Posts for klmz


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feos wrote:
By definition, it's a major skip setup/trick, because it cuts away most of the time of the fastest run without it. Another way to put it is that it improves a run by an order of magnitude. And it's NOT an intended setup/trick, therefore it's called a glitch. So judging by that, there's no way for a run with some sort of Major skip glitch to be slower than the fastest run without it. Because it sounds like a paradox and doesn't make sense to me. However, one can come up with a different type of a major skip glitch that would be faster than the known version of it. If the "game end glitch" run skips the the ending from level 3, and the newly found warp glitch skips from level 1 to the last boss, it'd likely be faster. There's also SRAM glitch, which can do anything, even what the above 2 glitches do, but it is only available if you corrupt SRAM. Finally, there are other types of major skip glitches, that can't be generalized by the 3 terms I mentioned, and we invent new names for them: "box glitch", "stairs glitch", "X-Ray glitch", etc.
A "game end glitch" run could be slower than a run without any major skips if the "game end glitch" itself takes too much time to setup/execute, and then the TASer still has to make input for the ending dialog/scene. I haven't got an example of this in hand but it could happen if:
    The glitch requires certain items/abilities etc. that takes a long time to obtain, or can only be executed in a stage on a long branch of possible routes late in the game. The glitch is abusing slow buffer overflows over a very large memory range, worse if requiring multiple passes.
<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 used external hex/text editors (including TME) most and VBA-rr's built-ins for my good old GBA runs, but I once used TASEditor and TASStudio (for testing) so I have to honestly vote for "I use them sometimes"....
Mothrayas wrote:
I've tried TAStudio out a few times, and never could really get into it. Due to the way it's set up, it's too intrusive into the process to really allow a smooth transition from one method to the other - you're effectively forced to stick with one or the other (I've heard lsnes' movie editor is more of a middle ground, but I rarely use lsnes so that's not seeing use for me either). So, I'm sticking with what I'm most used to (and which I prefer anyway), the traditional method.
TASEditor and TAStudio interfere with (or just to say, intercept) the traditional input method. That's exactly why I don't like using them, and why I added the "most traditional" movie-modifying features in VBA-rr (unfortunately the features have been very obscure and least known since 2012).
<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 consider TASuperplay to include: * TASpeedrun: To beat the game as fast as possible. * TAPlay(-around): To be playful. (It might be arguable whether it has to beat the game, but I consider most April Fools TASes to be candidates for this even though they usually fail to entertain the audience.) * TADemo(-nstration): To demonstrate what can be done, often things hard to imagine, even better if used to be considered impossible (eg. Warpless Walkathon of SMB1). While TASpeedrun and TASPlay often conflicts to each other as the input time is so constrained in TASpeedrun, in theory they can coexist in one run if there are enough rooms for playaround. Nothing prevents TADemo to be a TASpeedrun or TAPlay as well if the input time allows too. So why not keep them as tags instead of partition tiers? This is just how I see the categorizations (should) work. It doesn't mean that we should accept all ACE runs or even April Fools runs. We have specific criteria for that acceptance/rejection matter (the Vault/Moon/Star/Gruefood Tiers, which need their own improvements/expansions if we want to accept "pure" non-speed-oriented TASPlay/TASDemo runs).
<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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My time have been absorbed by many NES WIPs and currently zero for this game... Good luck.
<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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Actually I have completed the run since last month, but I am still improving it every half a week...
<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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MUGG wrote:
@klmz: That's a pleasant surprise. 2 frames? If you can't get it to work it's really negligible. Will you submit it?
I improved 3 parts (Airport, the sucides, and the Walrus fight) in the run. I might submit it soon. EDIT: BTW, is my run actually "game end glitch" instead of "warped any%"?
<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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Fortranm wrote:
Link to video I just found out Koh1fds uploaded this video back in 2014. Killing Dracula with holy water turns out to be 115 frames faster. I'm using zggzdydp's run from March 26 so the new route in Mansion 4 is not implemented. It probably can be easily edited into the new run since the final boss battle seems to be RNG independent. Edit: Saved another 66 frames. The exact location of Dracula doesn't matter after all. You just need to make sure the holy water hits the ground at the right time. http://tasvideos.org/userfiles/info/38276594254582976
Really? According to my old tests, the holy water could be used on Dracula when he starts circling in the room, but waiting for that takes longer than just to beat him up before that. Did I do it wrong o.O?
<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 we accept a "game end glitch" TASpeedrun that is longer (reads: slower) than a "warped any%" run that doesn't use it? EDIT: Good generalization FatRatKnight.
<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: What is the "game end glitch" movie branch? For Vault/Moon?
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How is it differen't from warped "any%"? And is this branch for Vault or Moon?
<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'm wondering too.
<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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Good new time-savers! I considered using the shotgun but it lagged too much, which was too hard to optimize on FCEU that has never got a lag counter.
<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-rr bug fixes for the cheat-related vulnerabilities
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Thanks to the bad network this took me half a day but I made it. Downloads: https://github.com/TASVideos/vba-rerecording/releases
<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 really great an improvement to my surprise!
<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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McBobX wrote:
Wow klmz, it has been a very long time since you have submitted a TAS (from 2011 I think). Nice to see skilled players come back after a long time to show there skills again. Nice run klmz. Yes vote. Edit: I forgot about Castlevania AoS All Souls run, you were a co-author. All souls run was fantastic btw.
Thank you! It's nice to see you around too.
fcxiaopengyou wrote:
Link to video
Thank you for the online encode.
<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 isn't technically a bug, but the "Your submission is complete" message bar stuck to the submission page looks too broad/tall.
<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:
EDIT: Well, I shaved another frame off my run, brining me like .02 seconds below him... On stream I actually developed a good number of new tricks the other day, but couldn't get things to work out... I think my best course of action is probably going to be trying to reproduce the guy's run on snes9x to figure out exactly where his actual improvements are and what is just less lag. He's not starting from clear SRAM, which saves him like 5 frames at power on.
Timing of this game seems different on each of Snes9x, lsnes and Bizhawk.
<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:
Do you know if the room locations are determined at game select or if they are generated after that?
Persistent things like that are determined at game start (at main menu).
<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 FBA Shuffle still being updated?
<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: I don't think other Ends with be received well here. They will be enjoyed on Nico anyways though.
ruadath wrote:
I might be interested in working on the "S Ending" soon enough if this is well received. I assume the other categories aren't interesting enough to warrant separate runs?
I have been working on the "S Ending" TAS and will finish it whether people like this or not. Feel free to start a *cough* frame war with 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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I like this more than I like the SMB one. IMO this is a better game, which allows for better TASes. Yes vote.
<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:
looks boring just like I was expecting
You won't be bored with my Ending S run. One thing bothering me is that Bizhawk and lsnes-rr emulate this game differently in timing (aka. lags) as well as in graphics. lsnes-rr resembles Higan graphic-wise (most notable with the main title fade-out where both of them would leave "taint" while Bizhawk always shows pitch black).
<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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Lex wrote:
The old logo looks much better IMO; more minimalistic with thicker lines and much better for scaling.
The old logo resembles Windows icon much better.
<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 would love to see the critical damage numbers in new runs... but anyways. You guys are doing great jobs.
<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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Challenger wrote:
Found a faster way to finish 4-2: http://tasvideos.org/userfiles/info/36139200897916073 Encode: Link to video 41 frames faster.
Already knew this but thanks anyways. :p I finished Act 2, but now I am still trying to work out some wacky improvements in Act 1.
<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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Acedoubleguy1993 wrote:
Since nobody here replied my post after these days I may have second thought about my very own project I got the real console+cartridge; The success rate of 0HP glitch on real console is lower than 1/1000 and I was sucked when they gave me a crash when I was about to leave menu screen after a free travel of a round. Sucks.
Sorry I didn't see your previous post. It's said that such glitching is dangerous to real hardware. It seems to me that you will always get crashed when exiting the menu screen if you have corrupted the info of the current room.
<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