Joined: 12/22/2009
Posts: 291
Location: Michigan
bahamete wrote:
DarkMoon wrote:
bahamete wrote:
DarkMoon wrote:
Fun fact: Both glitches use the null sprite.
Even funner fact: No they don't
The sprite on Yoshi's tongue when the shell or whatever despawns doesn't exist. Thus, by the definition of "null" (without value), it is actually a null sprite.
The item which is item-swapped has value. It retains the properties of the sprite you double-eat, e.g. if you double-eat a mushroom but don't swap the air, you'll get two mushrooms; whereas a null sprite is different in that it has no properties at all, except for being #$FF as a sprite index. :D
I was referring to the item swap in YI2.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Player (173)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
DarkMoon wrote:
DarkKobold wrote:
This one is only less obvious, because both runs will use Yoshi. However, one relies on the null-spit glitch, and the other is a sprite-replace-swallow glitch.
Fun fact: Both glitches use the null sprite.
But he said "null-spit", which is used in only one of the two glitches. Speaking of the "usual" any%, we're examining Star World and Bowser's Castle to make sure how many frames we can trade off for lag reduction and frame rules. And I don't see why we quit our run due to the new glitched run. So, don't worry.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
This is one of those epiphany moments for the history books. Great job. If I weren't so tired right now (it's past 3 AM) I'd capture this trick to AVI. If nobody else does it, I'll do that tomorrow.
Joined: 8/21/2011
Posts: 5
Dada wrote:
This is one of those epiphany moments for the history books. Great job. If I weren't so tired right now (it's past 3 AM) I'd capture this trick to AVI. If nobody else does it, I'll do that tomorrow.
http://www.mediafire.com/?62i28aujgb3e4um
Joined: 12/6/2008
Posts: 1193
DarkKobold wrote:
Slowking wrote:
This is really awesome! Might be a little hard to put this in a "glitched" category, but not the other, because the other uses quite some glitches as well. Maybe make this the default any% and call the other "no gameending glitch" or something. Btw. I still hope whoever is working on the current any% finishes that one first before doing one with this new glitch. I really want to see a how fast a run can get without directly glitching to the ending.
I see it most similar to the X-ray glitch in Super Metroid, or the pipe glitch in Super Mario Land 2. However, in the former case, the x-ray glitch is called the glitched category, since it relies on one game breaking glitch. The latter obsoleted the any% run, because both the previous any% run and the current run both use the pipe glitch. A non-pipe-glitch any% run could still fit on the site.
On the other hand the OoT run uses RAM editing to skip every dungeon and it's normal any%. Guess categorys are not that well defined on this site. :D And anyway "glitched" is a dumb category name even in the gemas you listed, since every run on this site uses glitches. There really should be a better destinction in the naming, imo. Seems to me like somebody was not very creative there... Just to be clear though: I never said this shouldn't be seperate categorys, just that naming it "glitched" is dumb.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
SnUfFiLmZ wrote:
Dada wrote:
This is one of those epiphany moments for the history books. Great job. If I weren't so tired right now (it's past 3 AM) I'd capture this trick to AVI. If nobody else does it, I'll do that tomorrow.
http://www.mediafire.com/?62i28aujgb3e4um
Thanks! Hope you don't mind that I put it up on Youtube: Link to video
Player (173)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
antaasas uploaded his summarized documentation on the bug (in Japanese). I'm still testing star world and wondering when I can finish testing that... orz EDIT: does anyone check if this glitch works on other rerecording emulators?
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
YoungJ1997lol
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Joined: 7/4/2011
Posts: 550
Location: U.S.A.
SWEET GRAVY. that was the best glitch evah somebody should make a, what, 4 minute improvement?
So yea, how's it going? Currently TASing: Nothing
Skilled player (1651)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
Slowking wrote:
On the other hand the OoT run uses RAM editing to skip every dungeon and it's normal any%. Guess categorys are not that well defined on this site. :D
OoT uses multiple glitches to skip all the dungeons (roll past door of time, RAM editing, possibly more). Therefore, it is impossible to disallow one glitch to force the player to do all the temples. Instead, there is an all-temples run. In these cases, it is possible to have a run that outlaws the use of a single glitch, and have it follow the path of a standard any%. Additionally, it is impossible to have perfectly defined categories that encompass every single situation. However, any simpleton could point out flaws in these naming systems; they are less than perfect.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
Joined: 9/12/2009
Posts: 42
DarkKobold wrote:
Slowking wrote:
On the other hand the OoT run uses RAM editing to skip every dungeon and it's normal any%. Guess categorys are not that well defined on this site. :D
OoT uses multiple glitches to skip all the dungeons (roll past door of time, RAM editing, possibly more). Therefore, it is impossible to disallow one glitch to force the player to do all the temples. Instead, there is an all-temples run. In these cases, it is possible to have a run that outlaws the use of a single glitch, and have it follow the path of a standard any%. Additionally, it is impossible to have perfectly defined categories that encompass every single situation. However, any simpleton could point out flaws in these naming systems; they are less than perfect.
Excuse me if I am incorrect but don't the Pokemon GBC/GBA games have a glitched to credits (which is super fast), a regular any% without the credits glitch, and "catch 'em all" categories? So it wouldn't be the first time this type of thing would have happened to have separate categories for this.
Joined: 9/17/2011
Posts: 20
Location: Quebec, Canada
The glitch is so crazy, there are many recently glitch discovered in this game.
Skilled player (1737)
Joined: 9/17/2009
Posts: 4979
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
braindx wrote:
Excuse me if I am incorrect but don't the Pokemon GBC/GBA games have a glitched to credits (which is super fast), a regular any% without the credits glitch, and "catch 'em all" categories?
Don't you mean the GB game, "Pokemon Red/Blue/Yellow"? Also, on topic, if the chances of encountering this glitch are 1 in a *insert huge number here* how did Anta find the glitch?
Joined: 7/26/2006
Posts: 1215
jlun2 wrote:
if the chances of encountering this glitch are 1 in a *insert huge number here* how did Anta find the glitch?
I think he means the chances of setting [the spot in RAM that determines if credits should play] to [the value that starts the credits properly]. Notice that what あんた did was a very glitchy credits with improper background, no music, and messed up colors at the end, which I guess isn't acceptable as "beating the game". And just because you can achieve something by forcibly hacking RAM values doesn't mean that you can achieve the same thing within the limits of a game engine.
Noxxa
They/Them
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Joined: 8/14/2009
Posts: 4089
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bkDJ wrote:
Notice that what あんた did was a very glitchy credits with improper background, no music, and messed up colors at the end, which I guess isn't acceptable as "beating the game".
Worked (for the most part) for Rockman.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Active player (279)
Joined: 4/30/2009
Posts: 791
Super Mario Land 2 also triggers the credits early, rather than beating the game the normal way. Seperate category, sure, but there is precedent for this sort of TAS, so there shouldn't be much of an issue were a submission using this glitch was made.
Post subject: Re: Credits glitch
Masterjun
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Joined: 10/12/2010
Posts: 1185
Location: Germany
bahamete wrote:
Masterjun's test movie, which jumps to the "THE END" screen instead.
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
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Joined: 3/31/2010
Posts: 1466
Location: Not playing Puyo Tetris
It's so weird seeing "The End" appear suddenly. Technically, the game is beaten.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Joined: 7/26/2006
Posts: 1215
Mothrayas, Toothache, weren't the credits of those games still semi-normal music-wise? Ah well, all I know is that this recent spurt of creativity in new ways to defeat this poor engine is incredible. It's lasted over 20 years, but it's finally destroyed :P Anyway, [URL=http://www.mediafire.com/?434v11ncw849kt8]Here's an encode[/URL] of Masterjun's version.
Masterjun
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its not that file above me but i uploaded my own encode to youtube :D Link to video
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Editor
Joined: 3/31/2010
Posts: 1466
Location: Not playing Puyo Tetris
I have a few questions about what is going on here. One, where do those fish come from? Why are they spawning at all? Two, where does that extra Yoshi come from? Three, why does the screen need to be scrolled?
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Noxxa
They/Them
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Joined: 8/14/2009
Posts: 4089
Location: The Netherlands
bkDJ wrote:
Mothrayas, (...) weren't the credits of those games still semi-normal music-wise?
Yes, that's why I said "for the most part". Sure, the music was still allright, but the visuals were still pretty much botched beyond recognition.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
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Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
uhhhhhhhhh... wow. I often wonder if many other games can be beaten in a similar way.
Super Mario Bros. console speedrunner - Andrew Gardikis
Editor, Experienced player (569)
Joined: 11/8/2010
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I find Masterjun's stylistic choices better in his run, but is it faster to jump to the The End screen or the Thank You screen (with enemy info following it)?
Masterjun
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Joined: 10/12/2010
Posts: 1185
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CoolKirby wrote:
but is it faster to jump to the The End screen or the Thank You screen (with enemy info following it)?
jumping to "THE END" screen is like 2 or 3 frames faster, since you have to move the camera a little bit more. (you have to jump a bit further to the right [URL=http://s7.directupload.net/images/111202/ubhwuszc.png]here[/URL])
hegyak wrote:
One, where do those fish come from? Why are they spawning at all?
i dont know why they spawn, but they are spawning when yoshi has a nearly disappeared p-switch in his mouth.
hegyak wrote:
Two, where does that extra Yoshi come from?
if you hit the yoshi block twice at the same time, two yoshis will spawn but since there can only be one yoshi onscreen, one of them will be invisible. then if you kill the visible yoshi, the invisible will become visible.
hegyak wrote:
Three, why does the screen need to be scrolled?
its for the addresses which need the perfect value.
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Joined: 5/2/2009
Posts: 656
...does it counts as the fastest way to finish the game?
My first language is not English, so please excuse myself if I write something wrong. I'll do my best do write as cleary as I can, so cope with me here =) (ノಥ益ಥ)ノ