Posts for klmz


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rhebus wrote:
Why don't you freeze in place for 60 frames when levelling up on the Erinys that you get Ronginus' Spear from? Is it something to do with levelling up and triggering the screen transition at the same time?
Yes, please read the description carefully.
rhebus wrote:
Is it possible to use the same glitch to kill the delay from grabbing souls?
It doesn't seem to be skippable.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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Just for watching some old movies, I released a new v20.1 with a major desync problem fixed. Download link: Executable zip: http://code.google.com/p/vba-rerecording/downloads/detail?name=VBA%201.7.2%20v20.1.zip Source zip (in case you want to compile it for Win98...): http://code.google.com/p/vba-rerecording/downloads/detail?name=vba%201.7.2%20v20.1-src.zip
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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GGG wrote:
I have a question, is could do so in MAXIM mode but without glitches?
There is a published Maxim movie using only two major glitches, multiple-hit and doorway-warp. It might be close to what you are looking for.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Post subject: Re: Two castles!?
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JXQ wrote:
Hi klmz, nice run here, although it's a bit strange. These out-of-bounds ones usually are, though. Does anyone know if there is an explanation somewhere of the specifics of luck manipulation in this game for getting souls and drops? I think it'd be an interesting read.
Hi JXQ. Nice to hear from you. I think what rhebus posted was pretty much all one needs to manipulate drops. I'd like to wrote some more about it sometime, but I have got to move onto other projects. :p
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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Could the desync be due to different ROMs e.g. [hIR00] vs [!]? Would you mind auditing the ROM used in this run?
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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FractalFusion wrote:
Good job, sparky! There are a lot of amazing glitches. I think this run will be given a star.
Indeed good job. But I realize that there could only be one star for this game, and I prefer seeing the star getting assigned to parrot14green's new 100 CDs run. Nonetheless, these runs will belong to my favourites!
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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Is there any plan for a new "100 CDs" run? I had one but cancelled it.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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This thread once again reminded me of those old hoaxing "space-/bio-/nano-tech not-so-far-future life".
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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This is nothing new. I've seen such "screenless 3D motions" used in cloth ads etc. since years ago.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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MthS wrote:
(you can NOT have less than 500 pts)
I guess you can have as low as 300 pts with gameover and continue.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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I remember this game, too. But I can't be the one who TASes it, can I?
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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The last Field Training mission can be done even faster: http://dehacked.2y.net/microstorage.php/info/1705745498/advancewars-newfogofwar-test.vbm I only modified the strategy in Day 4. The rest remains the same as sgrunt's first WIP.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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What about splitting the Movies-Hacks page into several pages, such as Movies-Hacks (hacked games only), Movies-Unreleased (unreleased games), Movies-Demos (very specific concept/demonstration), Movies-Impure (starts from savestate or SRAM) and so on? However, a movie could fall into more than one such category. So, it might be a good idea to allow publications in more than one movie category (including their console/platform categories).
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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I think abusing the glitch prevents this movie from looking too similar to the published Advance Wars 2 movie.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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It was the VBA Rerecording v23 series that took over my spare time for TASing.... We'll see.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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In theory, you may just post it here for a judge or admin to see and decide whther to replace the submission file with it, but I'd think it's better to edit the submission description text to include such info so that it couldn't be missed easily.
Note: When writing something that affects the processing of this movie, please edit the submission instead of posting at the forum.
Anyway, I saw this. EDIT: Done.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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This movie can be made synching on v23 by zeroing Frames 30112-30135 (inclusive), which contain button sequences that would trigger a reset on the final release of v23 but not on older versions. However, it's up to the author.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Post subject: VBA Rerecording SVN r277
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Since I am not to do the "official" release work, I'll just throw it threre: http://code.google.com/p/vba-rerecording/downloads/list Changes: * Fixed "In Game" text option. Now it is no longer delayed. * Input display is now updated after loading a savestate. * Fixed RAM Watch/Search button update. * Fixed the bug that RAM Search was reset when a movie was played. * Fixed recording joypad input from Lua. * Improved recent ROM list. * Frame Advance is disabled if no game is emulated. There might be a few other changes upcoming before v23.2 or v23a.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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Randil wrote:
I have noticed a bug with the joypad.set() lua function: the input recorded by this function is not actually recorded into the movie file. Consider the following script, which presses down for 50 frames from when the script starts running:
Language: lua

k=0 while k<50 do key1={} key1.down=1 joypad.set(1,key1) k=k+1 vba.frameadvance() end
Let's run the script while recording a movie. While the script is running, you can see in the input display that the buttons are indeed pressed. But when you replay the movie, on the frames where these buttons should have been pressed, there is empty input.
In fact, only user and auto-fire/hold input can be recorded right now. Sorry for breaking that. It would be fixed in the upcoming release.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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Since the new release of VBA-rr is scheduled to get in Dream Team Contest 3, the experimental WIP (now Beta, to some degree) versions have to be tested more widely. And here is the most important change to be tested - the movie recording: What's new with VBM so far: 1) A byte in header used as the minor/revision number of VBM format. 2) The formerly unused bit of input data now becomes the new timing'ed reset. The old timing'ed reset bit now is left there for compatibility. 3) The first frame, a.k.a. Frame 0, was formerly skipped and left blank by older VBAs when recording. Now it's used to record input as other frames are. As a result, the movie length now takes it into account, but the frame count value stored in the header remains the same as before to get around with some old buggy movie tools. See also the VBM wiki page. What's changed with input timing: 1) There used to be one frame of extra delay before button input was read by the game. For example, with VBA v22, if you input A at Frame 300, the game wouldn't respond to it until Frame 302. Now the delay has been removed, which means that movie input would be offset by one frame. However, with recovering the use of Frame 0, the input stream has got offset back to the original place. 2) Movies recorded from savestates with older VBAs might be affected with the timing change, because if their replaying rely on their initial button input states, i.e. their starting savestates were taken right at frames with button input made, those input states now will be overrided with their blank Frames 0. These can usually be fixed by readding their initial button input back to their Frames 0. 3) The reset signal had no extra delay at first. Neither has it at present. Therefore, they would be offset under the new timing. To work around this, the new reset has been introduced, which is typically to be emitted right one frame earlier than the old counterpart. For even better compatibilites, the old reset is still emitted at the original place in new movies. Note that new movies with the new reset at the end won't automatically get the old reset appended to it as it is truncated before that can happen. That can be done by manually prolonging the movie for the old reset to get in, though. 4) An embeded conversion tool is provided to help solve the problems described in 2) and 3). Note: it was possible to hex-edit Frame 0 to contain the old reset in old VBMs. In that case, there's no way to precisely convert such movies to new ones. What's the matter with the input glitch in GBx games: 1) The old implementation of GBx input clears all button states when a frame ends, due to some timer problem according to the comment in the code. With that hack, some games that don't have "typical" input reading would behave differently from the user might expect. The warp glitch in The Smurfs is a good example. 2) The timer problem described in the comment in the code should be investigated, though. Other high priorities: Application stability, Lua support, video recording. EDIT: Added signature.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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Bag of Magic Food wrote:
Well, if the damage-taking stuff starts to seem too complicated, you could do what I always do for MegaMan games and make a cost/benefit table. In this case what this means is that you need to label all the troublesome enemies in a meaningful way, find the fastest way to get past them without taking damage, then compare the frame count to just running straight through the enemy and note down the difference in times for that enemy. Then also do frame count comparisons for going out of your way to collect each heart that happens to be near the main path. Make sure to find a way to note which hearts can be collected before which enemies you encounter. And of course note whenever you actually want to kill off Robin, because that would involve lowering your hearts enough by that point, and collecting a fifth heart would be one way to work toward that while gaining the option to kill yourself again. Otherwise, just subtract frames lost to collecting hearts from frames gained due to sacrificing them and see what the best combinations are, remembering you can't go over 4 hearts. Um... good luck?
Yes. I might make such a table. However, since I haven't got much time for TASing, not much progress has been made. And I don't expect this run to be finished in a month or so (because some other WIPs have higher priorities). Note: It might be better if I used the closed gate (labelled 27 on the detailed map) to jump through the floor and then return to the room beneath to get the treasure behind Key 25. Test-worthy. Anyhow, if anyone else feel like taking over my WIP or making a new run of Super Robin Hood, feel free to contact me. And I can provide some additional help. EDIT: You can jump into the wall to the left of the ladder, right after you jump through the first wall behind Key 25, but the guardian head in the corner will hold you inside the wall.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Post subject: Re: VisualBoy Advance + Visual Studio?
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See if you can get either svn revision 220 or 232 to work on your laptop: http://code.google.com/p/vba-rerecording/
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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There were some old hacks from the original VBA that made the emulator recognize fastforward, screen snapshot and Gameshark toggle as GBA button input. It is possible to recognize some more emulator commands like load/save states as button input, too. But hacking is not a good way. There should be other applications that can do what JoyToKey does. Test your luck with google.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Post subject: Re: Voting "no" as a form of protest
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mz wrote:
Replace it if 25-second improvements sexually arouse you, but don't hide new games from "Latest Publications" with this stuff. That's why I don't want these movies published everyday, not because I want to vandalize the thread of your favorite TAS.
Would it be okay for you if "Latest Publications" is splitted into two lists, "New Games" on top and "Obsoletions/Updates" on bottom?
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do