Posts for GJTASer2018

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GJTASer2018
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Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
You should give a MasterClass in lag reduction for NES TASing. ;)
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
So in the future TASers using non-current versions would just have to be sure they pick a developer-stated "beta" instead of whatever's available at the time. (Assuming the devs care enough about such things - many won't, of course...)
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Experienced Forum User
Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
Alyosha wrote:
NESHawk currently does not match any of the 4 options, as expected since no DMC games work. But now I very clearly know what I'm looking for, should only be a matter of time.
So once the DMC games work would NESHawk be close to 100% emulation of an actual console?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
I'm curious how this managed to break the file size limit when there's been PSX submissions longer in length than this before that didn't have that problem...
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
EZGames69 wrote:
Arc wrote:
Coauthor
What do you mean?
If DreamYao modified the current publication for this game in this submission, then Arc (and probably Koh1fds) needs to be credited.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
Post subject: Darxide (Sega 32X)
GJTASer2018
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Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
This was a rare, European-exclusive release for the Sega 32X. Has anyone tried to TAS this already? It seems to be one of the few 32X games that have TAS potential... Link to video
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
Wipeoutjack7 wrote:
I haven't tested all possible winds on 9
Something tells me that even if you found a value for the wind that worked, you'd lose more time trying to manipulate for it than you'd save by avoiding the second shot...
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
Throw this in the deepest depths of the Vault and leave it there!
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
I think the only time I've seen "sped-up" encodes are ones where loading screens and such are removed. Even the longest currently accepted submissions don't use any kind of speed up in the way you're proposing.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
deuxhero wrote:
One or more of the four may have already failed verification attempts
An old Bionic Commando submission had failed when someone tried to verify it. The 100% category submission for Metroid has already been console verified. Haven't found anything on the other two games, though.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
To be fair, the gangster on the US cover is a frequently seen enemy in the game - perhaps the marketing team thought showing him instead of the ghost would fit the "Avenging Spirit" title better?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
Good video, but I'm wondering if the game keeps getting harder on subsequent loops. I found an old YouTube video of the MSX version and someone posted the following comment on it:
Guess what, when I was like 10yrs old, I climbed to 2000m ten times in a row. It got more and more difficult (not much) but after completeing (sic) it 10 times, it started easy again, as if I had started a new game.
It really should be checked if this also applies to the SG1000 version of the game.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
If this is what a human can do unaided, it will be truly jaw-dropping what a bot can accomplish in this game! I have one question though: Does the game keep track of how many sparks you have in reserve beyond 9? If so, are there any glitchy effects when the number reaches certain thresholds? (100, 128 and 256 would be good ones to test for this purpose)
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
I previously tried to improve the current submission for this game in BizHawk 2.3, but got stymied on the first "U-Turn" hover (on Level 8). For some reason, I couldn't get the player to "snap" to the ground at the end and had to manually land him instead, wiping out the previous gains I had accomplished. I gave up at that point because I assumed that the previous submission took advantage of an emulation bug (and that "proper" emulation would result in a slower submission as a result), so I would like to know if my initial conclusion was wrong or if there really WAS an emulation problem in that version...
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
Warp wrote:
I'm of the strong opinion that "defeat Ganon" should also be considered a valid category for TASing as well.
So in case this submission is accepted it shouldn't obsolete the current fastest-completion submission (using "Ganondoor") but instead inherit the "branchless" designation with the current submission being labeled as a new branch instead?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
McBobX wrote:
I'd actually say this isn't an Any% run more like a game end glitch run, since neither Maxim nor Dracula have been fought, and we didn't see Dracula at all lol.
The problem with thinking of it this way is that essentially this would be another branch for a game that already has five of them. Especially considering the current fastest completion run has heavy glitch abuse, is there really a justification for making a seperate "game-end glitch" branch for this game?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
Arc wrote:
The MJ aspect connects with a lot of people.
Also, it's pretty much agreed upon that MJ (even if completely uncredited) was a contributor to the Sonic 3 & Knuckles soundtrack, providing the inspiration for the music of iconic zones such as Flying Battery and Hydrocity. The fact that those two stages made it into Sonic Mania shows the enduring appeal of the material. (The music in this game also makes the "official explanation" of him being uncredited in S3&K - the Genesis/Megadrive hardware not being up to his standards for reproducing his music - sound quite strange. The assumption that he was deliberately left uncredited by Sega because of the scandals surrounding him is probably the actual truth here.)
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
XTREMAL93 wrote:
ThunderAxe31 wrote:
Wouldn't be faster to use the Zapper?
I tried it in start and with Zapper game uses more frames for "Fire" than B button so I decided to use regular controller. Also these screen flashings from Zapper is annoying. Let it be "non-Zapper" category
The Speedrun.com leaderboards for this game also have the regular controller as faster than Zapper, so the regular controller should be the preferred input method.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
KiwiCracker wrote:
However, I just want to mention, that there are accepted TASes of f. e. Minesweeper, Polarium and Rubics World, which more or less fall in the same cathegory as this game (1P, puzzle, no action).
Problem: All of those submissions are older ones, and I believe were submitted and accepted before the rules regarding such games for Vault eligibility were set in their current form. Someone (ideally, a judge different from the one that handled the original submission) would have to determine whether those games would be acceptable under the current ruleset before referencing them as an argument for accepting this submission.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
Arc, I'm curious why you didn't try to manipulate red potions to appear in certain earlier stages so that you have more potential damage boost options (especially Stage 8 considering you don't have spare HP for damage boosting in the following stage).
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
I found a couple Reddit threads showing a similar error message - all of them seem to involve a corrupted or out-of-date ROM version. In particular, there's this from the Fightcade FAQ (Fightcade is built on top of FBA):
This is a hard one because it can be due to a variety of reasons, but, if you consistently have it, please make sure that you have the correct romset. Old Fightcade roms no longer work on the new Fightcade.
If you have MAME, try loading your Vs. Castlevania ROM in there and see if you also get an error message. If you do, you probably have a corrupted ROM and will need to download a fresh copy.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
A movie made in one version of BizHawk (in this case, BizHawk 1.11.8) generally won't sync if you try to play it back in a newer version, even if you have the correct ROM. In this case, you'll need to use the old version of BizHawk to play it back properly.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
The previous submission of this game was rejected for triviality, and I don't understand how this is supposed to improve anything. Voting No.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
Both the score and level counter are known to rollover in this otherwise-endless game, so stopping at the end of Level 6 is a valid endpoint here: ataricompendium.com/game_library/easter_eggs/vcs/26boing.html
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
Twisted Eye wrote:
That new usage of that Guo Ji killer glitch surprises me, I wonder what causes it.
Probably the same underflow effect isn't "stoppered" the same way in that different context, so it wipes out a lot more than just one byte. For reference about the glitch in question (from the previous submission's text)...
When canceling the first character's command, a table index underflow (for TP used) clears a byte in the "character status" table. Guo Ji (from Xu Rong's battle, before Dong Zhuo 1) just happens to belong to that byte, so he's completely removed from the game!
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
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