Posts for yuigenron


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FractalFusion is right. "Madō King" is correct.
Mothrayas wrote:
Translating only the "王" part to English and not the rest would be arbitrary, so in my opinion, "Madouou Granzort" would be the correct translation for the game's title.
It's not a matter of "translation". The author created the word "魔動王" and decided that the pronunciation of the word is "Madō King", so any other pronunciation is incorrect. If you watch the original Anime episode, you"ll notice the title is clearly pronounced "Madō King Granzort" at the trailer of next episode.
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This trick is well known because it is in a strategy guide of the game, which was published only a month after the release of the game. I highly doubt that this trick is a glitch.
Post subject: fullscreen commandline problem
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When using the --fullscreen parameter (or config>Customize>Start in Fullscreen), the game window is displayed in small size, so I can still see the desktop. The issue occurs on every system I have tested (NES, GBA, PSX), and on BizHawk 1.9.2 and later versions. BizHawk 1.9.1 and older versions work fine. DxDiag log if that helps.
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ALAKTORN wrote:
…Yes? Does the pause screen differentiate between them saying “1P Pause” and “2P Pause”? This issue is what yuigenron has been talking about this whole time and nobody has proven it either way.
As long as I tested a few Famicom games, it seems that there are three types of games regarding 2P Pause. 1. The games which never accepts 2P START input itself. 2. The games which accepts 2P START input itself, and where you can't omit a blank frame. 3. The games which accepts 2P START input, and where you can omit a blank frame. I don't know what this means or whether this is a interesting finding, though.
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mklip2001 wrote:
It looks like we have a frame war :-)?
No. These submissions just aren't optimized to the quality of the current published run. http://tasvideos.org/userfiles/info/22273467269380907
mklip2001 wrote:
Have we settled the question of the legitimacy of the bugs used? Are they just emulator issues?
I have still concerns. http://tasvideos.org/forum/viewtopic.php?p=406284#406284 To exposure: 更新した場合は、submissionをキャンセルしてやり直す必要はありません。http://dehacked.2y.net/microstorage.phphttp://tasvideos.org/userfiles/に更新したムービーファイルをあげて、その旨を日本語でここに書いてください。TASについてですが、最適化が旧記録の域にまでされていません。#3211: Sonikkustar's NES Atlantis no Nazo in 02:23.11でムービーファイルがダウンロードできるので参考にしてください。
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I have a impression that 2P Pause involves emulation errors, not because the game accepts 2P Pause, but because you can omit a blank frame by 2P Pause trick. That "Pressing 1P Start in a frame, and Pressing 2P Start in the next frame" can do Pausing and Unpausing means that the game recognize 1P and 2P Start as different inputs? If so, whether emulation errors is involved in this process should be investigated. And there's another problem. (But emulation errors may be not relevant here) This game uses a Microphone feature. When you have a certain item, you can stop the enemy' s movement by shouting to Microphone. Fortunately, this function isn't useful in the TAS. What should I do when I want to use 2P Pause and Microphone at the same time? (FCEUX has a opotion of "Replace Port 2 Start With Microphone")
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ALAKTORN wrote:
yuigenron wrote:
3. Better Bomb Throwing in 99th zone. (found by Sonikkustar) This improvement probably lost meanings due to New pause trick found by exposure. 2.Closed secret doors (93th and 99th zones int the TAS) You can make the Closed door appear by throwing bomb to the door's position. New Pause trick omitted this process.
I don’t understand what you mean with that. The TAS still has to throw bombs to make the doors appear. What’s the pause trick?
Previous (needs two steps) 1. You need to make the Closed Secret Doors appear by bomb exploding. 2. By bomb exploding again, you can open the door. New Pause trick By pausing at the appropriate timing, you can make the doors appear and opened at the same time.
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As I have the detailed knowledge about the game and TAS, I'll try to organize information about this situation. Improvements included in [1837] NES Atlantis no Nazo by Sonikkustar in 02:23.11 1. 2P pause trick (found by NitroGenesis) By pause trick, transition time in each zone become shorter, and 2P pause trick enable to omit a blank frame by using 2P start button. However, this trick may have something to do with emulation issues, because Famicom 2P controller has no start button. (And this game is released in Japan only) So, whether this trick is allowed should be discussed IMO. 2. Better Acceleration in 99th zone. (found by Me) 3. Better Bomb Throwing in 99th zone. (found by Sonikkustar) This improvement probably lost meanings due to New pause trick found by exposure. Improvements included in this submission New Pause trick (found by exposure) This trick enables the closed secret door to be open at the same time Secret door appears, and is used in 93th and 99th zones. In this game, there are two types of the secret doors. 1.Opened secret doors (11th zone and 52th zone in the TAS) You can't see the door itself, but you warp to Next Zone when you move to the door's position. (So, suicide bombing is noting to do with warping. In 11th zone, there's no way to move you to the door's position except for suicide bombing. In 52th zone, suicide bombing is just faster. ) 2.Closed secret doors (93th and 99th zones int the TAS) You can make the Closed door appear by throwing bomb to the door's position. New Pause trick omitted this process. Exposure and Spikestuff didn't include the improvements in the Sonikkustar's submission, so MESHUGGAH did that.
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http://pastebin.com/sLUx3gqu I'm looking forward to mouse support in hourglass.
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I used to play Reflection, the original version of RefleX. You can download this game for free from http://www.enterbrain.co.jp/digifami/conpark/zyusyou/1997_11.html. I confirmed this game works in Hourglass r81, though this game is for Windows 95.
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Why was tier of this run changed from Moon to Vault? I think Judge should write reasoning when he change tiers of previous publications.
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I found improvements (now 3 frames). I investigate further improvements, so please wait judging and publishing. EDIT: OK, finished. This is a 5 frames improvement. http://tasvideos.org/userfiles/info/4514045282372685
Post subject: Luck manipulation /disassemble help needed!
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7 years old bump. I'm now working on improvement of my previous run. This is a my WIP. http://www.youtube.com/watch?v=86MoKIkwu2Y http://dehacked.2y.net/microstorage.php/info/1372957634/spelunker-wip.fm2 In the last section of this WIP, the explorer died. However, for the improvement, you need to improve 4 frames after Frame 7188 and take elevator.(The improvements before frame 7188 is meaningless due to various frame rules.) I gave up improvements except for Ghost manipulation, but I need some help about luck manipulation or disassembling. Would someone disaseemble how $0082-4 acts? Or would someone teach me how I should write lua scripts or make bots? RAM addresses regarding Ghost manipulation.
$002B frame counter. this value is 0, RNG advances.
$0055-58 Ghost position
$0061 ghost appearance flag
$002A current RNG
$006D-E RNG address(ROM address)
$007C  0 or 4. 
$0081 This value is copied to $0082-4
$0082-4 	When these value are 0 and $007C=4, RNG advances 
When low order byte of RNG is "A"(0A, 1A, 2A...), ghost appears. At that moment, RNG address advances, and this value is used to original Ghost Y position. I dont' get how $0082-4 acts. These value sometimes remains 0, and sometimes become $0081 value, and decreased to 0. It's very difficult for me to explain in English. Please let me know if you have any questions.
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皆さんもご存じのように、基本的に全ゲームのスピードランがpublishされるようになったなど、大幅にTASVideosのシステムが改訂されました。 しかし日本人のTASコミュニティではまだあまり浸透していないようなので、取り急ぎ翻訳を作成しました。 日本人にはわかりづらい具体例が多いので、具体例、リンクの追加を行いました。これについての提案、誤訳の指摘など歓迎です。 とりあえず、Vaultのページを翻訳しましたが、他のページの翻訳もeditで付け加えていくつもりです。 日本人の方はよければリンクしたり、転載して下さい。 http://tasvideos.org/Vault.html 「Vault」はこのサイトに追加された、新しい動画のカテゴリーです。以前までは視聴者が面白いと感じる動画のみがpublishされていました。これからは、記録を保管するためのカテゴリーとして、このVaultという階層でも動画をpublishしていきます。 VaultはTASVideosにおける最も下層のpublication層です。目的は専らツールアシステッドスピードランの記録を集めることです。   ● 現在のVaultのpublication   ● 更新されたVaultのpublication 概要   ● このカテゴリーでは最少の条件下での最速クリアタイムを扱います。   ● TASの記録サイトであり、ツールアシストに関する文献と情報の中心的な保管所であるというこのサイトの目的を果たすことが、このカテゴリーの目標です。 エンターテイメント性に関する必要事項   ● 面白さはほとんど重要性を持ちません     ○ しかし酔うようなカメラアングル、ショックや発作を誘発するようなプレイ、その他プレイヤーが改善可能なプレイがある等動画の面白さが否定的にみなされる場合、       その動画はこのカテゴリーに不適格であり、同時に同じ理由で他のカテゴリーにも不適格です。   ● タイムに影響しない場面で視聴者を楽しませる工夫を凝らすことは必須ではありませんが、推奨されますし、同じタイムの記録が二つあった場合の判断基準として使われることもあり得ます。   ● 最速の動画がこのカテゴリーでpublishされ、これよりは遅くとも「より面白い」動画が別のカテゴリーでpublishされる、ということが可能です。   ● TAS文献の情報ベースの保管庫となること、ツールアシステッドスピードランの記録サイトであるというこのサイトの目的を果たすことを目指します。 技術面での必要事項   ● 全ての既存のRTA記録を破り、全ての既存のTASの記録を破るか又は同タイムであることが必要です。   ● TASの技術を適切に理解していることや、よく最適化されていることが動画から読み取れなければなりません。 例 明らかに無意味に停止したり、ミスをしたり、いい加減なプレイはいけません。   ● まれなケースとして、大幅にゲームをスキップする技術が発見され、できのよくない動画が最適化された動画より速いということが起こるかもしれません。 この場合二つの動画のうち速い方、すなわち前者が好まれます。   ● 難易度設定やパスワードの使用に関するこのガイドラインはこれからも適用されます。   ● 最速のRTAと見比べて区別できなければなりません。 ゲームの選定   ● ゲームとして明確に定義できるものであり、達成可能な目標があるものでなければなりません。      ○ 単に目的なく歩き回るようなゲームは適切ではありません。      ○ 自由に創造するようなゲームも適切ではありません。       ■ 例 マリオペイントの主要モード、Color a Dinosaur    ● 改造(ここでは既存の適格なゲームを修正したもの)はこのカテゴリーに不適格です。改造は面白いものである必要があり、それゆえにMoonカテゴリーの必要条件により判断されます。   ● 非ライセンスゲームとhomebrewは適格ですが、そのゲームの評価によってゲームごとに判断されるかもしれません。   ● 単体でのカートリッジがない場合には複数のゲームが入ったソフトも許可されます。(例えば、ダックハントはOKですが、マリオ/ダックハントのカートリッジでのダックハントは駄目です。)   ● プレイ内容が通常のプレイとは一線を画すものでなければなりません。     ○ この条件を満たしていない(ミニ)ゲームの例はDesert Busです   ● このカテゴリーの趣旨に鑑みて、 ボードゲーム、スポーツ、ゲーム番組に関するゲームは真面目なゲームとして定義されません。 ただストリートファイターのような格闘ゲームは適格です。     ○ このカテゴリーで受け入れられないボードゲームの例はチェスやモノポリーです。     ○ 受け入れられないスポーツゲームの例は、野球アメフト、サッカー、バスケットボールなどでしょう。(一般的にこのようなゲームではプレイヤーはCPUの敵と戦ったり、決められた時間内でプレイするものだからです)        CPUと競うのではなく勝利条件がある種のハイスコアを超えることであるOlympic Gold - Barcelona '92のようなオリンピックのスポーツゲームなどはacceptされるかもしれません。   ● もしゲームがストーリーを進めていくタイプのもので、プレイ内容がゲームにほとんど影響を与えない場合は、そのゲームのTASはacceptできません。     ○ これには大部分がカットシーン※からなり、プレイヤーの自由度がほとんどないゲームが含まれます。※Cutscene・・・ムービー、イベント、テキストなど純粋なゲームプレイ以外の部分のこと。        ■ 例えば、スーパーアドベンチャーロックマン     ○ 予め決められた選択肢を選ぶ以外の自由度がプレイヤーにない、きみならどうする?タイプのゲームブックなどから成るゲーム        ■ 例えば、ドラゴンズレアのアーケード版 目標の選定   ● ゲームのクリアを明確に定義可能でなければなりません。     ○ 永久にループするようなゲームでもクリアを定義することはできます。クリア地点はそれ以上新しいゲーム要素がなくなり、難易度の上昇もなくなった地点です。   ● 目標は最速クリアタイム(any%)か完全クリア(100%やベストエンドなど)のどちらかに限られます。     ○ 他の目標はこのカテゴリーでは認められません。     ○ 目標の定義は明確で議論の余地がないようにしなければなりません。(何をもって完全クリアとするのかやどこでゲームクリアとするのかについての明確なコンセンサス)
Experienced Forum User, Published Author, Player (143)
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Rejecting a run of original games in favor of that of hacks. That seems weird to me, though I understand original game is very crappy and that hack is only intended to fix bugs.
Experienced Forum User, Published Author, Player (143)
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Mothrayas wrote:
it seems like a better option to TAS that hack.
was0x already TASed that hack. Link to video fm2:http://dehacked.2y.net/microstorage.php/info/1794625498/ch2-fix.fm2 (This movie file URL is in author's comment of this video.)
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jlun2 wrote:
the passwords for the puzzles changes every time.
That's true. The runners don't know what the passwords are before hand. They simply reset the game untill the passwords become desirable number :) The passwords may depend on PC clocks, though I am not sure.
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There are many Real Time Speedruns of this game. Link to video I really doubt the TAS looks different from that RTS.
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Mothrayas wrote:
Shouldn't the rerecord count of this TAS be brought to 0, because the bot rerecords are typically discounted because they mess with the Movie Statistics, and the real amount of rerecords isn't known?
http://tasvideos.org/forum/viewtopic.php?p=293901#293901
OmnipotentEntity wrote:
The precedent set by the Rockman movie is that only human rerecords should count towards the final count, how many human rerecords went into this movie? Does anyone know? The authors of the Rockman run had a good idea about how many rerecords were done by bot and how many were done by hand, and they cared about the distinction. This author doesn't, and didn't keep track, which is fine. The rerecord count is not used in any process on the site, not considered during judging, and only really used for meaningless statistics. The rerecord count doesn't matter.
Isn't this final decision about that argument ? Or was this his personal opinion?
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I don't know the difference between J ROM and E ROM, but there's rejected run in 43:19 and more faster run(37:22) in J ROM.
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Randil wrote:
Just as Sonikkustar did in the NES topic for this game, I'd like to point people's attention to this nicovideo TAS which beats the J version of the game in an amazing 13:04.
Recently, improved run (12:59.67) was uploaded on Nicovideo. http://nicoplayer.blog60.fc2.com/?id=sm16785567 First, I thought this author has submitted the run.XD
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Wow, nice 2P trick for decreasing loading time... I have never thought of it... And these are 2 frames improvement in my warpless run. 1. better acceleration in starting point of 99 zone 2. last frame input is unnecessary http://dehacked.2y.net/microstorage.php/info/1246347147/Atlantis%20no%20Nazo%20TAS%20v2-m.fm2 ...1 frame improvement disappeared due to frame rule of fire ball in final zone. If you can manipulate fire ball, you can save 2 more frame. These RAM address may be useful though you may know it.
$0260 bomb x position A 
$0261 bomb x position B
$0262 bomb Y position A
$0263 bomb Y position B
Good luck!
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I have never played MSX versions, but like NES one, and this TAS is entertaining, so I want to vote yes. However...
scrimpeh wrote:
* A TAS of the NES version has been submitted years ago, but rejected. Look here.
That NES TAS(author's encode) was rejected for bad game choice. Further more , as far as I watched these two TASes, NES one is short and more entertaining. If this movie gets published, it's strange IMO...
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TAS rankings January 2011: Account: http://www.nicovideo.jp/watch/sm13441264 Free: http://www.nicozon.net/watch/sm13441264 This is the last missed TAS rankings.
Patashu wrote:
I'm curious as to what that RPG with the tanks as player characters is about
That is SNES Metal Max 2, which is sequel to NES Metal Max(having published run) BTW, this is a Japanese Wiki about TAS anyone can edit. I used to edit this Wiki, but there seem to be few updates recently.
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Castlequest and Robo warrior have TASes. TAS Castlequest (J) in 16:04.84 This is improved version of TAS originally made by hisatoki TAS Robo warrior (J) in 33:42 TAS Robo warrior (J) "using debug code" in 1:23.65 Robo warrior one is improvable, so I'll take this one, but post progress and WIP in its own thread.