Posts for jlun2

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https://press.discovery.com/us/dfc/press-releases/2017/new-family-bonds-and-magical-friendship-adven-4021/ In the back-to-back premiere episodes titled “Celestial Advice” and “All Bottled Up,” Twilight Sparkle agonizes over Starlight Glimmer’s future and receives some much-needed advice from her very own mentor – Princess Celestia. While the Mane 6 are on a friendship retreat, Starlight Glimmer loses Twilight Sparkle’s friendship map. Afraid her anger might get out of control, Starlight Glimmer casts a calming spell while the ponies search for the lost map. Now I'm just waiting for this to occur. 🙂
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During my play, I found a glitched encounter with Jaws. The effect was: The screen was blue, contained glitched background images (including letters, like "QR"), the boat was on the very bottom of the screen with stringrays going back and forth above. Pausing the game would result in freezing. This was triggered by heading East along the very top of the Green Island to the left of the 2nd port. Jaws attacked my ship by heading North-West along the coast of the island. I think it has something to do with jaws temporarily cutting a corner, and thus not being within a legal grid space when the battle started. (At first I avoided this by LRLR a few times before the fight, to delay it so jaws could get in a legal space). If someone tried this game in the future, I might recommend investigating if any useful glitches can be found this way (maybe code execution?).
Can you please post a video/input file of this? I'm really curious about it.
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I found out this game while searching for games with percentage counters. I started a test run last month, and then started TASing it. I paused on it a bit since I'm busy, but I discovered there was a speedrun of it already on youtube. The run misses tons of tricks, which motivated me to post a WIP and share my discoveries so far. WIP. First 2 medallion pieces obtained. Tricks: 1. Instant acceleration In the platforming stages (not overworld), being in the air immediately makes you move at the fastest speed available. This means most of the time, hopping around is the fastest way to move, since landing also decelerates you. 2. Transitioning the tent faster The transition countdown triggers as soon as you pass a certain point back to the tent. By landing from a jump, you can retain a bit of speed and slide closer to the tent. This ends the stage ~100 frames faster. 3. Corner boosting You can boost horizontally on green blocks and the serpent at the corners of those 2 platforms. 4. Delaying death https://youtu.be/BaKoP8c7eSc Unused, but if you placed a Blubba (the purple bear you bounce on) next to an enemy, and land on the bear at the same frame you die, you can remain alive as long as you jump/move. However, stage objects become uninteractable, so this was not used in the run. 5. Moving away from the wulf If you pressed left and jumped right before you grabbed an item in front of the Wulf, you can move a bit away before said NPC wakes up. This is not always faster however. This area here: initially saves 2 frames doing this, but then due to worse positioning loses 3 frames by the end. 6. Instant death to NPCs https://youtu.be/OP1mKN2_cDI?t=1295 The fan NPCs spontaneously die offscreen when you pause a bit here. 7. Avoiding the Wulf When the Wulf pauses to turn, or stops after jumping up to a platform, he does not harm you. Since (especially later in game) he can run almost x2 faster than you, sometimes, turning back then going forward again in midair will cause him to pause a bit. You can then run away once you land. 8. The Phoenix It takes quite some time in comparison to swtich to phoenix, so it should be used only if it's indeed faster, and the next helpful monster you wish to use is located next to said phoenix menu-wise. One useful application of the phoenix is that it allows you to land from high places without flinching. 9. Manipulating luck The springy enemy is required in the following stages: Lookout Ledge Hobbled Hamlet Viper Vines Industrial Carnage The direction you (and other creatures) you bounce off from is RNG based. The addresses are 0x06D0, 0x0718 in IWRAM. You can manipulate this by jumping. Unfortunately, there's not much places you can really jump differently enough to change the RNG, but 2 places which are "easy" spots is the final jump in the laboratories stages along with the final jump when grabbing the treasure. Changing RNG also potentially changes the lag later, since it appears other things in the background are influenced by RNG, so it may (or may not) be faster. 10. Walking past tornadoes If you get damaged or had just used the pheonix, you can jump into the tornado without being caught. 11. Boosting speed with water puddles You can land from high places without flinching if you land on a puddle. Additionally, the puddle is able to boost your speed above the normal value, so jumping at the very end of the puddle is recommended. It doesn't work if you just got damaged, during the invulnerable phase. Lua script that displays fadeout frame + positions and speed Download sabrewulf.lua
Language: lua

memory.usememorydomain("IWRAM") --[[ Pointer at 0x1418 +0x0 - X pos +0x4 - Y pos +0x20 - pheonix +0x38 - X speed +0x3C - Y speed ]]-- local player = {X = 0, Y = 0, Z = 0, XSpeed = 0, YSpeed = 0, Phoenix = 0, Pointer = 0x1418} local wolf = {X = 0, Y = 0, Z = 0, XSpeed = 0, YSpeed = 0, Pointer = 0x42FC} local area = {[0] = "Campsite Clearing", "River Crossing", "Blown Away", "Blackwyche Swamp", "Outlaw Inn", "Eastern Karnath", "Wishing Well", "Blackwyche Laboratory", "Karnath Canopy", "Tangle Terror", "Lower Karnath Mines", "Overgrown Outpost", "Knightlore Falls", "Upper Karnath Mines", "Tangle Terror Lookout", "Karnath Laboratory", "Torchlight Torment", "Deep Dark Dugout", "Stinky Cavern", "Mining Mayhem", "Lookout Ledge", "Crumble Crevice", "Stranglehold Swamp", "Underwurlde Laboratory", "Stinger Strangle", "Frantic Fissure", "Hobbled Hamlet", "Stinkhorn Swamp", "Rocky Mount", "Viper Vines", "Terror Temple", "Entombed Laboratory", "Snowy Knoll", "Frosty's Grotto", "Shivery Peaks", "Wafty Shaft", "Icy Nook", "Gusty Gully", "Coalhouse Climb", "Knightlore Laboratory", "Flames of Fury", "Ritval Ruins", "Filthy Factory", "Mortar Mountain", "Industrial Carnage", "House on the Hill", "Heavy Metal", "Nightshade Laboratory", "Tumbledown Temple", "Watch Out Below", "Magical Mayhem", "Town and Out", "Wings of Steel", "Craggy Crack", "This Old House", "Imhotep Laboratory", "Rooftop Rampage", "Temple Plains", "Cluster Keep", "Factory Furnace", "Bind Alley", "Firing Squad", "Cobbled Courtyard", "Dragonskulle Laboratory"} local fade_frame = 0 function update(address) local pointer = memory.read_u32_le(address) if pointer > 0x3000000 and pointer <0x4000000> 0 and memory.readbyte(pointer_wolf+0x66) == 3 then --Wolf is present, and also awake wolf.X = memory.read_u32_le(pointer_wolf) --Address pointed by pointer + 0x0 wolf.Y = memory.read_u32_le(pointer_wolf+0x4) --Address pointed by pointer + 0x4 wolf.Z = memory.read_u32_le(pointer_wolf+0x8) --Address pointed by pointer + 0x8 wolf.XSpeed = memory.read_s32_le(pointer_wolf+0x38) --Address pointed by pointer + 0x38 wolf.YSpeed = memory.read_s32_le(pointer_wolf+0x3C) --Address pointed by pointer + 0x3C gui.drawText(0,70,"wolf",null,null,10,null,null) gui.drawText(0,80,"X"..string.format('%.6f',wolf.X/65536.0).." Y"..string.format('%.6f',wolf.Y/65536.0),null,null,10,null,null) gui.drawText(0,90,"SpdX"..string.format('%.6f',wolf.XSpeed/65536.0).." SpdY"..string.format('%.6f',wolf.YSpeed/65536.0),null,null,10,null,null) gui.drawText(0,100,"Z"..string.format('%.6f',wolf.Z/65536.0),null,null,10,null,null) gui.drawText(0,110,bizstring.hex(pointer_wolf),null,null,10,null,null) --Predict when will screen fade if fade_timer > 0 then fade_frame = fade_timer+emu.framecount()+22 --frame ends on 21, but lags 1 frame end gui.drawText(0,120,"Fade frame:"..fade_frame,null,null,10,null,null) end end gui.drawText(0,30,"X"..string.format('%.6f',player.X/65536.0).." Y"..string.format('%.6f',player.Y/65536.0),null,null,10,null,null) gui.drawText(0,40,"SpdX"..string.format('%.6f',player.XSpeed/65536.0).." SpdY"..string.format('%.6f',player.YSpeed/65536.0),null,null,10,null,null) gui.drawText(0,50,"Z"..string.format('%.6f',player.Z/65536.0),null,null,10,null,null) --Pointer for debugging gui.drawText(50,10,bizstring.hex(pointer),null,null,10,null,null) --Frame counter thing that determines end acceleration gui.drawText(0,60,"Frame:"..frame,null,null,10,null,null) if (player.Phoenix > 0) then --Since when wulf appears, you cannot use the pheonix, this shouldn't be able to overlap. Probably. gui.drawText(0,70,"Birb:"..player.Phoenix,null,null,10,null,null) end --lab lift gui.drawText(50,20,memory.read_s8(0x57AA),null,null,10,null,null) end emu.frameadvance() end
Data structure: Referring to IWRAM locations (so 0x03000000 region in vba): 0x1418 - pointer to address for player's location Player struct: Using the value from above add the following for: * +0x0 - X position (fixed point version) * +0x4 - Y pos * +0x8 - Z pos (for overworld) * +0x1C - X (simplified int version) * +0x20 - Pheonix timer * +0x38 - X speed * +0x3C - Y speed 0x42FC - pointer to address for wulf location Wulf struct: Using the value from above, add the following for: +0x0 - X pos +0x4 - Y pos +0x2E (1 byte) - No idea, but turning this to 0 moves camera to it's location +0x38 - X speed +0x3C - Y speed +0x40 (1 byte) - ID +0x41 (1 byte) - Item flag (0 for NPC, 1 for item) +0x63 (1 byte) - Direction +0x66 - Awake? +0x6B (1 byte) - No idea, but turning this to 0 moves YOU to it's location +0xD0 - Next NPC/Object X 0x0190 - frames since last transition 0x0230 - timer for when treasure converts to silver/bronze. Curiously stops at 60,000 even if the other timer can go higher. 0x02C2 - armour bool (64 means you have armour) 0x01A4 - the area id 0x5354 - frames left before fadeout 0x53AE - invincibility after damage? 0x53BA - Treasure state (Gold/Silver/Bronze) 0x57AA - the lab elevator state Edit: Things that affect splicing are: 1. Lag frames can sometimes spontaneously disappear (or appear) later, when you improve an earlier stage. 2. Springy can either eject you left, up or right. In any stage where you have to land on it, a change of 1 frame in the previous stage can affect which direction it bounces. By delaying the tent transition from the previous stage, you can somewhat manipulate the direction. Delaying before entering the stage does not seem to work however. 3. The tent transition speedup trick seems to occasionally fail for whatever reason if spliced in, even if the input appears to be the same. So far, every occurrence of this was "fixed" by modifying the input at the tent, but not sure if this works every single time. Edit 2: https://docs.google.com/spreadsheets/d/1rmYdGHPpAbha9eFiMUP4GPH_kiyfsX6pQKIxo_zVFmc/edit?usp=sharing Google docs for game stages, items, areas, etc.
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Legit question: When people talking about HDD's lifespan, say, they claim its 10 years. Do they mean by the HDD sitting idle the vast majority of the time will retain data for a decade, or do they mean by a decade of continuous use like in datacenters? I rarely use my drive outside backups, so would it still last as long?
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Fortranm wrote:
http://forums.glitchcity.info/index.php?topic=7770.0 Too bad I didn't see this until now. I have updated my proposed completionist route and will start working on the runs once the lua scripts are updated to include addresses for Japanese version. (I know there are now MUCH faster ways to do overworld warps in English version, but it's still a lot faster in Japanese version.)
Link to video Void Glitch - How to Catch Arceus in Pokemon D/P Holy shit. People finally figured out how to do this. From a brief reading, it appears the void can also mess with memory as well. I wonder would catching arbitrary pokemon be possible (eventually)?
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SmashManiac wrote:
I usually enjoy "game end glitch" runs, but this particular one didn't feel special to me. The game just lagged for a few seconds, then things seemed to go back to normal, then credits. Because of this, I voted Meh. I think the reason is the Konami code use, a fact that I did not realize before voting, as its unlock was done in an unintended manner, but its use was in an intended manner. Regardless, this is an interesting gray zone in the rules. I believe the closest precedent was the Golden Torizo code in Super Metroid, since both are cheat codes that cannot be normally triggered under normal circumstances.
Well, I know if it's a password glitch it mostly isn't vaultable. I have no clue for the Konami code, given that doing so before the game cleared flag is set won't trigger credits (if I understand the submission notes correctly).
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FitterSpace wrote:
Dave Mirra: Freestyle BMX 2 doesn't have a true % counter, but it does have a maximum number of "respect points" that you can get. You get the max respect by completing all of the challenges, competitions, stunt jumps, and breaking all the records. Does that count as 100%?
While it seems to be "complete", I was more thinking of games with an explicit percentage counter. I suppose I can note down games with a "completionist" goal, but the potential vagueness (for instance, zelda games, occasionally mario) is what I'm trying to avoid. Basically some people may find doing all objectives be completion, but others may think exploring all areas, opening everything, etc, as complete. If there was an explicit percentage counter, even if more things could be done, at least the accomplished tasks so far count as "complete" as far as the developers are concerned. But thanks for posting.
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Thanks for the help! Sorry, about the mistakes; please correct/add more if you spot them. :)
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endrift wrote:
Please try with 0.5.2 or a nightly. It seems to work on my end.
It works on nightlies, thanks. :) It crashes on 1.11.9 mGBA core, but at least it works fine on the vba-next one.
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http://tasvideos.org/Movies-C2000Y.html I enjoy this category (both TAS and playing for fun), but some games don't have a well defined way to account for 100% completion. For convenience, here's a list of games I'm aware of that has a percentage counter. Most of them don't have a TAS, so there's some ideas for 100%. SNES Donkey Kong Country (101%) Donkey Kong Country 2: Diddy's Kong Quest (102%) Donkey Kong Country 3: Dixie Kong's Double Trouble! (105%) Super Metroid N64 Donkey Kong 64 (101%) GameCube Billy Hatcher and the Giant Egg Crash Bandicoot: The Wrath of Cortex (106%) Crash Nitro Kart (101%) Crash Tag Team Racing Chicken Little (I think, need to recheck) Lego Star Wars: The Video Game Lego Star Wars II: The Original Trilogy Metroid Prime Metroid Prime 2: Echoes Wii Call of Duty 3 Call of Duty 4: Modern Warfare Call of Duty: Black Ops Call of Duty: Modern Warfare 3 Call of Duty: World at War Lego Batman: The Videogame Lego Batman 2: DC Super Heroes Lego Harry Potter: Years 1–4 Lego Indiana Jones: The Original Adventures Lego Indiana Jones 2: The Adventure Continues Lego The Lord of the Rings Lego Pirates of the Caribbean: The Video Game Lego Rock Band Lego Star Wars: The Complete Saga Lego Star Wars III: The Clone Wars Metroid Prime 3: Corruption Metroid Prime: Trilogy Kirby's Return to Dream Land Xenoblade Chronicles X (Itemdex) GB Wario Land 2 GBC Donkey Kong Land 2 (102%) Kirby's Dream Land 3 Kirby Tilt 'n' Tumble Wario Land 2 GBA Crash Bandicoot: The Huge Adventure (101%) Crash Bandicoot 2: N-Tranced (101%) Crash Nitro Kart (101%) GBA Disney's The Lion King 1 1/2 DK: King of Swing (200%) Kirby & The Amazing Mirror Kirby: Nightmare in Dream Land Lego Knights' Kingdom Lego Star Wars: The Video Game (Check if same as GCN) Lego Star Wars II: The Original Trilogy Madagascar (Not the same game as GCN) Metroid Fusion Metroid: Zero Mission Monster House Sabre Wulf Ty the Tasmanian Tiger 3 - Night of the Quinkan (Not the same game as PS2) NDS Castlevania: Dawn of Sorrow Castlevania: Order of Ecclesia Castlevania: Portrait Of Ruin Dragon Quest IV (Monsterdex?) Kirby: Canvas Curse Kirby: Squeak Squad Kirby Super Star Ultra Lego Batman: The Videogame Lego Batman 2: DC Super Heroes Lego Harry Potter: Years 1–4 Lego Indiana Jones: The Original Adventures Lego Indiana Jones 2: The Adventure Continues Lego Marvel Super Heroes: Universe in Peril Lego Pirates of the Caribbean: The Video Game Lego Rock Band Lego Star Wars: The Complete Saga Lego Star Wars II: The Original Trilogy Lego Star Wars III: The Clone Wars Lego The Lord of the Rings Over the Hedge Pokemon Trozei! Ratatouille The World Ends with You (Monsterdex) PSX Crash Bandicoot Crash Bandicoot 2: Cortex Strikes Back Crash Bandicoot 3: Warped (105%) Crash Bash (201%) Crash Team Racing (101%) Spyro the Dragon (120%) Spyro 2: Ripto's Rage!(120%) Spyro: Year of the Dragon (117%) Not TASable (yet): PS2 Crash Twinsanity Jak and Daxter: The Precursor Legacy (101%) Jak II (125%) Jak III (103%) Ty the Tasmanian Tiger Ty the Tasmanian Tiger 2: Bush Rescue Ty the Tasmanian Tiger 3: Night of the Quinkan PS3/PS4/XBox 360 Assassin's Creed: Brotherhood Assassin's Creed II Assassin's Creed III Assassin's Creed IV: Black Flag Assassin's Creed: Revelations Call of Duty: Advanced Warfare Call of Duty: Black Ops II Call of Duty: Black Ops III Call of Duty: Ghosts Call of Duty: Infinite Warfare Call of Duty: Modern Warfare 2 Far Cry 3 Far Cry 4 Lego Batman 3: Beyond Gotham Lego Dimensions Lego Jurassic World Lego Marvel's Avengers Lego Marvel Super Heroes Lego Star Wars: The Force Awakens Lego The Hobbit Sleeping Dogs The Lego Movie Videogame 3DS Chibi-Robo! Zip Lash Dragon Quest VIII Dragon Quest Monsters: Joker 3 (Apparently similar to below) Paper Mario: Sticker Star (Need to recheck) Pokemon Sun and Moon (Percentage is in Pokedex. That counts I guess?) Kirby: Planet Robobot Kirby: Triple Deluxe Lego Batman 3: Beyond Gotham Lego Jurassic World Lego Marvel's Avengers Lego Star Wars: The Force Awakens Lego The Hobbit Rayman Origins Shantae and the Pirate's Curse The Lego Movie Videogame I'm aware I'm missing more; please post if you're aware of others. PC Super Meat Boy (106%) Edit: Changed some percentages. Thanks to those who posted.
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Hello. I tried mGBA-0.5.1-2016-10-05-win32 with the game 2221 - Ty the Tasmanian Tiger 3 - Night of the Quinkan (U)(Trashman).gba and it immediately crashed with the error: Jumped to invalid address: 10100808.
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Sorry, but it seems DeSmuME is rather bugged for SRAM and movie recording; this includes both starting from SRAM + resetting during playback. Not sure if it's fixed in the development builds.
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Does the game still work after the credits? lol Either way, that was the best ACE TAS so far for pokemon. Amazing work! 🙂 Edit: I just realized rather late you have 0 pokemon when at the Hall of Fame. How much of the story flags does this break? Would the game still allow you to grab a starter post credits?
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Rather late, but I believe I figured out where overworld NPCs addresses are. Also, it seems for the ones that move, they remain at their own location if offscreen far enough, so that should make manipulating certain Denjuu walk cycles somewhat easier. Edit:
Language: lua

memory.usememorydomain("IWRAM") --[[ SystemID GBA 3570 w u 0 IWRAM wtf? 3572 w u 0 IWRAM x cam 3574 w u 0 IWRAM y cam 3576 b h 0 IWRAM sprite related 357C d 3 0 IWRAM x 3580 d 3 0 IWRAM y 3584 d h 0 IWRAM z? 3588 d 3 0 IWRAM movement 358E b h 0 IWRAM nth sprite in area 358F b h 0 IWRAM state ]]-- local NPC = { x,y,xcam,ycam,state } while true do local num = 0 for i = 0x34D0, 0x3790, 0x20 do if memory.readbyte(i) ~= 0 then NPC.xcam = memory.read_u16_le(i+0x2) NPC.ycam = memory.read_u16_le(i+0x4) NPC.x = string.format('%.1f',memory.read_u32_le(i+0xC)/65536.0) NPC.y = string.format('%.1f',memory.read_u32_le(i+0x10)/65536.0) NPC.state = memory.readbyte(i+0x1F) num = math.floor((i-0x34D0)/0x20)+1 --So it would be 1 offset --gui.drawText(xcam,ycam,"X"..x.." Y"..y.."i"..num.."s"..state,null,null,10,null,null) gui.drawText(NPC.xcam,NPC.ycam,num,null,null,10,null,null) end end gui.text(0,70,num) emu.frameadvance() end
Edit: At the very first cave, this already influences the 2 Denjuu to the right of the cave when you go grab the first key; it's possible for them to wander far enough such that they "stop" at different locations, thus changing where they wander once they appear on screen again. Also, moving diagonally for the "stairs" in certain areas such as the first cave is faster than moving straight through it.
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Well, for me I used lua for it:
Language: lua

memory.usememorydomain("IWRAM") --Change this to whatever Majoras Mask uses while true do local Address = 0x --Insert your address to toggle here local value = 0x40CB --Insert the value you want here local toggle = 0 if toggle == 0 then if (joypad.getimmediate().L == true) then toggle = 1 end else if (joypad.getimmediate().L == true) then toggle = 0 end memory.write_u32_le(Address,value) --Change 32 to whatever byte size it is end emu.frameadvance() end
Or something like this. I haven't tested it, but it's something around that.
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Thread #18810: #5371: ruadath's DS Fire Emblem: Shadow Dragon in 08:47.83 Apparently, the latest version of DeSmeME also has problems with the system clock at start. Anyone who needs to manipulate it should avoid the latest version.
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Sorry for your lose loss. Hopefully, you don't quit TASing over this, despite the bad initial impression.
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http://www.pocket-lint.com/news/140059-zelda-marks-the-death-of-nintendo-wii-u-confirmed With this out of the way, how much percentage of games (and apps) released for the wii u are playable on Cemu now? I haven't followed it for a while now; is it more active than non-Nintendo console emulators in terms of development?
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EEssentia wrote:
I think it's just better to stop "1-upping" ourselves, because let's face it, it's not going to keep happening. At some point in time, we're just not going to be able to keep doing it. How long do you intend to wait to find something new? A year? Two? Three? At some point we have to face the fact that we're just not going to be able to do it. dwangoAC & Co has admitted as much. So let's just break the ice and stop doing it. I honestly think we're beyond the point where we can keep doing it. Takeovers just aren't as cool as they once were. So let's get it out of the way and just keep delivering fun content, regardless of whether we "1-up" ourselves or not. Skipping a GDQ would probably make a large majority unhappy anyway.
I agree. Also it seems it becomes less and less "speedrun/superplay" and more "finding security exploits" as it gets more and more elaborate. People mentioned the aweful game idea, which sounds nice, but not sure how much entertainment can be squeezed out of them.
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Fog wrote:
RIP Modern 3D TAS 2017 awards
lmao completely related: Link to video So look forward to RIP Modern 3D TAS 2018 awards too. 🙂
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Does anyone else have the problem such that whenever you open the RAM Watch, then using that to open the hex editor and messing around with hotkeys in hex editor causes hotkeys (control P for instance) to never work on Ram Watch again until the emulator is restarted? This happens on the latest version and interim.
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Joined: 9/17/2009
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Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Hey, sorry for the silence. I'm having some trouble at the moment, since it seems: 1. For this particular section, if the NPCs (or Harry) hits 0, it does not appear to be able to make it critical 2. I level up after the turtle, so I get fully healed. The mandrake hits ~25, and ~50 for normal hit and crit respectively. To make it such that the next time Harry encounters an NPC kills him, I need the following: *Mandrake hits normal hit + crit *Harry lands 1 normal hit + 2 crits Point 1, along with rather terrible luck makes this section tricky. And by terrible luck I mean waiting 300+ frames for each crit. Might have to check how long would a somewhat "ideal" non-deathwarp route would take then see how much waiting is possible before it ends up slower. Sorry about that.
Experienced Forum User, Published Author, Skilled player (1716)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Thanks for the invite, but no thanks. I'm struggling with wiki activities, 3 different side projects, and 4 classes for the next 4 months. Sorry about that.
Experienced Forum User, Published Author, Skilled player (1716)
Joined: 9/17/2009
Posts: 4953
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Alright. I'm also curious if other languages may be faster, but I have no idea how much dialogue would be encountered in the case new skips would be found.