Posts for klmz


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DrD2k9 wrote:
I think this is one of those games that you have to understand play from a casual perspective to fully appreciate the TAS. Unfortunately I've never played it casually and thus find it only mediocre entertainment. It is obviously superhuman, and the submission notes helped with understanding some of the actions. But this knowledge just didn't add enough for me to give this more than a 'meh' vote.
I planned to embed comments in the movie file in order to help understanding as well as mock some ACG tropes, but it turned out that I am really bad at lengthy English writing. Hence I cancelled the plan.
<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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link_7777 wrote:
I think I loaded this up at one point and it seemed like it would be fun if you knew what was going on. The TAS was fun to watch though. Well done
I might complete writing the stage by stage comments soon.
<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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ThunderAxe31 wrote:
It looks to me that this game does increase difficulty after the first loop. From maze 10 onwards, the game will hatch 3 Monsta eggs at the same time, then two and then three. The game will repeat endlessly the same difficulty setting used for the second loop (mazes 10-18). klmz, do you comfirm this? Do you have more info?
As goldenband said. The NES port of the game lacks the ending that was present on other platforms probably due to size limitation or something.
mtvf1 wrote:
As I know: [3101] NES Mappy by Spikestuff in 06:03.09 [2127] NES Front Line by illayaya in 02:38.97
The speed of hatching of the Monstas in Maze 9 is already maximized AFAIK. Regardless of the missing ending during the porting, [3101] NES Mappy by Spikestuff in 06:03.09 and [2963] NES Ice Climber "2 players" by Alyosha in 18:26.39 would be similar in that the difficulty is maximized before the first loop ends (correct me if I am wrong about this), but in [2127] NES Front Line by illayaya in 02:38.97 it isn't.
<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 am feeling lucky that I decided to use "Mode B" instead of "Mode A" as [3404] NES Circus Charlie by TheRealThingy & Randil in 03:23.51 did just last year.
<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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Memory wrote:
Why just level 8? While previous levels are similar, they're not identical from my testing.
While the configuration of the pots are different among the 8 levels, other things such as the terrain and enemies are just the same. Such simple reconfigurations is a typical way to create difficulty levels in video games back in those days. Anyways it can be very easily resolved upon the fact that, in this game the goal is to rescue the princess ("アラビアンは、無事レイアを救い出すことができるのであろうか!?"), which is just done on the last stage and can be regarded as reaching the ending.
<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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jlun2 wrote:
Very nice. How was the luck manipulated, and what addresses were responsible?
Luck, or randomness is determined by the timer at 0x0031 right after you start the game at the copyright screen. Jason's starting locations cycles through 4 predefined spots on the map, 2 of which are identical. Counselors's starting locations seem to be cycling through the whole set of all 256 possiblilities resulted from the timer.
<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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Dacicus wrote:
What programming errors did you abuse?
    # The ability to wrap around the screen by jumping seems to be a glitch. # The ziping climb technique seems to be glitch. # That the hero zips through a monster as shown in the later part of Stage 3, although it isn't necessary.
xxNKxx wrote:
Sorry I didn't know this game, and I have a question. Why you must run around for avoid monsters. Is not kill them will help faster?
All of the monsters in the run are manipulated to get out of my way. The route is optimal on every stage. If you are questioning about the beginning part of Stage 3, then yes, going left instead of right could let the hero get on the magic carpets. But that wouldn't save any time in the end because the hero would then have to wait extra time for the magic carpets after collecting the pot on the bottom of the stage till the same frame as in the current run. There are four ways to get rid of those standard monsters (a hidden hostile pot-genie with ranged attacks will pop up if you spend too much time on a stage) in the game:
    # To kick them. One Kick will send them out of the screen. # To let them walk out of the screen by themselves. # To let them land on a magic carpet and get carried out. # To let two of them randomly fuse into one big monster (can only occur when they overlap each other for some time) that throws itself at you, only to miss the target and flies all the way out.
In general, it takes time to kick monsters or avoid a fused one.
<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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mklip2001 wrote:
Wow, crazy improvement! I'm not sure what led to all your new submissions, klmz, but this is probably one of the most impressive. It looks like you found new quicker zip techniques to skip even more of the stages.
Yeah I found several new zip techniques. I'll try to explain them in updated descriptions. However, these are complicated and best to be viewed accroding to the exact input in the TAS.
McBobX wrote:
We need an All Stages or Warpless run now to show off more of the game. I got inspired to TAS this game. Voting yes for this good run.
All stages can't be done in a single run as some stages conflict with some others. A "maximum stages warpless" might be feasible. For now you can take a look at the descriptions of the previous submissions as well as some FAQs floating on the net for informations about how stages are selected behind the scene and which stages are better to be presented if you are interested in making such a TAS.
<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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HappyLee wrote:
Congratulations on Submission #6000. And NES TASer of the Year?
Thank you. There have to be some more entertaining NES TASes than this is for that.
<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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dave_dfwm wrote:
But it was so close to being even funnier.... is it at all possible to do a run that ONLY fights Jason outside?
Yes, but that would be slower. I'll update the description to explain that. EDIT: OK, explained.
<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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Ferret Warlord wrote:
So, uh, what's going on here? Have you secretly made a butt ton of speedruns and are submitting them all at once, or have you secured permission from the Japanese hobbyists to submit them here?
Yeah, I made several dozens of runs secretly.
<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 have been iterating the improvement since I keep finding new minor tricks to apply here and there. Most have been done , but I have yet to test if some parts are still improvable.
<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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Aran Jaeger wrote:
Even if you don't know or don't want it to mean that, this is what it effectively means. Feel free to look around and use the Article Index page link ( http://tasvideos.org/ArticleIndex.html ) to find information on what you want to know or what you need.
FYI the source page is: Wiki: SystemSubmissionVotingHelp. The page only explains how the voting data are being used to calculate a "support" score, whose purpose hasn't earned consensus among the staff members. It doesn't explain what every voting option is intended for. It won't help with the fact that the term "Meh" means "I don't care" in daily language contradicts the usage for a "Mediocre" option, and I am pretty sure that there have been existing "Meh" votes used according to their literal meaning. Nonetheless, the method to gather "quick" feedbacks on submissions is never set in stone and some of us are talking about changing it, again, even right now.
<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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pirate_sephiroth wrote:
So if you don't like Iphones, you can buy one and smash it with a hammer. That's a valid form of boycotting, according to your logic.
That is different. As soon as one buys an Iphone, the activity of the deal is done, and smashing the bought Iphone can't revert that. In the case of the polling here, nothing about the entertaiment aspect of the submission can be conclude from a "Meh" vote. The practical benefit in providing a "Meh" option in the polling is, in my opinion, to reduce the chance that some "too-lazy" people who want to demonstrate their willing for boycott may just misuse the meaningful options (most likely "No") for that. Unfortunately people seem to be misusing it as "Mediocre".
<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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pirate_sephiroth wrote:
nope. the definition of boycot is "to refuse to buy a product or take part in an activity as a way of expressing strong disapproval" So if one wants to boycott a submission they would just comment without voting or simply ignore the thread completely.
"Meh" is not a logically sensible answer to the question "Did you find this movie entertaining?". By voting "Meh" the voter still abstains from the poll, just ironically using the same facility as the participants use.
<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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Kung Knut wrote:
For the record, my vote was "meh". ... And then it came, was watched with really high expectations, but did not quite live up to them.
It appears to me that you, maybe pirate_sephiroth and some others mistook what the "Meh" option is intended for in such a poll, which is, as I interpret, to allow voters to boycott the poll itself in a quick way, rather than to abbreviate the word "Mediocre". That is why the option is not put between "Yes" and "No", but on the last row. Perhaps we should change "Meh" to some clearer text like "I don't care" and provide a "Mediocre" option if we really desire 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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The name of this game should be something like "Ū.fouR.ia: THE SAGA" (sorry I couldn't find the proper separators), "U-four-ia: The Saga", or at least "Ufouria: The Saga". That is to say, the subtitle shouldn't be omitted anyways.
<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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Komrade wrote:
[2:44 PM] Burb: I saw a video made by producks linked in jay_cee's chat last week. But, I believe it to be a fake video made to look like a credits warp by video editing. Because after he died in the water he waited for the sound to go completely silent. Then after pressing start to continue the credits appeared. [2:46 PM] Burb: and reason 2 why I think it's fake is he also made a fake cv2 fds credits warp video linked later the same day. Said he found a credits warp. By doing the day/night transition glitch on his last life, then spawning inside of the blocks where you start. He jumped to the very top left corner of the town and jumped left . Then suddenly credits. Which makes no sense because jumping left even from the top part of the map would still just take you to the lizard screen.. [2:50 PM] Burb: And when I did the same thing with the transition glitch I didn't spawn inside of the blocks. Spawned on the ground like normal. (but it was still daytime even though it was past 6 pm in the game (so gained an extra 12 hours of daytime)) [2:51 PM] Burb: he removed the cv2 video shortly after. might have done the same about the cv1 video. I no longer have the link and it does not show up in my youtube history. (not sure if that is normal for unlisted videos though - if not then he removed it)
This reminds me of the myth of the Deborah Warp in Castlevania II.
<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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Mothrayas wrote:
This was addressed in my reply to FatRatKnight in this post:
Oh I somehow happened to skip later posts in this thread... Thank you for clarifications. BTW, Wiki: MovieRules should be updated regarding all these questions.
<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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EDIT: Disambiguated.
MovieRules wrote:
Cheats, debugging codes, and arcade continues are not allowed This includes any input sequences such as the Konami Code, as well as immediately accessible hidden menus. Note that, if the button sequence is mentioned in the manual as a normal means of playing, such as level restart shortcuts in the Legend of Zelda or Metroid, it is usually allowed.
What about:
    * Debug features that are not immediately accessible? An example is the whole debug menu in Castlevania: Aria of Sorrow, which is normally inaccessible but can still be accessed with memory corruption glitches. * The bytes of the cheating/debugging code that are not executed as intended e.g. read out-of-range and (mis-)interpreted as data instead of machine code? No concrete examples yet but in theory possible.
I suppose the answers are "fobidden" to the first question and "allowed" to the second.
Mothrayas wrote:
Requiring a TASer to "see" or "acquire" a password before allowing it comes with a lot of its own issues. How do you determine when a password is "seen"? Must it be visible on screen, or be somewhere in memory? If it must be on screen, how do you determine when it is sufficiently visible on screen when e.g. the password screen fades in from black? What if in-game graphics are glitched or parts of the password are (yet) obscured? In the end, there is not really a sane and consistent way to define visibility of a password. It also contradicts many other concepts of TASing, like the idea that the user is prescient and can predict future events before seeing them, or could just know or engineer the password before seeing it. And obviously, without a requirement to "see" or "acquire" it, it would just be plain password usage, which most definitely is against the rules.
I think there is a situation where a password can be considered clearly "acquired for usage": if the game has automatically inputted the "last acquired" password for the player, and the player just needs to confirm to use it. Therefore by the time the player confirms to use it, the password must have been undoubtedly acquired from the game itself, otherwise the usage should fail. Anyways such "only confirm to use" cases could be justified since the player doesn't even need to know the content of the password to use 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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FatRatKnight wrote:
I'd claim a rather recent and rather similar case happened not too long ago: [2833] SNES Brandish by FatRatKnight in 38:42.41 [3657] SNES Brandish "map glitch" by Osse101 in 11:12.19 The fact my run got obsoleted probably helped me recall this case. In essence, in this JPN submission, very little is seen of each stage, and its challenges are bypassed entirely. The old USA run, which has no access to the glitch, is in question to obsolete. In the Brandish case, the JPN run sees very little of each floor, and most of their challenges are bypassed entirely. My USA run, which has no access to the glitch, is obsoleted. The only real difference to this parallel are the different games, I'm attempting to tie the floor of one game to the stage of another, and the fact the JPN Brandish TAS still has to deal with the final boss normally. The parallel is scary-similar to me. Brandish did not get much of a publicity, but this run did. Of course, my Brandish TAS had a rather poor rating, so having it published alongside the glitched run made it less advisable. The currently published TAS of this game has a rather poor rating. If the example with Brandish and Street Fighter 2010 differs, I will have questions, as the two cases look extremely similar to me.
And we just have got this: [1696] GBC Survival Kids by klmz in 05:37.50 #5924: MUGG's GBC Survival Kids "game end glitch" in 02:45.70 The fact my run is getting obsoleted probably helped me recall this case.
klmz wrote:
In the Survival Kids case, the JPN run sees very little of gameplay, and most of their the challenges are bypassed entirely. My USA run, which has no access to the game end glitch, is getting obsoleted.
<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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Kles wrote:
Noticed this in the description:
By getting the victory in the Walrus fight during fading out to the Game Over screen, the "game stage counter" will be set to 0x59 first, which means Game Over, then erroneously increased by 1 to become 0x60
Incrementing 0x59 would give you 0x5A. I don't know if that's what you meant, but the way it is right now is wrong unless I'm missing something.
Nice catch! The values are actually decimal and the "0x" prefixes shouldn't be there. EDIT: Description corrected. Thanks!
<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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DrD2k9 wrote:
The other option is to eliminate using the word 'warp' in relation to glitches altogether. ... Essentially, the ambiguity of 'warp glitch' would be eliminated.
This works for me.
<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 a "warp glitch" by feos's definition ("to skip very far ahead") not a "major skip glitch"? "Very far" can be in either space or timeline. I am under the impression that we are all comfortable to call any form of "unintended skip" a "skip glitch", but at least for myself not comfortable to call such a skip like "damage-boosted to a higher place" a "warp glitch". If we agree that is a problem, then I think we can use "major skip glitch" to indicate "biggy unintended skips" that aren't specialized as "game end glitch" or so.
<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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ruadath wrote:
Post as a WIP then?
Maybe it will hit the submission queue directly.
<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