Posts for kaizoman666


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Carl Sagan wrote:
To be fair, it doesn't sound like Bobo was saying a 100% should simply have more content than even an any% with no glitches. He was saying it should have as much content as possible. I agree with seeing as much of the game as possible, rather than orbs farmed over and over (there are only a few reasonable levels to get them in, I believe...) though the small-only run certainly does deliver a lot of this so I would be happy either way. The route for a full-glitch run would surely be interesting as well.
Well, we're planning on minimalizing the Chuck glitch to only what lies ahead (aka no backtracking of any kind for it). Mostly what we want to know about is the stun glitch or the Yoshi Wing glitch, which few of you seem to be discussing (possibly due to the small number of levels either glitch is used in, but...). It'd really help to get a firm answer on these as they're usable right from the beginning of the run.
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As much as I love Eversion, I have to agree that doing a bad ending TAS is not the best choice. The floating glitch was somewhat interesting, but not aiming for the good ending really ruins a lot of the magic of the game, especially since you don't get to see the true final level. Also, mklip2001, everting causes certain objects to become solid, others to become non-soild, and some to become hurtful, blocks to become breakable (either from hitting them below or even just standing on them), and those hands to pop out of the ground. There's a lot of interesting changes that make it a nice puzzle game, though this TAS doesn't show that aspect very well.
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Well, with that idea, then why can't our run be this "glitched" run? Though I doubt a new category would be made anyway, since it'd be redundant. If you want a "glitchless" 100% run, just watch Fabian's. But I'm almost certain few TASers would want to beat Fabian's run without all these new glitches due to how similar it'd be, so there wouldn't be much of a point to watching it.
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In my opinion, restricting early level ending would greatly hamper the entertainment of the run, since the majority of the run would end up just being flying over the levels and doing hardly anything interesting. I personally prefer allowing early exits, like YW, stun glitch, or the chuck glitch (without backtracking for it, that is). It would only cut short about 15 levels or so, so it'd be a nice little spice to the run.
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AngerFist wrote:
After watching Mister's video, I say definitely exclude this stun glitch. Takes the entertainment and whatnot away from the run.
The stun glitch is only usable in a limited few levels, since there's only a few sprites you can string together to stun either a Pokey or Blue Koopa (for normal exits) or Dino Rhino (for secret exits). Although you can string together multiple stuns, there's a limit due to the fact that the first sprite Yoshi eats when doing the glitch becomes permanent.
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Catastrophe wrote:
type 3 glitches: manipulating not memory, but the execution of the game. Now you're basically reprogramming the game. Has any other run done this before this one?
No run has done that one, since you can not manipulate ROM in any way, shape, or form (unless you count this glitch, since it causes the game to read RAM as ROM, but that is still manipulating memory).
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Bobo the King wrote:
http://tasvideos.org/2873S.html
Hm, this needs 34 more.
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marzojr wrote:
By this description, it sounds more like a stack buffer overrun (resulting in "arbitrary" code execution) than it does generic RAM corruption.
Not really, to my knowledge. Although the glitch messes with the stack to cause the wrong jump, it does not overflow it.
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birkhalter wrote:
I feel that this SMW run bears a striking resemblance to GB SML2:6GC
SML2:6GC isn't the best example to bring up, due to it obsoleting the previous run that wasn't labeled "glitched", because the previous run abused a glitch that was part of the "glitched" run, and so the two runs were considered too similar to be separated. Doesn't mean a non-glitched run can't be submitted, it just can't use the glitch. It'd be like if you used the walk-through-walls glitch to TAS ALTTP without skipping to the credits, and still tried to submit it as a non-glitched run.
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Derakon wrote:
Doesn't the run that gets a goal sphere to clear Izzy's castle also use RAM corruption? What about the glitch to get a set of Yoshi wings to skip part of YI3?
No, not even closely in the same way that this run does. The goal sphere involves eating the Chuck with Yoshi, and the Chuck has a byte that tells the game to give Mario a goal sphere when eaten (even if it wasn't meant to be read). This byte was always in the ROM, and we did nothing to make the game read it. The only glitch we really did was make the Chuck eatable using an overload of the game's sprites. However, in this glitch, the game is jumping to the RAM and reading it like it would ROM. By then manipulating the RAM, the glitch manages to store the right value to to $0100. This is what you would call RAM corruption, as the game was never meant to read RAM as a ROM code. EDIT: Except for one particular case at $7F8000, which was just pointed out to me.
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ALAKTORN wrote:
if it was a proper ending like say, Pokémon Yellow, I would’ve liked it more
There is no way to get a "proper" ending, as there is no loading value included with $0100 to load the true credits (with all the developer names) of the game. The closest you can get is the Yoshi's House scene, which wouldn't be a "proper" ending anyway since it doesn't have the "proper" music. In other words, there'd be no major difference between this run and a run going to the Yoshi's House scene that would justify changing it. Also, as for my personal opinion, I prefer THE END, since it's more like the game just gives up trying.
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feos wrote:
http://tasvideos.org/forum/viewtopic.php?t=11430
I think he's referring to the distribution of ROMs law, not SOPA. Which has also been well known for a long time, and the site has presumably put up measures to prevent it.
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jimsfriend wrote:
If you look at a save file after an 11 exit run, you will see it says you've only completed 7 exits. Does that mean they didn't finish the game?
The game does not save after Bowser, so the game would return to where the game last saved (which in the case of an 11-exit run, is back in Donut Secret House).
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hegyak wrote:
Voting no since this run: http://tasvideos.org/forum/viewtopic.php?t=12215 is faster and MUCH better at demonstrating how TAS differs from a "normal" speed run. I did enjoy this run. I saw the WIP on the forum. It was quite interesting to see the first castle skipped in such a fancy way. But, the new run, glitches the game so much that the game gives up and says, "The End."
I'm not sure if you realize that that run is aiming towards a completely different category.
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Zowayix wrote:
Can someone tell me why the glitch isn't possible in YI2? I've followed the main SMW thread for a long time and I still can make absolutely no sense out of this glitch (although I can easily understand the goal sphere and goal tape glitches in the other run).
Well, as mentioned, you need a cape from powerup incrementation (only possible in YI3), but you also still need to be on one of the revolving platforms when you spit out the null sprite to bring up the credits. We can't start the glitch in YI2 with the P-switch and finish it in YI3 or anything either, since the RNG does not carry over between levels (it resets upon level exit).
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Nice job on this! Excellent to see a new SMW category being made, and hopefully it won't get merged with the any%. Like someone wants.
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This run and the glitched run use two entirely different strategies. I see no reason they shouldn't go in a separate category. Same goes for the Kirby run. Also, your post on that run's discussion was kind of rude. On another note, why do you think not splitting this and the glitched run into two categories won't generate competition? If they're not split, you'll never see another any% using the strategy all the way to Bowser, and the glitched run would hardly be changed at all due to how weird it is to set up. Combining this and the glitched category would remove nearly all competition from SMW's non-100% runs.
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Glitcher wrote:
You're just proving my point. That SML2 run isn't in a new category, it's the only SML2 run that's been published!
Excuse me? It doesn't mean there can't be two categories. (points at here and here)
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Billy wrote:
That's ridiculous. I think that no matter what, TASes should aim for the absolute fastest time and entertainment if POSSIBLE! Although, I thought it meant that you do whatever you want while waiting for a certain thing to happen.
Well, here on TASVideos, entertainment is actually a bit more preferred over speed, due to the fact that a video could be very boring to watch even if it is the fastest possible.
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Its simply when a trick that saves time is not used for the sake of entertainment for the viewer, either because its annoying, or is too repetitive. A good example of this is that in the Pokemon Gotta Catch Them All run, having HP in the red will stop Pokemon battle cries from happening (making attacks go faster), however the beeping noise the low HP causes would be extremely annoying, so it's not used.
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Heck yeah. Hope you guys enjoy, and merry Christmas! Also, sub-10 minutes!
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Link to video World 5's done as well, only two worlds left![/video]
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dunnius wrote:
I think getting the full credits would be preferred if it is possible. (that other video started from "Thank You")
Nope, its not possible. The base of the glitch lies in $0100, the game mode. According to this chart, there is a fade for Yoshi's House (1C), a fade for the enemy list (20), and a fade for the end (26). However, there is no fade nor load for the credits themselves. This is because that is part of Bowser's code, and can not be easily accessed without him. So yeah, the most of the credits you can get is from the Yoshis. Personally, I find going straight to the end more entertaining because it provides an even bigger "broken" feel. I suppose a bonus game Yoshi's House is pretty crazy too, but skipping the whole thing would leave a lasting impression on the viewer.
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