Movie rules

Battletoads in 2k17 lül

This movie improves the previous [3179] NES Battletoads "game end glitch" by MESHUGGAH & feos in 00:56.51 by 51 frames thanks to:
  • In the more accurate NesHawk core is 1 frame faster (missing 1 lag frame compared to FCEUX 2.2.3)
  • Koh1fds' discovery of using the void jump trick
  • feos' tools and his great summary of the game end glitch
This TAS makes better use of P2's pad to delay the game over screen (which manipulated initially) while the game executes and loads the final ending screen. For more informations, take a look at the previous movie's submission text: #5162: MESHUGGAH & feos's NES Battletoads "game end glitch" in 00:56.51 and #3983: MESHUGGAH & feos's NES Battletoads "Glitched" in 00:56.76 and also our game resource page.

Impossible improvements

  • Starting the game faster
  • Finishing level 1 faster
  • Finishing rats faster

Might be possible improvements

  • Reducing payload's effect (time required to wait until our execution done) with sub frame input

Masterjun: Oh man, saving even more frames! Jumping Judging.
Masterjun: Nice improvement. I had some questions about the particular ending, but thanks to clarifying by feos (and also MESHUGGAH) those have been answered.
Accepting as an improvement to the previous run.
Spikestuff: Publishing.


TASVideoAgent
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Nice and quick. Yes vote.
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Spikestuff
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Go back and do it again. 4 times is not enough. Betcha the 5th time is more that enough. (Shotgun pubs.)
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Challenger
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Coooooool way to finish this game! It was very surprising. Yes vote. With the discovery of new glitches recently, I hope if someone improves the 2p warpless someday.
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Not sure how you can manipulate level 1 music, but nicely done still! Easy yes vote.
Alyosha
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That jumping glitch is so cool to watch! It makes the end look so much smoother now. Great work on the new run all around. Yes vote!
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Challenger: I might tackle 2p warps, but it's definitely not on my "next projects" list. The 1p warpless is very long / 2p warpless is already updated and no real incentive in working on it. 2p warps probably needs discussion with feos about "movie goals" as we used previously the fastest warp 1 level, but I think that after the reactions from HRDQ showing the TAS, we could definitely spice up it to include some entertainment/speed tradeoffs. Captain Forehead: by pausing and unpausing the game alternating between the two player's pads without losing time. The previous-previous submission notes includes it. This was abused in most of my game end glitch runs but this one only at level 1. On level 3 it flickers the background too which could be seen as a negative thing (and probably went unnoticed as lack of feedback). Alyosha: wanted to emphasize the trick and the ending result really differentiates enough from previous versions of this TAS FCEUX 2.2.3 version (the original version. this submission has different inputs for resyncing random factors and payload on P2 pad): User movie #42077213552229072
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Big YES VOTE! Great work and awesome glitch!
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"Zits%" can be pretty entertainment. Like you can skip all sprite walls in Ice Caverns with the stick and then spawn necessary objects with the stick. I managed to spawn last warp, last checkpoint, but didn't managed to spawn end of the level trigger. Link to video JC said that he already got "bike glitch" with Zits.
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Level can only end if you trigger the expected amount of checkpoints. You can't trigger them if you break them. So you won't end the level that way. But warp is known to work regardless of checkpoints, you just have to spawn objects by scrolling the screen in a certain way. Otherwise, I don't think it will be too different.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Nice little improvement, and I like the change to the ending. The music threw me off a bit, I wondered if it would 'pause' if you hit start at the end, but I see it goes to the title screen like you would expect.
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Informations from IRC elaborated: Original game ending path (mostly done by memory) 1. final level, boss dies 2. in-game cutscene 3. dialog cutscene from boss (can be manipulated but won't progress from there, the cutscene will be replayed each time you watched/skipped it) for 1P / dialog cutscene from eagle guy (every game end glitch uses this once getting through game over) for 2P 4. flying ship cutscene 1 5. final screen Final level consists of step 1, 2 and ends with loading step 3 Ending sequence consists of step 3, 4, 5 All the special scenes (I'v elaborated this enough times) can be manipulated. Short list: intro, warp 1 level, warp 2 level, reset level, game over screen, 2 unexisting levels, ~4 corruptd game over screen, boss dialog cutscene. Remove 1 B from P2's pad last input to get "old" ending (from step 3) instead of this movie version I've already did in my very 1st usermovie (which starts from step 5) It's very easy to identify the game ended. The game takes no input starting from step 3. Otherwise, you would have non-lag frames to input. So if you try to be a barbarian and mash some other buttons in the movie, the game over screen will either fail or countdown finally and then the next cutscene (with hawk guy) will have non-lag frames and won't magically starts step 3 (because it didn't loaded step 3's cutscene but the game's primary "you suck" cutscene which looks visually same apart from text). I think I've covered every area. edit: originally the music would change at step 3/step 4 but since we went to the final ending screen, there was no new music to load. If this would be just a simple image showing, you could instantly press start to get to the title screen.
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Post subject: Movie published
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [3528] NES Battletoads "game end glitch" by MESHUGGAH, feos & Koh1fds in 00:55.66
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Dunno if this is worth using, but here's a pic that tries to demonstrate the improvement:
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I think the screenshot should refer to the corruption. The improvement shines in the movie already.
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The publication text needs some fixing, parts of the third paragraph still refer to a single author (the obsolete publication also has some of the same errors).
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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I also wanted to change the final sentence, because currently it means: - the movie improved by discovering the void jump trick what actually happened: - the movie improved by discovering the usage of void jump in this TAS edit: because the trick was already known but I failed to realise that it works on horizontally scrolling level instead of vertically (as I mentioned I clicked on the video of the trick on the game resources believing it happens because clinger winger or what scrolls vertically first)
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EZGames69
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Sorry for bumping this old submission, but I am noticing an issue with music. The stage 1 theme appears to be un-able to play more than one note at a time, I am not sure if this is an emulation issue or if some options setting is the cause. Does anyone know why this is?
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
Lobsterzelda
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EZGames69 wrote:
Sorry for bumping this old submission, but I am noticing an issue with music. The stage 1 theme appears to be un-able to play more than one note at a time, I am not sure if this is an emulation issue or if some options setting is the cause. Does anyone know why this is?
I'm pretty sure this is caused by alternating pressing pause on player 1's controller and player 2's controller every other frame, which prevents the game from ever really pausing but messes up the stage music. The submission text says it manipulates level 1's music, so I'm assuming that this is what was done.
Spikestuff
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As Lobsterzelda wrote, it's due to the use of the pausing which screws with the sound of the music. It's not an emulation issue.
WebNations/Sabih wrote:
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EZGames69
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I understand now, apologies fir the needless thread bumping then.
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing