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MovieRules wrote:
Playing a single episode or individual game to completion, or all episodes or games, is considered game completion. Playing multiple, but not all, episodes or games is not considered completion.
In this glitch, you start playing one game, and then switch to playing another game. That is not considered completion, because the first game is not completed.
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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We've been discussing this submission for a while among staff and agreed that this branch deserves another chance. And since there is an improvement (is that correct?), feel free to submit it!
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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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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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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I didn't find this entertaining so I voted No.
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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Flagged "100 CDs" in the end.
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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RetroEdit wrote:
I will do an exhaustive search for late menu/map/screen transition presses and get back to you on that. Edit 2020-09-11: Still working on this, by the way.
How is it going?
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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It's super hard to even see the character. Is there any better place?
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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This eh?
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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Anyone has a screenshot suggestion for this iteration?
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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[1925] SNES Mega Man & Bass "100 CDs" by sparky, parrot14gree & woabclf in 38:07.68 Crazy complexity and variety of movement techniques, including lots of zip weapon usage variations, cool playarounds. Still no insane corruption of memory or graphics, which makes it possible to understand what's going on. Very appealing game in general. The number of votes indicates how popular that movie is, and how well known the game is too. The only possible downside is that the movie is not a short one, but MM games in general don't use to have movies shorter than 20 minutes. Significantly shorter than the human record anyway. [1739] SNES Mega Man & Bass "Mega Man" by sparky in 27:21.47 [1742] SNES Mega Man & Bass "Bass" by sparky in 28:08.23 These have a lot of similarities with "100 CDs", but they're a bit shorter and somewhat more simplistic overall, since mainline gameplay that they're limited to doesn't require the amount and level of craziness the full completion movie involves. Closer to human record as well. [4006] NES Mega Man 2 by Shinryuu, aglasscage & finalfighter in 23:44.50 Comparable to MMB "100 CDs" but feels like an 8-bit version of the TAS itself, not just the game. The game is simpler, and the movement is generally simpler, weapon usage and zips are arguably less intense. In some places the zips are actually heavier because you can't understand what's going on anymore due to level layout not aligning with graphics. Great run but it doesn't feel as exquisite as "100 CDs" imo. [4057] NES Mega Man 2 "zipless" by warmCabin in 27:16.17 I think this is the most straightforward-looking run of top MMs. It's even more straightforward than human records. Seems to be enjoyable for the TAS people who're tired of the glitchiness of MM2, but I don't think it showcases as many of obvious TAS-only techniques as other runs of the franchise. [3010] NES Mega Man 4 by Tiancaiwhr in 32:02.60 Something between MM2 and MM2 Zipless. Loved escaping from the boss rush through the wall, but overall I can't call that movie mind-blowing. Which was the original criterion I assigned this flag by. [4131] NES Mega Man by Shinryuu, pirohiko, Maru & finalfighter in 09:45.35 Now this was intense! It's definitely the craziest NES MM TAS in terms of glitches, and it has great variety of them. Unexpected stuff kept happening until the very end. One downside is that it's so crazy that a lot of it may look rather confusing to people who don't know what a TAS is, while my enjoyment from that movie is after all I've seen over the years. The ending is a masterpiece too! It has glitch art, it has Zalgo, it has ironic text, and the final shot is perfect, even though I've seen it before, it still made me laugh. This is mind-blowing IMO, yet maybe too crazy. [3151] SNES Mega Man X by nrg_zam in 29:08.45 [3197] SNES Mega Man X "100%" by Hetfield90 in 33:07.13 [2978] SNES Mega Man X2 by Hetfield90 in 31:06.34 [3250] SNES Mega Man X2 "100%" by Hetfield90, FractalFusion, hidaigai, nrg_zam, GoddessMaria in 32:57.64 High profile MMX play but almost no obvious glitches. I don't think that alone will blow newcomers' minds and MMB won't. [1812] Wii Mega Man 10 "Mega Man" by diggidoyo in 33:42.37 [2005] Wii Mega Man 10 "Bass, Hard Mode" by diggidoyo in 28:18.25 [2969] Wii Mega Man 9 by AngerFist, diggidoyo in 30:20.98 Same as MMX. To be continued...
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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It's a bit paradoxical, because picking harder difficulty is meant to make your play more impressive, and as a result, hopefully more entertaining. But there's no way a 10-15 minute fight would look more impressive/entertaining and keep the audience more focused compared to a regular fight.
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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Yeah I don't want you to rush :)
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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This makes it clear that the overall quality of the movie is indeed higher, it's not just taking some damage to only save some frames there. If Riyan isn't planning to finish their movie soon, I feel like accepting this submission and then obsoleting it with one that's faster or equal in all levels, barring the timer that causes unavoidable loss. But if Riyan's movie is finished and submitted soon, I'll have to reject this movie in favor of the new one.
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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I'm not saying those differences are absolutely insignificant in their nature. They would be significant if we were talking about Moons branches, which is exactly the place for superhuman play to shine, where lots of things are meant to be subjective and entertain people. But for Vault, it has to be clear and absolute. If different routing in some levels is now considered a different game, then how many prototypes will need to be published as separate "games" because they happen to fit such a loose definition? Also where do we even draw the line and tell the users "okay yeah now this is actually too similar to be considered two different games"?
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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RetroEdit wrote:
Is this problem exclusive to prototypes? I can imagine a situation where different official releases are in contention because one plays differently than the other. In fact, I know games where major bugs were patched between releases (Donkey Kong Country SNES comes to mind, though it's not a Vault game). However, I also think this may be a side-issue, since one response to this is that "prototypes are always treated as inferior, while different releases of a game can have more nuance".
Yeah prototypes are unofficial games, and as I said they weren't meant to be played by regular gamers. Other unofficial games were released for regular gamers even though they were crappy, but they were equally crappy for everyone. When picking a released version, we have these guidelines: http://tasvideos.org/MovieRules.html#GeneralNotes
RetroEdit wrote:
I'm still not entirely satisfied why both the prototype and the official can't coexist in this specific instance. It seems to me the gameplay differences are significant enough that the individual level strategies would require different navigation, even though the level layouts happen to be the same. It's not just "Pinocchio slowed down".
You can't call them different games if you can switch between them depending on whether you're holding diagonals or not, and the only difference is speed. If it's the same game, then it can only have one fastest completion branch in Vault. Otherwise any arbitrary routing option could be called "different enough" within any given game, and argued that all of those should be separate Vault branches.
RetroEdit wrote:
Ignoring diagonal movement, character agility, and the relative level speeds seems to me a somewhat subjective choice. After all, the rules don't say level layout trumps everything, any other differences between games can be ignored. If "inherent" means level layouts, the rules should say that. I personally think you can have inherent differences while still having the same level layouts.
Inherent means it's not optional. If all you could do in the prototype is moving diagonally, and in the release it's anything but diagonal, that's inherent difference.
RetroEdit wrote:
A far more objective criteria in my mind would to compare how the relative tactics can be transposed from one game to the other. If it's just a matter of adding blank space between inputs, than the differences are trivial. If however, it actually requires different navigation, then considering them separate may be better. For instance: dodging enemies is clearly different, and I also think Pinocchio is able to jump farther and therefore navigate around the platforms in different arrangements. I would imagine there are very few levels if any where the movement could just be slowed down and exactly copied and be optimal for both games.
It's not objective by definition, because it depends on what the TASer may or may not discover and pull off. Right now they look like different routing is required, even though it's not by design, but rather by an oversight that has been patched. If tomorrow someone discovers a way to move diagonally in Otto at the same speed as in Pinocchio, then the TAS strats will be similar. If it can change over time depending on luck and skill, it's not objective.
RetroEdit wrote:
I'm curious if we would treat Pinocchio and Ottifanten as cross-obsoleting if they had been separately released.
Yes!
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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Level config is a list of objects to spawn in a level when the camera reaches the next position. You don't need to count slots to spawn objects, they just occupy the lowest free slot. It's a pointer because it points to the current ROM location to read object descriptors from. What the actual object counter does it iterates through objects from min slot to max, and on the next frame from max to min, to make their sprites blink when there's too many of them.
Challenger wrote:
Yeah I forgot to explain better what I was saying, because during years, I considered 2p warps TAS as any%.
http://tasvideos.org/FastestCompletion.html
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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We discussed it some more with adelikat and here's the result. We have to closely follow the movie rules especially when dealing with Vault content, because Vault is meant to be free from any subjectivity, and the speed records there are meant to be as legitimate and clear as possible. So any decision that we make about this movie should align with movie rules, and if we need to decide something that doesn't align with them, then we should check if the rules themselves have to be improved. Because it's impossible to write the rules that are 100% future proof and perfect, even though it still doesn't make sense to challenge the rules upon every submission that breaks them.
The current rule for prototype versions bans this game entirely, because there is an official release. Even though there is a published movie using prototype, it doesn't mean it's allowed for all the future ones. If we enforce the current rule, then this movie gets rejected, and the released version has to be TASed. If we completely allow all prototype versions even when there's an official release, then it turns into a complete mess, because movies done on under-developed versions would be obsoleting official releases, and that compromises the environment that all of us were running those games in: we used official releases, and that's the most legitimate version, so TASing with official releases is the best approach. Prototypes differ from official releases in having more bugs that were intentionally fixed, no prototype was meant for regular use. Some prototypes have debug functionality available right away without codes, and it's obvious that we shouldn't use that in regular TASing. If we partially allow prototyles, then it becomes impossible to draw a clear and reliable borderline that would also allow this movie to be published. We have the 50% gameplay cutoff rule, where if half of the levels (or something similar) is completely different between game versions, they can be considered different games and can have both versions in Vault. If the difference is optional (up to the player) and not inherent, then only the most optimal option is vaultable. If we allow prototype for any% and release for full completion, then I can't come up with a future proof rule wording that would allow that, because it would mean that in some cases prototype and release are equal and inter-changeable, which we don't want. If we make an exception for this submission, then how do we even make Vault rules predictable? "The movie must meet the rules unless we feel like making an exception, and no one can know in advance what we allow as an exception, so rely on pure luck!" If we invent some clause about the prototype being "better", then it also turns into a mess due to subjectivity of what people may count as "better". How do you check in advance exactly if the prototype you're TASing is better? And then, if it's better, a whole bunch of prototypes may end up replacing official releases, which reduces the overall legitimacy of our content, because playing a prototype is exceptional in itself! It's like playing a broken cart where you can do things no one else can do. It's probably possible to showcase in a Moons-only branch, but we can't afford that in Vault.
Conclusion: If we want Vault to represent equal competition for everyone, to have reliable and clear rules, we have to make them equally unpleasant in some cases. Unpleasant but fair. Like blind justice. No one wants this movie to be rejected, but I see no way to incorporate it into any future proof Vault policy, only into subjective exceptions. And that means it's not fair and predictable anymore.
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.
Post subject: Re: Battletoads 2P Warp from Level 3 to 5 Found!
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Lobsterzelda wrote:
Much like in the 2P warps TAS, we start off by activating the checkpoint glitch in level 3. This time, however, we make it so that an object loads which has a corrupted function pointer. Thus, when the game tries to follow this pointer, the PC gets set to some invalid instruction left near the end of the ROM. From here, the PC keeps executing invalid instructions that do nothing except advance to the next instruction. When the PC gets high enough, it jumps back to the beggining of the code in the ROM, which happens to be the start of the function that loads the end cutscene. As a result, the game ends, and Battletoads is beaten in a short 2 minutes without ever fighting the dark queen!
PC jumps to open bus, which is near the end of NES RAM, not ROM. Open bus means whatever was last on the data bus of the device repeats forever, and the CPU interprets that as code to execute. Most of the time there's nothing special, so it keeps rolling forward until it reaches ROM: $8000. At the beginning of ROM there's code that decides whether it should execute continue or game end, depending on a certain flag. That flag is player lives IIRC, and it gets corrupted by spawning an object with negative ID, so its attributes are written by index, which is now negative, corrupting memory above object slots.
Koorvex wrote:
In other hand we have a sample where is existence of overflowing object counter pointer (as Zlomus underline it in his notes, it is a possibility).
I should also explain that what Zlomus mentions as ObjectCounter is in fact level config pointer. Object counter is a different thing that only corrupts attibutes like the stick in level 4, most of the time it only corrupts sprites. Regarding legality. If you can make the PC jump to arbitrary locations, that should be used in any% if it makes it faster, possibly in a playaround too, but it's banned from other branches, because there ACE would be considered sub-optimal and arbitrarily limited. If you don't use techniques that allow PC to jump to arbitrary locations, then you can corrupt memory all you want in non-any% branches.
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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That means you can jump to RAM which you can manipulate heavily, making it execute data as code, eventually ACE. And you can't use ACE to simulate all categories: #4252: Masterjun's SNES Super Mario World "11 exits" in 08:07.53 We have a rule against suboptimal ACE in speedruns: http://tasvideos.org/MovieRules.html#ArbitraryCodeExecution It should become a part of fastest completion and a playaround branch (if someone wants to make that, where ACE remains optional), and in other moons-only branches it's not allowed. Full completion has some limitations on ACE as well.
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.
Post subject: Re: Battletoads Situation
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Lobsterzelda wrote:
Using a newly discovered trick, we can do the same initial glitch to make the game load objects from the wrong part of memory, and then make the PC jump to the first line of code that gets executed when you touch a warp portal (which normally advances you 2 levels forwards), which in turn ends level 3 and causes level 5 to start immediately. Basically, I want to know if this glitch is too similar to what exists in the current any% TAS for it to be used in the 2P Warps TAS.
Can you make the PC jump to something arbitrary then?
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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EZGames69 wrote:
So Strider 2 has a secret level you can unlock if you have a save file of the original Strider in the same memory card. The game actually comes with disks of both Strider 1 and 2, and by completing a game on the Strider 1 disk and saving it into the memory card, you can have access to a prologue stage. I don't know if bizhawk allows the user to load save data from other games or if this type of thing falls under sram anchoring. I also don't know if this type of case is a thing for any other PSX TAS on the site. Would something like this be allowed?
When depending on other images is an intended feature, and in this case it's almost the same game, and if it's the only way to unlock that stage, we may allow it for moons as a save anchored movie. Generate the save with the first game as a verification movie, then use that save on the second game with the actual movie. Moons only tho. Unless there's a cheat code to unlock it.
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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Fast pace and cool graphics, lots of shooting, but little variety in gameplay IMO: it gets old after a couple levels, and the raft level makes it even more boring. Voting Meh.
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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Depending on how much time it saves, the improvement can be called minor and hard to pull off, or it can compromise the speed record that the current run represents. If it's only a few seconds, we can publish as is.
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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How much time will it save?
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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