Posts for fsvgm777


fsvgm777
She/Her
Experienced Forum User, Player, Published Author, Senior Publisher (221)
Joined: 5/28/2009
Posts: 1180
Location: Luxembourg
EZGames69 wrote:
The Youtube Encode for [1299] SNES Contra III: The Alien Wars "game end glitch" by Cpadolf in 03:20.38 doesnt seem to play audio correctly, comparing the gun shots and even bomb sound effect to somthing like this: https://www.youtube.com/watch?v=8bZMP56gtwg
Snes9X 1.43's audio emulation is notoriously shoddy in games developed by Konami (and is shoddy overall), so it cannot be fixed.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Player, Published Author, Senior Publisher (221)
Joined: 5/28/2009
Posts: 1180
Location: Luxembourg
Notes for the publisher/encoder: The TAS desyncs around 30k frames in with GlideN64 (roughly the second map after the intermission text). However, it's also the only plugin that emulates the "melt" effect when you reach the exit of a stage or when you die. I currently don't know which setting in Glide64mk2 (which was used here) restores that effect, but I do know that the "Framebuffer read every frame" setting in Glide64mk2 restores the fade-outs (after selecting the difficulty and after pressing any button on the results screen after each map).
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Player, Published Author, Senior Publisher (221)
Joined: 5/28/2009
Posts: 1180
Location: Luxembourg
Thanks, fixed.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Player, Published Author, Senior Publisher (221)
Joined: 5/28/2009
Posts: 1180
Location: Luxembourg
Temp encode: Link to video
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Player, Published Author, Senior Publisher (221)
Joined: 5/28/2009
Posts: 1180
Location: Luxembourg
HappyLee wrote:
Actually, considering the fact that he (and also EZGames69) have copied my exact rating for MrWint's run, it takes more than a few efforts since he chose to make it personal.
How's about you heed Warp's advice and stop once and for all. It's getting really tiring at this point. As for the encodes being broken, they have been fixed (in fact, the compatibility encode was never broken to begin with, as both feos and I confirmed it was fine).
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Player, Published Author, Senior Publisher (221)
Joined: 5/28/2009
Posts: 1180
Location: Luxembourg
ktwo wrote:
GJTASer2018, it's a pretty silly reason actually. The font of the menus is different for me in 2.x and it looks ugly/less user-friendly.
It still syncs fine on BizHawk 2.2.2, for what it's worth.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
Post subject: Re: #5971: Soig's NES Super C in 11:26.44
fsvgm777
She/Her
Experienced Forum User, Player, Published Author, Senior Publisher (221)
Joined: 5/28/2009
Posts: 1180
Location: Luxembourg
mtvf1 wrote:
I never suggest him use any% as a branch. I told him with no branch.
Ah, I see. Thanks for the clarification.
TASVideoAgent wrote:
Soig: New 57-frame improvement.
It would be really nice if you actually posted the improvement in this thread instead of leaving it as an edit to your submission, because it can be easily missed if just left as an edit. (by the way, the reported time on Microstorage is wrong, it is in fact 11:25.49 long)
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
Post subject: Re: Na, Na, Na, Na, Na, Na, Na, Na, Famtasia!
fsvgm777
She/Her
Experienced Forum User, Player, Published Author, Senior Publisher (221)
Joined: 5/28/2009
Posts: 1180
Location: Luxembourg
Bisqwit wrote:
fsvgm777 wrote:
BTW, the SRC rules
The whole site, speedrun.com, did not even exist when this submission was created.
Does it matter? On Speed Demos Archive, the speedruns are timed from when you gain control of the character (in this game, you gain control of Batman after "Stage 1-1" vanishes) until the loss of control (in this game, when the screen starts to fade after approaching Joker). Obviously, our (current) timing starts from console power-on and ends when the credits are reached without further interaction (so no manual input needed to reach the ending). I'd really appreciate if you replied to the other points I made in my previous post.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
Post subject: Re: Na, Na, Na, Na, Na, Na, Na, Na, Famtasia!
fsvgm777
She/Her
Experienced Forum User, Player, Published Author, Senior Publisher (221)
Joined: 5/28/2009
Posts: 1180
Location: Luxembourg
Bisqwit wrote:
Spikestuff wrote:
Checking over how the input is placed it seems intentional that the input ends after the final hit, but what occurs after such as going straight to the credit sequence without additional input is unknown.
Without submitting a statement concerning what happened with this submission, I will add for the record, that it used to be a practice in the early days of TASVideos ­— and this submission certainly qualifies — that movies do not need to supply all input to advance the ending.
Are you absolutely sure it used to be a practice? Because we checked certain games that require extra input after the final boss is defeated to actually reach the ending, and as it turns out, only two movies did not perform the extra input necessary to actually reach it, this being one of them. The second one, incidentally, is also one of yours.
This was possible as long as the necessary input would be trivial, such as in Rygar where you just press a button at any time of your choosing, to flip the page in the ending scene.
Here's the thing: In Rygar, you still reach the ending, requiring just one button press to advance in it. In this game, for instance, you have to get to Joker after he's been defeated to actually get to the ending. Needless to say that by today's standards, this movie would be rejected for not completing the game proper and thus should've been replaced with an extended file that actually reaches the ending. BTW, the SRC rules for this game are also pretty clear:
Timer ends when you loose control after Jokers deathanimation and the screen starts to fade.
The screen never starts to fade with the movie file alone, unless manual input is provided.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
Post subject: Re: #5971: Soig's NES Super C in 11:26.44
fsvgm777
She/Her
Experienced Forum User, Player, Published Author, Senior Publisher (221)
Joined: 5/28/2009
Posts: 1180
Location: Luxembourg
TASVideoAgent wrote:
At the beginning of this work, I just wanted to use area 1 and area 4's glitch. Because I thought that cell glitch belongs to "game end glitch" branch. Since mtvf1 suggested me to give it an "any%" name, I agree with him.
And I don't agree with him, since all any% TASes on this site do not have a branch at all or have a branch that's not just "any%". Per the Publisher Guidelines:
We don't have a concept of "default goal", therefore we don't use labels like "any%" as a branch label. Instead we identify what is unique in every branch or set of branches, something that the other branches of the same game don't represent.
NB: The branch has been removed in the meantime.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Player, Published Author, Senior Publisher (221)
Joined: 5/28/2009
Posts: 1180
Location: Luxembourg
fsvgm777 wrote:
I myself wonder what the (seemingly, as I don't know the game) missed hit opportunities at the fight against Innova are about, though. Like, it seems you could hit him after he's done with just one dash, but instead, you're often waiting until after he's done with the second or third dash before attacking.
I'd really like to see this addressed, since it seemingly went by unnoticed (and because I'm genuinely curious).
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Player, Published Author, Senior Publisher (221)
Joined: 5/28/2009
Posts: 1180
Location: Luxembourg
FractalFusion wrote:
I liked this run until about the 16-minute mark which is when the reality of fighting end-game bosses at extremely low levels kicks in.
Yeah, I especially felt the fight against Innova was dragging on, and on, and on, and on, and on, and on, to the point where I started speeding up (but only got 10 extra FPS, so it was effectively 1.17x speed). I myself wonder what the (seemingly, as I don't know the game) missed hit opportunities at the fight against Innova are about, though. Like, it seems you could hit him after he's done with just one dash, but instead, you're often waiting until after he's done with the second or third dash before attacking. Even then, considering the later boss fights drag on for so long (especially Innova, because holy cow, there's next to no variety), I'd give this a Meh for entertainment, but leaning towards No.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
Post subject: Re: There is an abnormality in the attack pattern of the boss.
fsvgm777
She/Her
Experienced Forum User, Player, Published Author, Senior Publisher (221)
Joined: 5/28/2009
Posts: 1180
Location: Luxembourg
ThunderAxe31 wrote:
Check if you're using the mGBA core. Open the game in BizHawk, then go in GBA > Core. If mGBA is checked, then you should report the issue here: https://github.com/mgba-emu/mgba/issues Edit: oh and by the way, before report the issue, make sure it wasn't already fixed in the latest version of mGBA: https://mgba.io/downloads.html
This is an N64 game he's talking about, not a GBA game...
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Player, Published Author, Senior Publisher (221)
Joined: 5/28/2009
Posts: 1180
Location: Luxembourg
sheela901 has recently stepped down as a publisher.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Player, Published Author, Senior Publisher (221)
Joined: 5/28/2009
Posts: 1180
Location: Luxembourg
feos wrote:
Here's what I've been thinking of. #4657: Lord_Tom & Tompa's NES Super Mario Bros. 3 "100%" in 1:04:36.90 defines the goal as: 1. All regular levels entered and completed 2. All World-Map Hammer Brother and Pirahna Plant levels completed 3. All World-8 Auto-Scrollers and Hand levels completed Regular levels are obviously fixed in count. World-8 Auto-Scrollers and Hand levels, I don't know what they are. But what is Hammer Brother and Pirahna Plant levels? Are they fixed in count?
The W8 autoscrollers and "hand" levels are the tanks, the ships, those small airships and the three "hand trap" levels in the second portion of W8. By the way, there's a total of fifteen Hammer Brother fights* (excluding W8-Tank 1, which actually hosts such a fight at the very end) and two Piranha Plant levels (both in W7). There's a total of 90 levels in SMB3 (regular levels, fortresses, airships, tanks, ships and Bowser's Castle are included in this count). *For simplicity, I'm referring to them as Hammer Brother fights, since SMB3 also features Bommerang Bros, Fire Bros and Sledge Bros.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
Post subject: Re: Movie label
fsvgm777
She/Her
Experienced Forum User, Player, Published Author, Senior Publisher (221)
Joined: 5/28/2009
Posts: 1180
Location: Luxembourg
ThunderAxe31 wrote:
DrD2k9 wrote:
Wait...doesn't this mean that multiple goal choices are valid for vault runs? Why can't there be both a glitched and non-glitched run in vault? EDIT: Unless you are claiming a glitched any% version is better than a non-glitched any%....that I agree with.
We only accept the fastest run for Vault. It's not about using glitches or not, it's about being faster. However, note that for full completion we have a rule that forbids glitching the intended completion progression: see below.
DrD2k9 wrote:
But I don't agree that a glitched any% should obsolete a non-glitched 100% or full completion run.
Indeed, a run that goes with "game end glitch, best ending" is not allowed for Vault, as we recently clarified in the rules text, explaining that for full completion it is not allowed to use ACE exploits or memory corruption in order to access the relative completion flags directly:
Vault wrote:
    • Full completion criteria must be reached through in-game actions.
      • Arbitrary code execution (ACE) is not allowed for any full-completion category for the Vault. Arbitrary code execution of ROM data, and memory corruption tricks to write to arbitrary memory are also not allowed.
      • If a game has a progress counter, it must be filled by actions that increment the counter in gameplay. Modifying the progress counter through ACE or memory corruption is not allowed.
      • If full completion is counted by obtaining a set of items, these items must be collected through in-game methods. Using memory corruption to place items into an inventory is not counted towards full completion.
      • If full completion is counted by fulfilling a set of flags, these flags must be set through in-game mechanisms. Using memory corruption to set completion state flags is not allowed.
      • If a progress counter is filled by collecting a set of items or fulfilling a set of flags, all individual components of this set must be collected or fulfilled. Collecting or fulfilling the same component multiple times to inflate the progress counter is not counted towards full completion.
However, glitches that don't modify the relative progress value or completion flags are allowed. As an example, see this recently accepted submission: #5910: luckytyphlosion's GB Pokémon: Blue Version "Gotta Catch 'Em All!" in 37:55.33. It makes use of heavy glitch abuse, however none of these are touching the flags relative to game completion.
Fair enough. Then it obsoletes klmz's run after all.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
Post subject: Re: Movie label
fsvgm777
She/Her
Experienced Forum User, Player, Published Author, Senior Publisher (221)
Joined: 5/28/2009
Posts: 1180
Location: Luxembourg
ThunderAxe31 wrote:
I just figured this movie should get an appropriate label, since it's skipping more than half of the route required for Ending 3... In my opinion "game end glitch" fits nicely. Any thoughts?
Then from my understanding, it no longer obsoletes klmz's TAS, since it performs the Ending 1 route without the "hut glitch" (which doesn't work in the USA release anyway). (and I'd have to re-do the encodes again...)
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
Post subject: Re: hi ThunderAxe31
fsvgm777
She/Her
Experienced Forum User, Player, Published Author, Senior Publisher (221)
Joined: 5/28/2009
Posts: 1180
Location: Luxembourg
feos wrote:
ThunderAxe31 wrote:
[2810] GBC Super Mario Bros. Deluxe "warps" by negative seven in 04:55.99 Should be "warps".
Does the game even have warps?
Yes, the game has warps, as it's basically a remake of SMB1.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Player, Published Author, Senior Publisher (221)
Joined: 5/28/2009
Posts: 1180
Location: Luxembourg
Some users here seem to completely miss the fact that it originally didn't come with the e-Reader levels out of the box (in fact, these were never released in Europe to begin with and only saw a limited release in North America before the discontinuation of the e-Reader). For these levels, you'd need a specially crafted save file (which only holds up to 32 levels, I believe, which isn't even all of the e-Reader levels) or TAS the WiiU VC release of the game, which includes all of the e-Reader levels.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Player, Published Author, Senior Publisher (221)
Joined: 5/28/2009
Posts: 1180
Location: Luxembourg
JeyKey_55 wrote:
And what exactly should I do to make it work for everyone? (I'm new to all this emulator stuff)
As I mentioned in my first post in the submission topic, BizHawk's VBA-Next core yields the intended behaviour (of formatting saved data). However, it's also less accurate than the mGBA core (and vanilla mGBA also yields the intended behaviour, as I also mentioned, the issue lies specifically within the RetroArch and (by extension?) BizHawk cores).
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Player, Published Author, Senior Publisher (221)
Joined: 5/28/2009
Posts: 1180
Location: Luxembourg
JeyKey_55 wrote:
Ok, should I just try to make it work with the preferred US version?
I believe every version of Super Mario Advance 4 is affected, even the USA (confirmed) and JPN versions. (of note that the USA and JPN versions won't have a language select, obviously)
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Player, Published Author, Senior Publisher (221)
Joined: 5/28/2009
Posts: 1180
Location: Luxembourg
JeyKey_55 wrote:
BizHawk 2.0.0?
You actually used an interim release, namely this one (according to the movie header). However, even with this one, I'd get first "Reading", then "Saved data is corrupted". What's normally supposed on happen on first run on the European release is a language select screen to appear after the GBP logo, then, after the language has been chosen, formatting the saved data (this is explicitly mentioned in the manual on page 8, by the way). Now comes the screwed up part: I can't reproduce it in vanilla mGBA 0.6.1, as in I get the intended behaviour. This means it's an issue with the mGBA core in BizHawk (in fact, the wrong behaviour also happens in 1.13.1, 2.0, 2.2.2 and likely any version between 2.0 and 2.2.2). EDIT: RetroArch's mGBA core is also affected. EDIT 2: And I also get the intended behaviour (formatting saved data) on the VBA-Next core (alas). Bottom line: The issue is present in RetroArch's mGBA core and BizHawk's mGBA core (which I believe is based on the RetroArch core), not in vanilla mGBA.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Player, Published Author, Senior Publisher (221)
Joined: 5/28/2009
Posts: 1180
Location: Luxembourg
thecoreyburton wrote:
That was a great way to spend just over an hour, voted yes! Also, I'll take this for publication if this gets accepted. I'm currently checking emulator sync but haven't had any luck (on two separate machines). If anyone gets it working, please let me know (I'll edit this post once I've managed to get it working).
For what it's worth, it needs the proprietary DSP LLE roms (dsp_coef.bin and dsp_rom.bin), not those that come with Dolphin. These have to be put in (on a usual config) C:\Users\<user>\Documents\Dolphin Emulator\GC.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Player, Published Author, Senior Publisher (221)
Joined: 5/28/2009
Posts: 1180
Location: Luxembourg
You're slower than this RTA run, even: Link to video (ignore the timer at the top) In fact, you don't perform a particular glitch which this RTA run does. As a bonus, here's a ViewSync link: https://viewsync.net/watch?v=fC64xYTWmgs&t=0&v=GvRgq2pZJ5s&t=0.9&mode=solo Top is your TAS, bottom is the RTA run.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Player, Published Author, Senior Publisher (221)
Joined: 5/28/2009
Posts: 1180
Location: Luxembourg
boct1584 wrote:
dwangoAC has actually tried to verify it on a Analogue SuperNT reproduction console.
Yeah, no. The Analogue Super NT is still an emulator (albeit one that runs on hardware instead of software, due to it being an FPGA). Please do not call it a "reproduction console" when it isn't one. See this thread and these two articles by byuu. In fact, byuu's first article I linked to mentions the following:
Of course, [higan]'s not perfect. And neither is the Super Nt. You see, the Super Nt is not a real SNES. It is not a perfect transistor-level replication of the original hardware.
(emphasis mine)
Steam Community page - Cohost profile Oh, I'm just a concerned observer.