talking about? Link to video After discussing slowly the possibility and some strats, last april 2nd we had branstorming and finally a possible setup was done. It warps form Cookie Mountain to #7 Larry's Castle, just like that. I'm making a video explaining everything. Also we came up with some RTA strats, using a toolbox of glitches. The current method is already being used in a prototype of a new NSW category (still under debate), you can see Pandabear314 using it in a run. Thanks nathanisbored, MrCheeze, Kaizoman and BrunoVisnadi (who was the one that proved it in a movie) for this to happen.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Can't wait for an ACE that creates this ACE and its beautiful 10^15177 years of development *u*
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Your TASes always make me wanna start working on DKC series. Totally a yes!
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
This improve and this care with finding and applying new tricks definitely deserve a yes. It was nice to see, live, his efforts with the process, and it was cool to explore and document the RAM. Hoping for a Speed TAS of 2016 ;)
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
For now, this movie is just a prototype. We had 4 hours to read, figure out stuff, write scripts, etc. So the frame war had to start somewhere. It's here, more than anything, for documenting this race. Let it be here. Now we have all the time we want. I'd love to finnish my current works and start improving the script, maybe find new glitches or improve the current known ones. This game is cool, it deserves a shot.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
I'm so glad that you TASed this game (and sad that I only found it now). I played it when I was a child, I'm excited about the existance of glitches in it. Voted yes just because.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
BrunoVisnadi and Amaraticando for their huge effort manipulating lag, score, and other technical factors in a game that is close to its limits like Super Mario World; Hetfield90 for his combo of incredible TASes of Mega Man X series.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
[3019] SNES Super Mario World "warps" by BrunoVisnadi, Amaraticando in 09:57.10 Implementing new glitches and improving entertainment in a game ultra optmized and explored like Super Mario World deserves respect.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
dwangoAC for sure! Someday he'll publish a TAS in every single platform we know.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Expect a brazillian team working on it ;)
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Total control is total control, no matter which game is, no matter how complex. It's an art, it's a yes.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
This is gold. That duplication method in YI3 is for sure the protagonist of this improvement, I can't wait to see more uses of it in other TASes. That compact stun glitch setup in YI4 was art too. That fine touch in SW3 made me laugh, I wonder if speedrunners will try that. Finally, all this care with frame rules and thorough lag manipulation deserves respect.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
The .PNGs are used in the script, so the folder "images" needs to be in the same folder of the script, to run properly.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Just use Amaraticando's script to see it (assuming you're using version 1.11.0 or higher). Load the rom, then Tools > Lua Console > in the console window go to Script > Open Script... > select the script where you saved it.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
adelikat wrote:
I have you guys tried installing directx?
DirectX11 is always here.
zeromus wrote:
people with this error need to tell me which GPU model theyre using.
I have Intel 82945G Express Chipset Family, which is basically null for graphics, so I don't blame the softwares.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
When I open BizHawk 1.11.2, the emulator window doesn't even show and I get this crash: (replace "em" with "in") So I realized that there wasn't a config.ini file on the folder, so I copied the one from the 1.11.1 folder, and the emulator opened fine, with GDI+ (this option was loaded from the copied config). If I select Direct3D9 then re-open the emulator the crash shows up again. Not a big problem for me, since I managed to make it work and finally lua scripts don't crash anymore. (my pc is a trash, it doesn't have support to OpenGL, neither Direct3D9 apparently)
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Definitely a yes! We must encourage new ideas like this, I hope to see other calculator games (I often play a Tetris on my HP50G calculator, I would love to emulate and TAS it).
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
I found a glitch about item swapping goal tapes (and any other sprite that uses extra bits): Link to video Now we cen get other new exits, and later get some fancy things about a new kind of warp.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
BrunoVisnadi wrote:
Is there any other exit known to be achievable?
Mrcheeze made a list about unintended exits. Via the cheats above mentioned we can get almost all of them, just the Star World Warps exits seems impossible this way, since they're not levels.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Akisto wrote:
i mean i could easily get 98 exits but getting Yoshis home would take extreme savestating and i doubt i'll be able to make funky even with savestates
If you just want the savefile, not the emotion to get it, you could just cheat, by putting a keyhole and a key in the item box, to activate Funky secret exit.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
jlun2 wrote:
What if there's more than 1 door that leads to the end and all of them are at the same room (final level for example)? Won't your idea make it never visit any other doors but the nearest?
You could program to show the distance of all the options, and stack them in a list, for example.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Dwood15 wrote:
Doesn't mario's x-coordinate change based on the 'room' he's in?
You mean Mario's spawn point?
Dwood15 wrote:
So let's say there are two exits in a level, like in many portions of the game, or mario has to go through a door or pipe to get to that particular exit. How would I account for that? Is there a simple way to get what room a door connects to <from> ?
The only thing I can think is to manually program each level, like making a counter that decreases as Mario is reaching the pipe/door, and then for the final room making what I said before. So, it's a nightmare...
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
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