Posts for jlun2

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Well...
RachelB wrote:
(posting in English because i'm tired and don't feel like thinking right now) We can't merge natt's a/v sync hack because there are a few problems with it, and it's not very clean code. Someone is planning to rewrite the video dumping feature from scratch, but it's going to take a while. In the mean time, we unfortunately, just have to keep doing what we have been.
and since one of the devs did ask what improvements could be implemented, is it possible for this to get fixed?
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CoolKirby wrote:
It looks like Ilari's fix to the displayed length of the movie file in the submission didn't carry over into the publication as it did with the Tails's story TAS. Is there a way to set the timing of the publication to the correct time?
Same thing with the encode as well.
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CoolKirby wrote:
It's a good idea, but we tried that first. The loading zone has tall invisible walls on all three sides, preventing us from seamwalking around the log. I also attempted to Yoshi hover over it from a small rock and jump on it in paper mode (you can hop up slopes in paper mode, like the wooden wheel in Chapter 8). Unfortunately, the log seems to have one big, tall hitbox/wall (with extensions for the twigs) that doesn't have slopes like the log's actual geometry does. It might be more useful to look into ways of getting into the storeroom without the key (though I don't know how likely this is).
Is the room loaded before you enter the store? Because maybe buffering and entering the store from OoB might work if that's the case.
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WST wrote:
Meh vote. Watched it, but already forgot what it was about.
I know. In fact, even after rewatching, I still don't see what the (Suspense) was.
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Malleoz wrote:
Well, the time has come. A large group of friends and I have begun planning an any% Mario Kart Wii speedrun, but with this there are a few concerns. First off, what would "any%" be? it would most likely be completing all 32 tracks in a grand prix as quick as possible, which would mean we would pick 150cc. The problem with this is that a significant amount of time would be wasted if we were to use anyone besides Funky Kong. He's not unlocked from the game's first startup, so if we were to use him we would have to start from a certain save file. Assuming that we were to supply that along with our dtm file, would that harm our chances of getting our run published? Finally, we probably won't start until a Wii Remote TAS Input comes out. Wii Wheel actually allows for sharper turns and overall better handling for tilting and other things. Hopefully that gets done within the next few months or so, but we can only hope.
Well, we do have a published Mario kart TAS for the snes, so you could follow what it does as an "any%". Also, the same TAS starts from SRAM to enable Hard mode, so I guess you could also make a verification dtm that has Funky Kong and Hard mode unlocked as well.
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CoolKirby wrote:
No, unfortunately there are no force swaps for Koops in any of the cutscenes up until the end of Chapter 4 (when you get him back). Once you switch to Flurrie in Chapter 2 to reveal the Great Tree's secret entrance, you won't be able to switch to or use Koops until you get him back after beating Doopliss. That's why we would have to find another way to get the key other than using Koops's ability.
Have you tried using Goombella buffer trick around the area there to see if there's anyway to go around the trunck?
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Are there similar (potentially abuseable) force swaps elsewhere in game?
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Uh....not sure where to post this, but: (MOD EDIT: Moved to a more appropriate thread, which already has a lot of tier discussion in it. -Mothrayas) The previous pokemon gold movie is GBC Pokémon: Gold Version (USA/Europe) "no memory corruption" in 2:54:27.15 by FractalFusion. However, that's not a vaultable movie, since if it were to be in that tier, it has to be the fastest possible without any limitations on glitch abuse. Edit: Heck, if anyone want's to argue about "all gyms == 100%", it's still unvaultable because of this:
Patashu wrote:
jlun2 wrote:
Patashu wrote:
Congrats on publication! I hope this leads to a clever future improvement by the pokemon glitch hunters/disassemblers :D
And I hope there would eventually be a movie that can obsolete both this and the "All gyms" run. :P
It's best described as glitchless, not all gyms. I'm pretty sure all gyms would get instant victory glitch and bulldoze through the game.
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Malleoz wrote:
Well this "Koops" will still be fully operational in battle, but if you try to switch partners... You can't. Just like the partner menu, the game only thinks you have Goombella, but it has Koops appear because he is required for the note cutscene right before Red Bones.
What happens after you recruit Flurry? Would it be like Chapter 5's Crystal star where the game would consider it obtained despite not in your party or would he mysteriously appear in your group?
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Malleoz wrote:
A small little trick I just found. http://www.youtube.com/watch?v=kPLxDK3Gl1U Useless to this point (you can't get the Chapter 4 shop room key) Though, we can do this strat after getting Koops which would save time from using Koops to hit the switch.
What happens if you go into battle with "koops"?
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Assuming this can actually reverse aging, my only thoughts of this would be how sad it would be if shortly after you've done this, you got killed off by a car accident. I wonder how many people would actually think biological immortality == true immortality? :P
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Masterjun wrote:
That's poorly formulated. Let me give you an example: The Shadow Queen, second phase (real form). The maximum number of jumps you can do on her is 10. For every jump starting at the 5th jump you have a 67% chance of getting a jump cap. Getting jump cap meaning that you stop jumping on the enemy even if you hit the action command. So that we basically had a 0.39% chance (around 1 in 256) of getting 9 jumps in a row.
I never knew that. :o I always thought the reason the power bounce stopped was because I missed the action command. So, what's the maximum number of jumps possible with other enemies? Is it still 10?
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Mothrayas wrote:
jlun2 wrote:
Since the starter is pretty much abandoned after Clefable is obtained, I'm just wondering whether choosing Charmander would be faster since that would mean Blue/Gary/U would not have a Gyrados and instead use Exeggutor.
Charmander would have issues against Brock. I'm pretty sure that would lose more time than one Intimidate message.
Actually, he has Gyrados starting from the encounter in Pokemon Tower. Also this means Clefable's physical attacks wouldn't be weakened (although I'm not sure would that be enough to kill anything without critical hit).
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N. Harmonik wrote:
A run with Clefable ends up being faster... Who knows whether using other unexpected Pokémon would be faster in other games?
Since the starter is pretty much abandoned after Clefable is obtained, I'm just wondering whether choosing Charmander would be faster since that would mean Blue/Gary/U would not have a Gyrados and instead use Exeggutor.
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Vertigo 2 - A puzzle based platformer where the goal is to paint all the blocks purple. Just to make it harder, at the later levels, some tiles must be destroyed due to lack of paint, but destroying said tiles would cause parts of the stage to be inaccessible. Mine Tower - Minesweeper with a twist.
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Patashu wrote:
Pannenkoek2012 returns, in: "No Joystick? No Problem" Link to video This one is very creative.
I await the day a "No A button" TAS of the game becomes possible.
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True wrote:
For last page viewers, console verification is here. Is this the first NES console verification for Legend of Zelda?
:o How about the other zelda runs of this game? I'm curious how far back the runs would sync.
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MrWint THC98 numerics K SoulCal Despite making only 1 - 2 TASes, these people all submitted quite large projects as a first TAS.
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You forgot to mention cancelling the beam animations under known improvements. :P Yes vote regardless.
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She's sad that the run's over. Anyways, that last battle was amazing! :o
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Nach wrote:
100% is vaultable. Main thing is though that 100% can be defined in many different ways in a Pokemon game. Another way to look at this is that the longer run is a normal playthough while this is glitched. I don't know what the best naming scheme / break up is, but it seems that one really should not be obsoleting the other. The vault accepts normal and 100% runs, it's just the naming isn't clear in this case, but it seems that vault run is one of them.
Well, if it was to be a 100% gyms, it would be like this:
Patashu wrote:
It's best described as glitchless, not all gyms. I'm pretty sure all gyms would get instant victory glitch and bulldoze through the game.
But if the run is going to do that as a vault run, then it might as well go all out and do this:
Patashu wrote:
Zowayix wrote:
Would something like "no memory corruption" or "no memory overflow" be a good description for the old run?
It abstains from two things: The 'coin case arbitrary execution' route (executes data as code, corrupts memory via controlled writes) The 'box cloning/bad clone/map distortion' route (resets mid-save, corrupts memory/buffer overflows a lot) If you call controlled writes to memory memory corruption (and I think this is correct) then 'no memory corruption' should work on its own.
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CoolKirby wrote:
Chapter 5 was mostly skipped and 6 and 7 were short, so those went fast. We mostly worked on Chapter 8 and getting the best luck manipulation during the Shadow Queen battle.
Is that the only part that requires heavy luck manipulation? If so, maybe those beam animations could be cancelled so that Almo would stop cringing. :P
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CoolKirby wrote:
It doesn't make a difference. As soon as she becomes invincible is when you need the three attacks from Mario/partner to hit her.
:o Well, I'm watching the stream atm. I'm curious to see what happens at the last 3 (4?) chapters.
Post subject: Re: Run finished and streaming!
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CoolKirby wrote:
Mario or his partner needs to attack her three times after she becomes invincible. Since a stage prop doesn't count as an attack by one of them, the fastest method is to jump with Mario and then have two Bomb Squad bombs explode at two different times to count as the second and third attacks. We don't have an encode of it. We just moved on because it didn't save any time.
Huh. What happens if a stage prop hits her the turn she becomes invincible? (Right after she transforms but before the end of the turn)