Post subject: Densetsu No Stafy (Now with WIP)
Chamale
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Wikipedia Article Pretty fun Japanese game, good movement speed. I'll post a WIP soon. It has some boss fights, which are ridiculously fast in a TAS. In level 3, Stafy gets an attack where he dashes forwards, so that will be the main method of motion.
Chamale
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gocha
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Chamale wrote:
http://dehacked.2y.net/microstorage.php/info/5675/0579%20-%20Densetsu%20no%20Stafy%20%28J%29%20%28Eurasia%29.vbm It cuts of for no reason at frame 17904. It has 4890 rerecords. Enjoy.
The movie desynced around frame 8000... (I used VBA 1.7.2 v19.3, of course) Anyway it looks great, keep it going.
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Chamale
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Oh, you need to enable left+right. There's a bug used in the boss fight.
gocha
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Oh, I have thought VBM includes such sync settings. I turned it on, still doesn't work. stafi1desync.avi (deleted)
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JXQ
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I had a ROM with (what I think is) a hacked intro (it says "Eurasia" at the beginning). Synced for me then, up until around 18000 where he died. Not necessarily good news for chalame if it's actually a hacked intro.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Chamale
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Uh-oh... I'll have to restart the WHOLE THING *Cries* This Video proves that the ROM was hacked. Damn intro hackers. It's like tagging graffiti on a building. EDIT: BTW, its Chamale not Chalame, JQX.
Yrr
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If the intro is the only thing hacked you havn't to redo everything. You can just copy the input, as long as the game itself hasn't been hacked.
Chamale
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Not necessarily. The game has an RNG, which means it might be messed up at the point where Gocha showed the desynch. Because the enemy might go to the wrong place...
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You could just cut out the input needed to pass the intro, since intros afaik usually don't interfere with any game data besides hooking the startup.
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Actually, they often do change the games' behavior (albeit unnoticeable most of the time during regular play).
JXQ
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That door in gocha's avi takes him to a completely different room than when the ROM syncs on the hacked intro ROM. Chalame: It's Jixie-poo, not JQX.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
gocha
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CRC32 of the rom what I used is FAE94C8B. IPS for GBA seems to be convenient to correct the rom.
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No-Intro's CRC32 is also FAE94C8B, so there's a good likelihood that's the correct one.
Yrr
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How do you come along with 5.000 rerecords for 18.000 frames? I expected I bit more... which doesn't mean your movie is bad (I actually havn't watched it so far).
Chamale
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Well, about 4,000 of those are cinematics. But otherwise, I was just... efficient. Tell me, where would you expect those extra rerecords to come from?
Yrr
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I have no idea. Well, I don't tas this game, maybe it is no so complex. But what is important is, that is optimal. Btw, I spotted one mistake I think. Although you have to restart the run, you can just use your other run. I mean you can just frame-by-frame copy several parts of the run, you havn't to redo everything again.
Chamale
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Yrr wrote:
Btw, I spotted one mistake I think.
Which is... You know, most people don't like Phil because he'll say there's mistakes and won't post what they are. Please don't become Phil II.
Yrr
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Difficult to explain. In the first part of the movie there is a gap in which you have to jump. I think you could just jump earlier, so you would fall faster down. I am not sure about this, because jumping is slower than running, so maybe it is not a mistake. Do you understand what I mean?
Chamale
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I know what you're talking about. I did testing on a few different jumps and found the jump made was the fastest.
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Yrr wrote:
How do you come along with 5.000 rerecords for 18.000 frames? [...]
I wouldn't write off a run so fast by that account. The current Super Mario Bros. movie was done in only 7 rerecords, and it doesn't make the movie any worse for that fact.
Yrr
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MikeRS wrote:
I wouldn't write off a run so fast by that account. The current Super Mario Bros. movie was done in only 7 rerecords, and it doesn't make the movie any worse for that fact.
I didn't say that his movie is bad (it looks quite optimal actually) but it is just that I always need much rerecords. In fact i usually don't look at the rerecord count at all. Well, it mainly depends on the game.
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It depends on the game and the player. Some people have naturally higher rerecord behavior than others.
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Chamale
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How the hell did the Super Mario Bros. run have just 7 rerecords?! Was it done on a different emulator than remade in FCEU? About rerecording: Well, the rerecording for this game isn't highly complicated. When I turn a corner, I figure out the first frame I can turn without hitting the corner. When running and jumping, I figure out the fewest frames I can hold A. When in cinematics, I figure out the first frame I can hit start to end it. Not highly complicated once ou get a feel for the game. Another note: When rerecording, some people go frame 1, frame 2, frame 3, etc. until they find the frame, say, 7. I go frame 1, frame 10, frame 5, frame 7. It's more efficient in terms of rerecords. Good timesaver.
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Submission text wrote:
This is a new record of Super Mario Bros, made in VirtuaNES but converted to FCEU's FCM format
...with nesmock presumably. So yeah that rerecord count probably isn't right :) Looking at one of the older smb submissions, the 18000 frame run was made in about 6200 rerecords (if that's accurate of course). But I guess we have higher standards now ;)
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