Posts for hanzou


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Experienced Forum User, Player, Published Author (20)
Joined: 10/14/2005
Posts: 317
gia wrote:
primo said he was able to trigger the inventory glitch while battling, so that would cancel the need for a "safe" city, as there's only 4 steps that might not even count between the battle and the end.
That's right. For automated walking, the steps do not count toward poisoning (even though counted towards the Safari Zone timer). I would like to see primo's demo of the C8 battle for instantly getting a pile of items. As of yet we still don't have a complete shortcut route proven for R/B.
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gia wrote:
vbm1 (incomplete) vbm2 (ending, the start was hacked, but proves the point)
Great find!
01??5DD3 teleport rooms.
Also great detective work here. Here is a demonstration applying your idea: pokemonyellow_zzazz_teleport_v19.vbm
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Thomaz wrote:
Are you sure that this doesn't work on Red or Blue?
In controlled GameSharked experiments, the mechanics of the glitch do work on Red and Blue. What I haven't managed to find though is a case on Red/Blue where I have enough steps after the glitch battle to reach the PC before getting trapped. I do believe it's possible, but part of the research that needs to be done is how to deterministically avoid any unwanted side effects of the ZZAZZ glitch on Red/Blue/Yellow.
What about all the items? Do I need to get as so many items or not?
The glitch creates all those items, but you do not need any real items to initiate it.
gia wrote:
shark code 010156D0. is the address accessible from the items?
Unfortunately not. Look for codes that end in D2 or D3.
you could skip Gary's rematch at Viridian.
Doesn't primo already skip this in the published run?
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I created the demo using a minimally patched save-state from FractalFusion's run. I must have made it starting from the point where the character was already at Indigo Plateau. That condition was just for my convenience, and isn't a requirement to set up ZZAZZ or get the byte shift to happen. The memory locations that control which cities you can fly to are in a later portion of memory. We are limited to 255 "items", so I believe it is out of reach to tweak this directly. In a real TAS, I think the path would be to go up the road with hacked badges. You don't even need to get all 8 badges at once, because you can shuffle badges around while biking up the road. Having Ditto late in the game is a real drawback, but there are other possibilities for getting an enemy pokemon to do Transform. What about Metronome? What about learning Transform then getting an enemy to do Mirror Move? What about learning Metronome then getting an enemy to do Mirror Move?
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Are you Zowayix from Glitch City Laboratories? You can tell from the wording on the page you've linked that Zach must have taken the description from here. This is the same set of instructions, except the original site includes screenshots. I posted that entry shortly after we discovered the trick here at TASvideos. It's all good though; I certainly hope that Glitch City Labs continues to update its content no matter how old these games are. Although recent discussion in the Pokemon thread in the GB section of this forum is mostly about the above glitch, this is probably only because it's a trick that is easy to understand (or at least, easy to reproduce while misunderstanding). For the next big Pokemon R/B/Y (USA) run, the big glitch we should await is instead the following (also hosted at Glitch City Labs): http://glitchcity.info/docs/zzazz The ZZAZZ glitch is reproducible on a cartridge, lets the player do a critical byte shift, creates a quick way to get badges, and is a method to spawn arbitrary items including some rather magical ones. In other words, this allows a TAS to skip another large portion of the game. What we need to make this a reality is new willpower and people to research, route-plan, and execute such a run.
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Some time ago Chamale tried out at least one path using deactivated trainers at the cost of an extra death. I recall it didn't even come close to breaking even on time savings though. primo you got my PM from months ago about the ZZAZZ glitch, right? pokemonyellow_superglitch_v19.vbm There's certainly a way to beat the US/Europe yellow version in ~30 minutes, and with enough research and planning it could be pulled off on red/blue too. The disappointing part would be requiring so much work to make something similar in concept yet still significantly slower than the dokokashira glitch run.
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Thomaz, my guess is that you were running VBA v20 instead of v19. I recently took the time to update my pokemon glitches page. primo's description is pretty clear, but in case it helps here is a step-by-step description with screenshots. By the way, I never got around to congratulating you on your excellent Pokemon Blue speedrun. Great job and good luck if you intend to make another.
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Great! Here's what I found thanks to your suggestion: pokemonred_skipboulderbadge.vbm
Experienced Forum User, Player, Published Author (20)
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Much better than spoonshiro's in 15:19.37.
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Looks good. Great work guys.
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Congrats on making this movie, primo. The disassembling of the ROM, glitch-route planning, damage-taking planning, and aggressive luck manipulation show your dedication to this run.
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Nitrodon wrote:
Would this be a bad time to point out that the left side of 9-3 can be improved by 32 frames?
I looked around a bit on 9-3 and think I found those 32 frames... plus 16 more! Keep 'em coming.
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TheRandomPie_IV wrote:
I'm again thinking that Cinibar coast might be better.
The idea keeps coming back from time to time, such as here, here, and here. However, any thorough analysis or testing has shown that this method doesn't come close to breaking even (including when Tilus's run had the wasteful stop on Victory Road to catch an Onix). There are just not enough battles left in the game to make up for losing more than a minute to perform the coast trick, even if you take into account short cries. Now that Silph Co., Viridian Gym, and a couple rival battles will also be skipped, the deficit is even larger. One cool-looking thing about the coast trick now would be doing it on the bicycle instead of using Surf. However, this one second less combined with the time saved from not teaching Thunderbolt+Psychic is not enough to tip the balance.
Experienced Forum User, Player, Published Author (20)
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Try pushing that emerald a half-space further and see what happens. :)
Experienced Forum User, Player, Published Author (20)
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The movie file is corrupt. Even if I ignore the invalid events that nesmock reports and look at just what FCEU sees, everything after frame ~54000 is constant up+down+left. I doubt you intended to do nothing but hold those three directions for 10 straight minutes. By removing one frame from where you said it desyncs (the level-up around frame 48000) I extended the desync point out to frame ~52000: Dragon_Warrior_4_(U) adelikat resync52000.fcm. Admittedly this doesn't help much practically because there is hardly any luck manipulation up to that point. So the desync problem is real, but so are the crashes and the mysterious corruption of the movie file. Maybe these three problems are related. Perhaps you have a valid copy of the run for frames beyond ~50000 saved away somewhere? A desync 10 minutes before the end of a WIP isn't quite as big a roadblock as having those 10 minutes all deleted.
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Kyrsimys wrote:
Another thing I don't like (much for the same reasons as above) are the long parts where you play around without doing any damage to achieve a slightly glitched-out fatality. [...] My favorite parts were the Jade, Kintaro and Shao-Khan fights where you absolutely own the computer with smooth and connected moves and without any unnecessary bouncing around. Those moments really made the movie worth watching.
But Kyrsimys, there is already a movie that fights all computer opponents (except Jade, Smoke, and Noob Saibot) without unnecessary bouncing around: SNES Mortal Kombat II (USA V1.0) in 12:20.57 by M.S.M. (aka Samhain-Grim, aka VANDAL)
DarkKobold wrote:
opinion on fixed goals
You based your suggestions on a quote from the Guidelines page. However, you took this quote out of context. Read the part on fighting games and autoscrollers just two bullets above it. VANDAL, I'm glad you didn't spend too much text actually considering these two ideas (a fastest-possible run or one that crashes the game before reaching Kintaro :)
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primorial#soup wrote:
I need both Cut and Fly to perform the second Snorlax skip.
Technically, you don't need Fly to perform the second skip. It can be done with just biking and Teleport. Even so, I would expect the time saved by getting Fly early would outweigh the time spent fighting one extra trainer.
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erokky wrote:
Death Mountain Descent
Hey, this sounds like that trick SmashManiac used mid-way through his demo run from that other Zelda aLttP thread a year ago. Just thought I'd point out this connection in case anyone cares.
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Dromiceius wrote:
Star Fox allusion
Heh.
CtrlAltDestroy wrote:
Now you just have to search the rest of the code to find the line that modifies that value.
I don't think Cen is suggesting that anyone search through the whole disassembly. Regardless of whether the end result is a hoax or not, he seems to be trying to get people to follow his hints on hacking. It must be quite disappointing to have the majority of replies being complaints by people who seem rather obsessed with the game yet not willing to follow his clues. Looking at the code sample and hints, I came up with the same conclusions as KemenAran, and I can say more about the AT register. That register should not be modified by any interrupt routine. This is one requirement (of many) that makes interrupts harder to write: you cannot use pseudoinstructions. However, I also doubt any interrupt should leave V0 or V1 modified. Otherwise, you'd be able to manipulate virtually anything in the game, not just Arwing. My conclusion from reading the assembly is that it's not actually possible. Of course, I haven't tried everything that was suggested.
Cen wrote:
Why don't you open up a debugger and break on 0x803A5250, and then step through the triggered opcodes to see what exactly goes on? :)
If anyone is truly interested, I think it wouldn't be a total loss to follow through on the remaining clues (instead of whining like everyone else in that thread). AFAIK Mupen does not have an assembly debugger, so you would have to use some other emulator. Even if the secret is disappointing in the end (note that he did say semi-legitimately), you'd still get to learn something about the internals of OOT from one of its master hackers. It's not like he's asking people to do something meaningless like play Pokemon all over again to get to a shipyard and try pushing a truck.
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You should watch FractalFusion's test run: Mega Man X V1.1 (U).smv. It is also linked in the main Megaman X thread. If you watch that run I think you'll quickly understand why you need not reenter Boomer Kuwanger's stage, why it's better to play Flame Mammoth early, and how to get the hadouken after entering Armored Armadillo's stage technically only twice. It seems the route used in FractalFusion's test run is still the best known sequence for a 100% TAS. OgreSlayer was working on a potentially faster route, but it hinged on a tricky (or rather, we believe to be impossible) maneuver to get the heart tank in Sting Chameleon stage. You can read more on this 100% route planning in the main thread, which we should probably merge with this topic.
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As far as I can tell, both of you must have totally missed what I said earlier.
the cartridge is for USA/Europe so we need not worry about that kind of a version difference.
Furthermore, Thomaz you're a bit inconsistent on whether and when the first two conditions were satisfied in your tests. (referring to tests on GB)
Thomaz wrote:
I (indeed) get ding-donged in mid-air. [...] I seriously wonder what I'm doing wrong. =/
then later,
Thomaz wrote:
Just got the glitch to work on the emulator. >_< Certainly looks different. I don't get ding-donged in mid-air at all on the GB.
So which is it? I have good reason to suspect that above I've already correctedly guessed the reason your earlier tests failed.
5. I count the steps and on the 499th step, I jump over the ledge.
It should be the 500th step.
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Could you confirm the third condition, that your character can walk through walls inside [the Safari Zone entrance] before fainting? As I said, if the answer to all three is yes, at least you have managed to walk through some walls, so now we can try to figure out what exactly is making you lose that capability after fainting. Two known ways of losing walk-through-walls status (which you do not want to do) are walking through any doorway/exit and talking to a character that forces movement.
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Thomaz, I would ask you to post a vbm of your attempt, but it sounds like you're trying this on an actual GameBoy. As far as I know, the glitch is not affected by the character's name, it does work on all of red/blue/yellow, and the cartridge is for USA/Europe so we need not worry about that kind of a version difference. What has me slightly worried now is wondering whether this bug might only work in an emulator. I do not have my GameBoy with me, so I hope someone else here can quickly show there's nothing to worry about. From your detailed steps, the only thing I could imagine going wrong would be jumping the fence one step too early. Can you confirm that the 'ding-dong!' occurs when your character is in mid-air (judged by where he is relative to his shadow), he appears in mid-air in his first moment back int the Safari zone entrance before dropping to the ground, and that he can walk through walls inside that room (before fainting)? If the answer to all three of those is yes, at least you have managed to walk through some walls, then we can try to figure out what exactly is making you lose that capability after fainting. If the answer to one or all of those is no, I suspect you are jumping the fence a step too early.
Also, how exactly do you perform the Snorlax skip?
I'm pretty confident with the description I wrote up earlier in this thread. I think some possible mistakes you could make would be walking through regions such as Cerulean or Saffron to cause something other than Snorlax to disappear, or forgetting to visit Snorlax before you initiate the sequence.
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I think karterfreak has done so, as did I, but the input alone doesn't make it clear what's going on there. Throughout the acceleration there are presses of left, right, neither direction, pressing B, and releasing B for different lengths. One slight change in this sequence can significantly slow the acceleration. Watching the P-meter memory location (0x03DD) still does not make it clear what exactly is going on there. If karterfreak knows at least one place this can be utilized Mario Adventure, I think a pretty thorough understanding might be needed to pull it off let alone make it optimal. nitsuja perhaps you can list what additional memory locations should be watched when tuning this? I am quite curious as well.
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AKA you're most likely forgetting to access the attack menu. gocha, I don't see any new trick in 0xwas's movie. Maybe it is faster merely because of GB timing?
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