Posts for hectohertz


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Joined: 12/30/2013
Posts: 12
amazing work omni. do you have disassembled/annotated dump of the code on GH or anything? i'd like to take a peek my *guess* is that there's some small inaccuracy in our emulators, and that's why we can't TAS a 5.54. but who knows.
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Joined: 12/30/2013
Posts: 12
awesome stuff ringrush. looking forward to a TAS (or maybe its a LOTAD) that uses the standard MMM from RTA runs. voting yes, obvs
Experienced Forum User
Joined: 12/30/2013
Posts: 12
sonicpacker wrote:
- New movie file 4'21"30 - New YouTube encode
<3 i don't know how you guys keep squeezing frames out what are the changes in this one? even faster setup for vcutm entry? god, i rememer when sub-5 was a dream now we're almost at 4:20:XX
Experienced Forum User
Joined: 12/30/2013
Posts: 12
GoombaHeart wrote:
blahmoomoo wrote:
jlun2 wrote:
JSmith wrote:
boct1584 wrote:
Are there any videos of the old strategy for reaching Vanish Cap Under the Moat? I'd love to see how it originally looked.
Here you go.
Wait I thought that the wing cap needed like 10 stars or something. Unless they somehow got that in 4 minutes?
That video demonstrates that the moat skip is possible, so finding a faster way into VCUtM probably wasn't a priority yet. It's clear in the video that the wing cap is not a fast way in, since they indeed needed to collect 10 stars (the video skips the collection of those stars, but the HUD shows 10 stars).
I think he's referring to the "zigzag" strategy, before Tyler Kehne found a quicker route.
i too would like to see this. some other misc im interested in seeing: * encode with camerahack for PU movement * "emu-only" version without worrying about fixing camera angles or dealing with lag (faster and with cooler viewing angles :P) * pannekoek style breakdown of exactly whats happening with the PU movement, OJs, and such congrats again everyone!
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Joined: 12/30/2013
Posts: 12
congrats to the team one of the biggest accomplishments in TAS history
Experienced Forum User
Joined: 12/30/2013
Posts: 12
does anyone have playback files of crashes? i'd like to start looking for ACE stuff, and the menu crashes and the *way too many clones* crashes both sound potentially interesting
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Joined: 12/30/2013
Posts: 12
jimbo1qaz wrote:
I don't think a fixed-pattern full-memory overflow is much use except for non-record-setting "fastest crash" speedruns (you can crash the game from the wifi menu without even beginning) My previous video link is far more interesting, it's a targeted corruption instead of total crash. I don't know how it happened. See my previous observations. Can anyone help me figure out EXACTLY what's going on?. Empirical observations: BoB: If you trigger the glitch and only collect the first egg COIN, the HUD will disappear. If you then create an egg and start repeatedly sliding off the stone cannon mound, the egg will disappear but keep its shadow. Throwing the invisible egg will usually cause a game crash. I've once gotten it to not crash by throwing it right away. Once it turned invisible during throw or travel, and crashed. Sometimes, doing this causes crashing without glitched sound or memory trashing. Once I got an undefined instruction error.
do you have playback files for any of these crashes? i'd love to try and debug them and see if i can figure out why its crashing
Experienced Forum User
Joined: 12/30/2013
Posts: 12
pannenkoek2012 wrote:
Stevmay09 wrote:
So the only A press necessary to beat the game is in BitFS? Dang. That really makes me wanna see you guys find some crazy strat to bypass it.
We've been on the case for months! And of course, a lot of credit goes to Tyler, who helped reduce it from 9 A presses to 1 A press in a very short time span!
where is the last A press in BitFS?
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Joined: 12/30/2013
Posts: 12
someone has used this trick for a WR (real time): https://www.youtube.com/watch?v=LqbsGKH5mQE
Experienced Forum User
Joined: 12/30/2013
Posts: 12
woohoo new rockman1 tas. this is the game that got me into TAS. cant wait :D
Experienced Forum User
Joined: 12/30/2013
Posts: 12
Patashu wrote:
The Science of Cloning by pannenkoek2012. Cloning is deterministic and you can plan what you clone when by following some simple rules. Link to video In the comments a TAS/RTA application is suggested - cloning the 8 red coins star (so you don't have to walk over to where it is, you can just release it and get it)
wow this is a great video. a really clear explanation. use-after-free vulns are the best :P i wonder if there's any way to get more generic memory corruption from this? the fact that the game crashes when there's >240 objects looks promising
Post subject: new 0-star strat?
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Joined: 12/30/2013
Posts: 12
i was just wandering around twitch and i found this: http://www.twitch.tv/simpleflips/c/1961329 (he screws up the lakitu skip, but then he gets through the top key door without the key) is this fake? and if not, what the hell is going on