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feos wrote:
JosJuice wrote:
I would be interested in hearing how the PS1 handles it, as it's the console that immediately comes to mind when I think of disc swapping tricks.
I can't be sure it's safe to proceed without this technical insight. Does anyone know this detail, or maybe where to look for it?
I talked to people on PSX.Dev discord and they told me this:
It's possible for games to detect lid opening ("the mechacon sends an error interrupt if you open the shell; no, most games did not handle this"), which resets the "disc valid" flag.
It's impossible to detect disk removal.
If you open the lid, replace the disk, and close the lid, that disk will be checked for validity (by trying to read the wobble groove, which restores the "disc valid" flag if it succeeds) and then the TOC will be read. Then the game could "check for some expected file on the disc when the lid is closed again" to see if it's a disk it wants. Retail PSX games didn't do this tho.
It's impossible to detect disk swap altogether if the lid sensor was manually pressed and held in place. Lid opening won't be detected until you release the sensor. The old TOC persists and any new disk you insert is treated like the old disk is still there.
It's possible to periodically verify data on a given "current" disk, but it's completely impossible to bail out the instant it's wrong-swapped. Because no matter how often you check validity of the current data, the swap may happen between the checks and then there'd be completely different code running. Reading from the disc is not instant either.
Thanks to Stenzek, spicyjpeg, and smf!
So we can't say that "failing to detect an erroneous swap" is the developer's fault and a bug, if the disk was swapped without letting the lid sensor know that the lid was opened. If we close the lid normally, play the game, open it again and put in the wrong disk, or the right disk but at the wrong time, then it's up to the game to check its validity and refuse to proceed.
But it'd be weird to differentiate those 2 in emulation, because there we're not forced to close the lid in order to launch the game, and there's no way to emulate whether it was closed for real or whether we just fooled the sensor without closing it...
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No, even with lua you can't extend the screen in fceux.
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Randomno wrote:
JP ruleset allows E+N+D and K hotkeys to skip boss fights.
I can't help but feel these are cheat codes, and since they don't add gameplay they can't go to Standard. Fine for Alt tho, just with a branch label highlighting them.
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That's not a trade-off then, but an entirely new goal, because gameplay is vastly different. Sounds like a great goal for the Alternative class, I just can't come up with a nice label for it that wouldn't be too long and still specify the 2 avoided tricks.
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vsamxzero wrote:
1. No Hyper speed side attacks (HSSA): by alternating the accelerator and side attack button every frame you can spam side attacks faster than the usual cap of one every 8 frames.
A run that uses this technique will typically spam it to gain height and pseudo-spacefly to the end of the lap.
Here is an example of HSSA in action: https://www.youtube.com/watch?v=PRC4hYYRaz4
Is there a video of how it'd look without HSSA? Not necessarily that same track, but ideally 1 with HSSA and 1 without for the same track.
vsamxzero wrote:
As briefly mentioned in part 2 of this video series
What series?
vsamxzero wrote:
So long story short restricting these techniques still allow for insanely fast times, but they would traverse more of the track and showcase much more of the gameplay.
Please let me know if these restrictions would be allowed on a published run because that is my ultimate goal. I can also provide more information if needed.
How much longer would a movie avoiding them both be compared to absolute fastest with them, approximately?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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JD wrote:
I won't object to its removal (whether by feos' proposal or some other method) but I'd be sad to see it go.
What's your navigation workflow and why don't other lists work for it?
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Homebrews are judged like normal games, there's no database for them like there are for hacks.
Prerelease versions are fine if there's no release ones, and they may be obsoleted by the movie of the latter.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Hi, can this handle analog axes? Basic bot currently can't.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Randomno wrote:
In the IWBTG thread there's mention of a way to glitch the credits to get the final input sooner. Is that done in the submission?
It isn't, and I feel it's a weird edge case. It's arguably post-completion territory, where additional input required after the ending can be moved to a separate movie meant for encoding, tho it's preferred to keep it in the main one. The game is completed, the rest is mostly downtime, and actual completion is what matters when comparing records anyway.
On the other hand, you can't see the full ending if you die there by doing nothing: it's not an annoying dialog that you just have to skip, it's a projectile that you have to actively avoid, so also arguably part of gameplay. Arguably too, seeing maximum glitching is cooler, and if we're already allowing them all why not also this one? Yet another point is knowing absolute minimal record time needed overall.
All things considered, I'm in favor of optimizing the ending sequence as well.
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That list is obsolete. It was created when game entity was first added and it was all manual. Now we have Wiki: Movies and Wiki: Games/List that solve all of the navigation problems automatically. I'd just remove Wiki: MoviesList as well as Wiki: Games (and move Games/List to Games instead).
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OnehundredthCoin wrote:
I have no clue how to make a .net winforms program produce audio, other than playing pre-recorded audio files. Also the emulator just runs at top speed, and I don't really know the best way to force a winforms program to run at a specific speed, so if it did currently produce audio, it would likely be sped up and incorrect. I honestly haven't done much research into those two problems, but that's the current state of the emulator. Someone else mentioned that this emulator also doesn't have an AVI encoder... perhaps if I get something like that working, as long as the encode sounds correct then the lack of real-time audio wouldn't be as big of an issue? I'd have to look into that though, and I have no idea how long that would take.
I'm sure bizhawk devs on our discord can give you some advice on this. Meanwhile if someone writes a parser for those movies we can send this movie to Wiki: Playground.
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Sorry I haven't read or watched anything yet, but how feasibly would be adding audio output to this emu?
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Final question, are there other crashes not included in this movie, that could be more fun to watch?
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If you aimed for just the fastest crash, which one would you pick?
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Yeah co-op sounds like a perfect reason to have both branches.
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What difference does player count make? Both 1p and 2p might be acceptable.
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I'm seeing an ending in 6130 but not in this submission. Is it still accessible after getting 107%? Turns out the movie plays past that ending.
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Synced now!
Can you talk about character choice? There's only 1 mention in the submission notes but what about the rest of the game overall?
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CoolHandMike wrote:
However if you don't load the previous game's data then you lose out on powerups, but the saving and loading takes long and the powerups are typically not worth the time tradeoff.
Then maybe 3-in-1 is not worth it for standard? There, savegame only makes sense if it makes things quicker.
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Where did you get that version of the game? akoopasrevenge2v2p9p0p3.swf on the author's site has a different hash.
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InputEvelution wrote:
In my experience, immediately.
Yeah.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
It desyncs with that one, as well as 2024_01_16, and freezes in 2024_06_01.
Potato wrote:
I am pretty sure it works with most newer versions of Ruffle as well though but I will look further into it if it still doesn't work.
Crashes in 2025_04_08.
Also I can't find akoopasrevenge2v2p9p0p3.swf with MD5 hash of e5cf04fce3004bee982226e5252abdc8
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.