Posts for zaphod77


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Experienced Forum User
Joined: 1/13/2007
Posts: 335
Twelvepack wrote:
You know that all this would do to a TAS community is force us to (instead of rapid-fireing 30 times a second) test out the threshold of how fast you can rapid fire without setting off the "tas flag" right? Also, you could jump on the second possable frame if it would prevent the game from detecting that it was a tas. I dont see that this would really change anything.
You misunderstand the check. it's not how FAST you rapidfire, but how REGULAR you rapid-fire that will set it off. if you fire at 15 times per second. or 10 times per second. or 5 times per second. that woudl set it off if you were able to sustain rapid fire at any rate with frame precision. ANY rapid fire that is in sync with the framerate would set it off. The way around it would be to put a randomizer into the rapid fire, which would make it useless for the usual TAS rapid fire tricks. hence using rapid fire to TAS is defeated. And as i said before put in checks to make sure stuff isn't done faster than intended to be possible, check sequence breaking, and check luck abuse. It's easily possible to put in a bit of stat tracking and start counteracting repeated lucky breaks. In an rpg. prevent random batle skipping by counting steps and making a battle start after X steps every single time. Save the state of the counter in the game save. Every 15 steps in a battle area, there WILL be a battle. And that battle WILL be determined in advance by another random seed and will always be the same and nothign doen by the party in the battel will be able to manipulate crits. The objective in making a game TAS-proof is to make it so TAS techniques provide no benefit over a normal speeedrun.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
It only messes up speedrunning if the delay is set too big. That said here are some ways to set the "TAS-er flag" which you used to make the game crash at the end 1) detect regular, rapid pulsing of inputs. pay particular attention to factors of 60 (or 50 for PAL games) Normal players do NOT tap directions and release 30 times per second to cause you to rrapid fire every frame. 2) detect L+R and U+D. normal players don't do that. 3) detect attacks/jumps made on first possible frame (when such things must be timed to work, and allow a few times for this one.) 4) player gets from point a to point be much faster than humanely possible (by zipping, using a warp glitch, etc) 5) detect sequence breaking (getting magnet beam before beating gutsman would qualify as a seqence break deserving of setting the TAS-er flag in megaman, for example) This only leaves luck manipulation and that is dealt with by tracking the 'lucky breaks" and if someone's luck is too good, set probability of good drops to 0% until the statistics catch up.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
Simple tas proof game. 1) Have important plot events required for progress be based solely on playtime. All frames squeezed out by TAS tricks wil be lost later waiting for the counter that says "okay, NOW item X is available" Will ROYALLY Piss off anyone who tries to TAS the game. Mere mortals will never know. 2) More clever variation of above. If the player is progressing too quickly, shuffle the required items around into places that take longer to get to. Move stuff back where it's supposed to when enough time has been wasted going after the items in the new locations. 3) if any glitch has been performed, make the final boss call you a cheater, insta kill you, and give you a game over with no continue. Furthermore, have it delete your save.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
I believe a glitch-free run to be pointles for this game. 1) Pause damage bit is method for this game. once this glitch made it's way into nintendo power, EVERYONE did it. ;) 2) The game itself has a number of harnful glitches in it. (i've fallen through those damn elevators and died many times) 3) Every screen is still entered. (unlikr the glitched zelda 2 run which is definite BS :) ) 4) this glitch run is much more interesting then any normal run would be. Still the best glitch run ever is boy and his blob, because every one of those glitches is reasonably doable on the actual console.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
REally. you have to touch ground to reset the counter or you just gets loads of 1ups. so you can actually do that and get back in position? i haven't seen it doen anywher but on a stair in smb1, in smb2j you hop higher on stomps and it's easier i think (but harder to find a setup!)
Experienced Forum User
Joined: 1/13/2007
Posts: 335
the infamous "Swap" spell is the ultimate in health and mp aining. Cast swap when low o mp to get lo lealt. use mp up to heal. repeat. it's insane. But late game, if you level insanely, you then have to manip away all random encounters, because your level will go DOWN after the battle(!)
Experienced Forum User
Joined: 1/13/2007
Posts: 335
Simple rules are best. 1 life, nothing banned. Turtle stair all you want. Only valid for original NES version, not DX.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
oh. PS there's ANOTHER way to get the axe in 1-1 simply die and when you get returned to the top, use the water wall enter glitch to enter the brick at the end, float thru, and drop down to the axe. i can't do it though.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
Kurokun1293 wrote:
This MAY or MAY NOT be a cheat. that depends if using a Turbo button to jump is evil. If it isnt...then this is a grand ol' shortcut. Y'see if you turbo jump, objects above mario become easy for him to jump trhough.
That is considered cheating by the author, and is BANNED tech for this hack.
so when you start a new game, simply go all the way to the pipes. go inbetween the 2nd and 3rd pipes (NOT ENOUGH TO GET HIT BY THE PLANT), and hit it. if done right, you will hit the [?] block and get a mushroom. go forward, and up to the pipe. wait for the plant to go down, then go in. now you should be in an underwater area. moving forward, you should see 3 goombahs, which you couldnt kill since you're underwater. without fire, you're helpless. But you can take a hit and run past them. continue on, grab the axe, and then smile as you realize you're now in level 2-1! this is a great way to do a speedrun. Moreso, if the jump still isnt cheap, continue on untill you reach the plant at the end of this area. jump through the blocks and go down the pipe. now do that jump through the two invisible blocks above you. ironic how even Air has a hidden route. hope this helps you Air-maniacs.
But as in my post above you can do it without a turbo,a nd without penetrating a brick directly from below.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
I have read the site, and can explain some more about this hack. It is brilliant. Here's how it works. You must get to the end without using the following banned techniques. (they are explicitly banned) 1) coming back off the bottom of the screen after the death music plays. this is forbidden. the guy coudln't figure out how to stop it. Genistos vid does this, but this is simple play error, and it could have been done without this. 2) using rapid fire to jump thru bricks. because of the air jumps you can actaully penetrate solid ground with rapid fire on from below. this is not allowed. 3) this is not banned on the website, but the author does not realise it works. you can abuse the infinite jumps in air to get 1ups. Now when you get the "i'm waiting for you in -air-" message, you get to enter the second loop. In the second loop, a new area is accesible in the first screen, because a goomba is changed into a buzzy beetle! you can use the beetle to kill the spiny and enter the pipe past it, which brings you to on top of the ground. you then enter the pipe near the end, and get put into a water world leading to an axe. (if you try to get there in first lap, goombas will kill you!) get the axe, and yo uare given a password and userid. these are used to download PARALLEL AIR rom hack, which is part 2, and MUCH MUCH harder then part1. you must play air parallel to see the true ending! BTW, there's another way to not die at end.you can go below and use chimney technique to enter lower passage. but you must do so while LARGE and crouch jumping. this is very difficult to do without fallign off bottom and dieing. but it is possible. WIh this technique you do not need to worry about coins, and can therefore improve this TAS significantly by gettign the axe in 1-1 first loop! Yes, it can be done. Not supposed ot be possible, but here's how. go to where you find the pipes, at the third pipe there are two mushroom bricks. walk so you will barely clear the block before the first brick (partly inside the third pipe), and rapidly tap jump and forward alternatingly. you hit the block, and because you are steering right get sucked to the left, and then jump up thru the block you got sucked into. now get the shroom, go down the pipe at the end, and walk right. you will get hit, but be able to continue onto the axe. you ARE intended to have to collect the 100 coins.
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