Posts for StingerPA

Experienced Forum User
Joined: 10/14/2014
Posts: 5
It does work on English, and I was able to do it on console. The timing window to enter the staircase is a little small, but with proper setups, you can make it very consistent. First, try to space the 2 freeze casts apart a tiny bit (not much, just a couple frame cycles) to give yourself a bigger window to get in the staircase. You can also use a 2nd character to get in quicker, but be careful about that because like Yagamoth said, you can enter the staircase too early and it triggers the battle normally. I think this has to do with the event trying to occur (again) during the fadeout, and then it executes at the next possible moment. This would be the same glitch that allows for the pure lands skip, assuming that theory is correct. Here's a quick SNES9x 1.51rr movie: http://www.mediafire.com/file/greennpj9mb3mlw/minotaur_skip.smv
Experienced Forum User
Joined: 10/14/2014
Posts: 5
zeromus wrote:
StingerPA: I don't see anything in the bsnes code for the physical switch, so I'm not sure what it does and it doesn't seem like we have support for it. Besides that, bizhawk's story for supporting multiple peripheral configurations is terrible right now. Nobody is chomping at the bit to do it.
Basically what the switch does is alternate the multitap from 2 player functionality to 4 or 5 players, based on the number of slots on the multitap. Switching it from 4+ to 2 while the 3rd controller is active is what leads to the games odd behavior with disconnecting the 3rd controller in Secret of Mana. It's something we do regularly in RTA runs with deactivating the multitap probably 10 times or so during the course of the full game run. I wouldn't really feel comfortable making a SoM full game TAS if it were less capable than what humans are able to do during an RTA run.
Experienced Forum User
Joined: 10/14/2014
Posts: 5
Are there plans to implement Multitap support for SNES games? Specifically, I'd like to be able to do a 3 player TAS for Secret of Mana where the multitap is not only used to have 3 players, but also the physical switch on the multitap can deactivate the 3rd controller during cutscenes, leaving the other 2 controllers to move around during them. Unless that were implemented, I'd have to use SNES9x for the multitap functionality, although I'm not sure TASes for it can correctly use the multitap's switch to deactivate the 3rd controller.
Post subject: Question about a PC TAS
Experienced Forum User
Joined: 10/14/2014
Posts: 5
So, I've got an interesting case here. Escape Goat 2 is a puzzle platformer that was released last year by an indie developer, and recently, a runner of the game has decompiled the game, and started adding in TAS tools to the base game. These include frame advance, hitbox viewer, replaying a movie file containing inputs for every level in the game, and a couple other neat things. My question for TASVideos is whether this would be submittable to the site. This is technically a modified version of the game, although no gameplay elements are being touched, and the developers have actually signed off on this as being completely fine. I don't know how hourglass works with the game as I cannot run hourglass on this computer (or any other PC I own), so this is the only avenue for a real TAS of this game to be completed at this point.
Experienced Forum User
Joined: 10/14/2014
Posts: 5
Here's a couple notes I'd like to add to optimize the TAS a bit more from what I observed in your previous attempt. 1) Potos movement: On entering Potos, we currently (for RTA) move above the Cafe, then dash straight right until we hit the stairs. The hill or whatever the Elder's house is on pushes us down and we can continue dashing that entire distance. I tested this against what you did in the TAS, and mine came out ahead, but maybe more precise testing proves otherwise. 2) Leaving Potos: After you've exited the village, don't dash down for a small bit of time, otherwise the game will freeze you in place. If you walk for a second or so, the game won't pause and you'll end up being a few frames faster than you were otherwise.