Posts for CoolKirby

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Thanks for your insight, Patashu. I don't suppose "no sprite glitches" would work for SMW, would it? I'm not sure if goal storage (used in the slower run) counts as a sprite glitch. And if that's the only way to go with Yoshi's Island, then I'll go ahead and change it to "no L+R, no null egg glitch". Oh, thanks FractalFusion!
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If you go for speed, you should do whatever is necessary to beat your opponents as fast as possible. But if you want to beat your opponent in the most entertaining way, then you should beat him/her without Ring Outs. Use the best moves your character has, flashy combos, glitches, etc. until the opponent is KOed. Make the run both impressive and enjoyable to watch without worrying too much about speed.
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Thank you very much for doing something about that run, FractalFusion. And thanks for coming up with a branch name for the Pokémon Blue run! Though, I'm thinking "no glitched warps" would sound just a little better; what do you think? The next order of business is deciding on branch names for the slower Super Mario World and Yoshi's Island runs. They are currently labeled "no memory corruption" because it was thought that the any% runs corrupted memory (to save time), but apparently neither does. The challenging part of this is deciding on a branch name that rules against both of the known game-breaking glitches for each game (brown platform glitch and stun glitch for SMW, L+R glitch and egg glitch for YI) in a single phrase. Otherwise, we would have to use "no x glitch, no y glitch" for both movies.
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It looks like the branch name of [1114] NES Zelda II: The Adventure of Link "warpless" by Rising Tempest & Inzult in 47:57.05 has been changed to spell out "no zipping, no out of bounds". It's not only too long now but it makes me realize my original wording didn't quite sound right. I'm going to set it to "no zipping, no unintended exits", but someone let me know if something else would sound better. Also, we still have the Pokémon Blue run with a branch name that a couple of people had issue with. Is "no HoF warp" (meaning Hall of Fame) okay, or would that need to be spelled out too, which would make it too long of a branch name?
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Makes sense to me. Thanks for fixing that. And yes, the correct place to put "no warp glitch" would be before "pacifist" if it needed to be noted at all. I made a small edit to that movie's description to note that it also avoids the warp glitch (you can change it if it doesn't sound right).
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Good job! The way you swallow the Wheelie in 2-2 looks nice and fast. I assume it's not any faster to use the beam on those laggy enemies trapped in the staircase before that battle?
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I like the third screenshot because of how it appears normal at first until the viewer slowly realizes that the runner's Rattata is actually a Mew that learned Transform (which would make him/her curious to watch the run).
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But that's what frame advance is for. It's the most precise way to enter input in most emulators. You hold down the input you need and press the Frame Advance button to advance a single frame (1/60 second). That's how most TASers enter exactly the input they want, and it makes it a lot easier to optimize sections than just slowing down time.
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Nice The Fox references. :p You can also drag the joystick dot in the TAS Input window to the desired position (though this is usually less accurate than typing in the numbers as got4n said) and it'll move to that value the next time you frame advance. Same thing with checking the box next to each button. (Also, where it says Up, Left, Right, and Down, those are the D-Pad buttons, not the joystick.) It really helps to be able to see what you're pressing on screen too. You can enable an input display by checking the box next to Graphics>Advanced tab>Show Input Display.
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Here's an encode: Link to video
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Voting Yes because the solution for maximum score made me laugh out loud. I don't know if it's publishable though. (If not, it can go into Gruefood Delight as thatguy said.)
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Thanks Radiant! Knowing that allowed me to fix the rest of the movies that needed fixing.
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That's why I said we need something that encompasses both the brown platform and stun glitches, like the two branch names I suggested ("no warp glitch" or "no glitched warps"). And like Radiant said, it's rare that a major new glitch is found that causes the "less glitched" branch to be renamed. So it's still not "over and over again".
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Then how about something more general like "no warp glitch" or "no glitched warps"? We only need something that applies to all the publications, not possible future ones.
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So should the branch names be changed? Maybe to "no stun glitch" for SMW and "no egg glitch" or "no egg list corruption" for Yoshi's Island? And I was thinking "no HoF warp" for the Pokémon run, if that sounds okay.
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Along with the problems with the run itself, TASes on snes9x v1.43 aren't accepted here anymore unless they've been granted a continuance (which this run hasn't).
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Haha, I think I'll just go with "2 players" like the movie tag. Thanks! Oh, and another question: Should movies that were made before a game-breaking glitch was discovered, like [310] NES Battletoads "warps, 1 player" by Phil, Genisto in 13:27.98, [42] NES Kirby's Adventure by Bisqwit in 44:24.17, and [1073] SNES Super Metroid by hero of the day in 39:32.80 be labeled "no memory corruption", "no stone glitch", and "no X-Ray glitch" if those runs were any% at the time?
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Quick question: Does "2 player" or "2 players" sound more correct as a branch name?
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Masterjun: YouTube videos' titles, at least on TASVideosChannel, are updated automatically just like the movie descriptions. Submissions aren't, but branch names are usually changed from those upon publication anyway (and even game names sometimes), so I wouldn't worry about those. Radiant: Thanks, it has been fixed.
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Thanks for listing all of those, especially Super C, since that affected some current publications. By the way, if 1 player is fastest for that game, should this movie simply be relabeled "pacifist"?
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I don't have a fix, but from what I've observed, it seems that the screen updates at 30 frames per second. However, the game renders every frame (60 FPS), meaning that every frame should be displayed twice. When the flickering occurs, it's always on the second of the two frames, and it happens because everything (black screen), or everything except the background, turns invisible on the second frame. Though it might sound hackish, what might be a simple solution is forcing the game to output every frame twice like it should, perhaps by not changing what's on the screen until it's updated with new information, like this (line 166) old apparent fix for the glide64 plugin used in mupen64plus/BizHawk:
Fixed flickering problems in games such as Snowboard Kids and Paper Mario. The problem was that some games use more than one DList per frame, and I was flipping on every DList. Now it flips on UpdateScreen instead of on the DList.
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Good run, scrimpeh. Nice use of damage boosts. Yes vote!
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Are you sure the regular 64-bit Dolphin crashes on 2GB file splitting? For me, only A/V-sync Dolphin does that. I work around it by dumping the audio and timecodes in the worst video quality possible from A/V sync Dolphin (to make sure the resulting file is under 2GB) and dumping the normal quality video from the regular Dolphin (in your case a 32-bit build). Then I add or remove lines from timecodes.txt to make the videos the same length (since apparently different codecs have different timing), and then sync the audio and good quality video. This worked for all of the encodes I made last year.
Ilari wrote:
There are also graphics plugin independent problems with 4148S, causing the emulator to possibly crash or lock up at ~1h point.
There are? This is the first I've heard of this.
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Okay, it's been fixed. Thanks for letting me know about that!
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thatguy wrote:
If you want to complain, blame them.
Now, now, he's not complaining. He just wants to see the run correctly named, as we do.
thatguy wrote:
the longer runs ... ended up being called " no memory corruption", which is a more official-sounding way of saying "no incredibly weird shit".
Actually, movies only gained that title if they really did avoid glitches that "changed a memory address to arbitrary or impossible values" as Masterjun said. It was not a label that was thoughtlessly slapped onto every run that abused game-breaking glitches. Runs that avoided other heavy glitches were labeled accordingly, i.e. "no DSS glitch", "no L+R glitch", etc. Currently, there are only three "no memory corruption" runs (these two and Pokémon Blue) that need to be changed because someone knowledgeable about the game has told us that the label was slightly incorrect for these cases. So Masterjun, what do you think would be a more fitting label for the longer SMW and Yoshi's Island runs? I'd love to hear your input.