I did like the idea, but I think quite a few games could be improved.
Also, it would be nice to have you play through the Bumper Ball Mazes afterwards.
After watching I think it could use some improvement.
Paddle Battle seemed odd to have you losing so much at the start. Any comment on that one.
In Ground Pound (2-2) you do:
2 3 4 O
O O 1 5
O O O O
Wouldn't this be more optimal?
5 4 3 O
O O 1 2
O O O O
Is there lua scripting for VBA rerecording yet? I would love to take this, but I have a feeling that this will be a terrible and tedious run without using a bot to work through the possibilities.
Just to clear things up, the full ROM name is
Final Fantasy II (U) (V1.1).smc
V1.0 will desync during the Milon fight.
As for the run, I definitely think it's a great TAS.
I'm wondering if a run of FFIV Advance would be any different. It does go back to the regular (hardtype) version, and saving might be quicker. (Did it have quicksave or was that just FFVA?) There's versions with horrible ATB problems too. (benefiting the player actually...)
If you hex in the 280 frame improvement, there's no guarantee that it'll be able to sync.
Even so, 280 frames on the slow-paced Chaotix movie is kinda a meh improvement anyways.
It has to do with the fact that humans have an innate sense of positioning. In other words, you still know how your limbs are positioned even if you can't see them.
I haven't had horrible lag outside certain places with mupen on either game. Try playing with some of the video settings.
I don't fully know how the castle glitch works. (It came up when I did some recon on glitches for the game) My guess is that the sign causes the player to be shoved upwards and there happens to be an invisible floor on the top of that certain map. I've tried it in a few other places, but it doesn't seem to get the same effect.
As for taking the run, I may consider it after finishing Milon, but this is probably a long ways off. Mupen64Plus may be out by then. ;-) I sadly don't have much free time in the summer because of work and other projects.
Getting the movement right will be the tough part of this movie. (The camera hates you) Ryo manipulation is another icky part. (See above discussion)
In any case, I'm certainly willing to assist any TASer who wants to take a crack at it.
Despite the lack of modern skips, Guano's movie is still entertaining and precise, whereas this movie is not tightly optimized.
Even though the difference in time is greater, the movie still suffers from the poor optimization that plagued P.DOT's run and should be rejected in the same way.
MNSG runs well enough in mupen. It might be worth trying the new Napalm plugin to see if it can work out some of the rough spots from before.
There are a few glitches that will improve watchability. The one by Oedo castle for one. You can also play Ebisu's game using Yae.
The run will also skip a large part of the Festival temple.
The SDA run is 3:46, so considering the mistakes and differences in run type, plus added skips, a total length of ~3 hrs may be attainable. (I suspect it might be around 3:15 though)
Impact scenes can be FFwded by people watching.
I haven't heard anything on the run's status. I kinda dropped it to work on Milon for SNES. (Which needs to be picked up again soon too) Last I heard the run was still in the Oedo castle key room.
It looks like the rom group just changed the rom header and not the actual data. It played back correctly using the [!] rom for me. Hexing the correct rom info into the movie header should fix this.
Also, I just noticed, the blocks in 9-4 read "アリガトウ!" (Arigatou = Thank You)
Here are the addresses for MathFun:
These are all bytes.
First Digit
AA3B23
Second Digit
AA3B64
Two-Digit Marker
AA3B2C
Here's how it works, if the answer is a single digit answer then all three addresses will contain the digit.
If it's a two digit answer, the first and second digits will each contain one digit and the two digit marker will be above 9. I'm not sure on the specifics of what value it is, but using these I was able to get a score of 11 in realtime.
Also these two are probably just duplicates, but I'll post them here just in case they are needed later.
9CA974
9DD874
Just name the patch and rom the same thing (with different extensions) and ZSNES / SNES9X will patch it on the go. Otherwise make sure you're using the correct ROM. It's the US one.
Don't be so sure. I watched it a week or so ago on niconico.
Here's a link for anyone who has a nico account:
http://www.nicovideo.jp/watch/sm2974712
But yeah the run is pretty excellent, easy yes vote.
That actually sounds pretty interesting, Red and Blue side by side. You'd still have to finish the game with both of them, but if division of labor helps to speed it up it could be a really interesting ploy.
Of course the problem is that the link cable probably isn't supported in VBM movies, not to mention you'd have to specify somehow that each movie is connecting to the other.
Setting up the link in the movie is probably impossible unless someone seriously mods VBA for it.
Momentum is lost when jumping. You return to the normal running speed. It is the same speed as normal running, but slower than running downhill. (2 units / frame vs 2.5 units / frame)
The lifts actually move at the same horizontal speed as running. (2 units / frame) They also move upward, but vertical distance doesn't really count. I always get in the lift at the earliest time to get shoved forward 16 units too. (Except for the one where it's not possible)
One minor gripe on 1.43 improvement 12 beta 10:
When I go to Play Movie and try to set it to seek to frame, it only works if I already stopped the current movie.