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Sounds like a problem with this game's determinism then. There's a way to run mame debugger from bizhawk (not in the current build tho), but it requires some skills to figure out the desync reason with it.
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Fixed now.
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#4874: dwangoAC's TI83 Snake in 20:36.88#6498: TiKevin83's TI83 Daleks in 02:44.07
Regarding this non-game, indeed there's no ending point, no goal to aim for. We don't have problems with games that have no ending, we just demand that all unique gameplay is completed, and the highest difficulty is completed. SNES Test Program doesn't have increasing difficulty. It has no difficulty in its "gameplay" whatsoever. For games that consist of optional levels, but still have no ending, we require that all levels are completed. But in SNES Test Program's levels, there's nothing to complete, no indication of achievement, no goal and no challenge.
Subjectively thinking of this software as a game does not turn it into a game. Otherwise simply running some programs in Linux would also be a game.
#6699: Masterjun's Linux Linux "Linux" in 04:22.05Post #493813
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First we'd need to decide which glitch(es) to forbid exactly.
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Does it desync differently upon replaying? If it desyncs consistently, it must be the problem with savestates.
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The thing is, it's a Vault rule, and for Vault we need clear cuts. Intentionality adds subjectivity to the equation, and we have to be determining what some person had in mind while doing something (mindreading). We don't have this rule for Moons, and we encourage creativity there. But once the result is not entertaining, we look at internal nature of the software. I would argue that "proper game" is meant to say that the software should be a game, or an actual game. It's not like the word "proper" changes the internal nature of the object. If it's not a game in its nature, it's not a game. Another way to look t is: being a game is not enough to get to Vault, we have certain requirements, and we have a certain definition for a proper game in relation to Vault. Yet again, something that's not even a game in itself can't be a proper game either. Unless the movie is entertaining enough for Moons.
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We definitely treat the process of TASing as a game for ourselves, but aiming for fastest speed, or any kind of perfection, does not turn the very piece of software we're TASing into a game, if it has no interactive challenge inherent to it, independent from our metagaming/superplay approach.
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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Calculated everything.
For secondary acts, time starts when the IGT resets. For others, time starts when the IGT sprite appears on the screen. In a few places I had to start the time when the character starts moving even if the IGT is not ticking yet.
Time ends when the boss gets the final hit and you get the boss score. In levels that end abruptly I ended the time on the first lag frame. Launch Base 2 has 2 times because there's a cutscene when the IGT freezes for Sonic, and it's not there for ST.
Overall time saved with these calculations is 00:03.58 seconds of gameplay, or 9 seconds 19 frames of IGT.
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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Post #465348
If the problem with console verification is finding the correct timing for the same exact technique, it's legitimate. If it relies on something that's not emulated correctly, and isn't possible in principle, then it's banned altogether. If we have made an educated assumption that save glitch should work on console if done right, then all movies using that technique are equally legitimate. It's not "we'd have to tweak the timings of this event to get it run on console, therefore it's not really valid, therefore we need a truly valid technique in Moons while this half-valid one is in Vault". We need CCG in Moons only if it's entertaining on its own.
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Run MAME with the -d switch so it starts with the debugger, open the memory window from debugger menu, select your memory space and try editing the address you need. It may not be editable. If writes to it aren't handled by MAME, I can't change that.
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The full run doesn't reset during save either, and that's not an explicit in-game feature, so it should only be mentioned if all branches have the save reset except one.
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Here's our official definition of gameplay:
It was written to help us handle #6466: Masterjun & ais523's NES Super Mario Bros. 3 "game end glitch" in 00:00.78.
A game's goal is making the player play it. If a game is entertaining, it is being played. We know it is entertaining if the player prefers it to doing nothing. Some games are more annoying than doing nothing, but the challenge compensates for that, indirectly making them entertaining. If there's no challenge in the game, then it should entertain the player with something else. But that entertainment should remain interactive, otherwise it's not a game anymore.
TASVideos is the site that isn't satisfied with simply playing games. Our goal is superplay, or metagaming. We impose artificial challenges to entertain ourselves by solving them, and by watching the resulting movie.
This game has no interactive challenge. It has no gameplay aside from running a few automatic events with questionable artistic value. It wasn't designed to represent the artistic taste of the creator, it just either uses placeholder images from actual Nintendo games, or shows purely technical images. Probably there is some entertainment in watching a static image like this:
But after you've seen it a few times, watching it again becomes as entertaining as doing nothing.
As a result of the above, simply going through all the menus fast does not hold any superplay value, because it's identical to checking out every menu item on a DVD, except there may be something of artistic value on that DVD, while this game exists for purely technical purposes and only allows you to test if your console is functional enough to pass all tests.
Probably relevant: http://tasvideos.org/Nach/HistoryOfGamesAndRelevanceHere.html
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Legitimacy is a valid reason to like/prefer a certain branch, but aside from personal preference it should also be entertaining with what it represents. Do you find this movie entertaining?
That wouldn't highlight its difference from the full run though. Branch labels are used to indicate what's unique about a given branch, or what explicit in-game feature it showcases (like "2 players").
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Check in MAME's memory viewer if the address you're editing is editable.
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It's not a hack, it's an unofficial port.
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That a rule for vaultable games, and if we agree that this game's quality is worthwhile, it's acceptable for Vault.
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I can rephrase this as "save glitch is too short, and full run is too long, so neither is really entertaining". Does CCG feel like enjoyable gameplay then? Having at least one Moons level branch for gen2 sounds like a pro.
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I made 2 videos only consisting of gameplay, for each act it starts when the the player seemingly gets control, and ends when the boss dies and you get the score. Everything else was removed. It doesn't exactly match when IGT is ticking. The strangest part is that the video for Sonic ended up being longer than for Sonic and Tails. I expected IGT to correspond to gameplay better. But when setting absoletions, we're meant to figure out how actual gameplay of the 2 movies compares.
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Increasing difficulty does not inherently mean new gameplay content in all cases. But those two are so closely related that we work with both.
If the game is hard-coded to have an explicit, programmer-defined difficulty cap, we want that highest difficulty, and all unique content, to be reached and completed. If there's no programmer-defined difficulty cap, and it just keeps increasing until the number in memory overflows, we only require that all unique content has been completed. If a run reaches the point when the player can't proceed anymore, it's considered a kill screen and it's also a valid ending for such games.
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Avoiding known significant time-saving techniques for the sake of entertainment isn't eligible for Vault. Speed/entertainment tradeoffs are somewhat ok, if they don't lose significant time. When deciding whether it's a primary goal or just a small trait, we check if that would look different enough to be published as a different branch. Speed/entertainment tradeoffs alone don't result in separate branches. Avoiding time-saving glitches often does.
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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You visit Cave after Tank, not Dark Jungle. And by how long it takes, I question if that route is actually better for a TAS.
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Just a reminder. The currently published CCG did obsolete the 1-hour save glitch movie originally, because it was a faster way to corrupt memory (strictly speaking, save data is also a part of accessible memory) and pull off the major skip glitch.
The previous "save glitch" run didn't execute arbitrary code, but the current one does, the current CCG does, and this movie does too, and the new "save glitch" submission does too! Attack vectors are different, but the primary techniques showcased that make these runs this short are now basically the same.
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.