Posts for InfoManiac742

Experienced Forum User
Joined: 9/7/2019
Posts: 10
For whatever reason the "Donkey Kong" link in the publication description appears to go to Street Fighter IV for some reason.
Experienced Forum User
Joined: 9/7/2019
Posts: 10
The run doesn't seem to very interesting or entertaining in my opinion. Additionally, it looks like it's done on the PAL version, but sped up by a factor of 6/5. The https://tasvideos.org/MovieRules additionally state that NTSC is preferred over PAL, unless there is a specific reason to use PAL. If this softlock is only possible on the PAL version, that should be stated in the submission comments. Otherwise, future such movies should be done on the 60 Hz NTSC version.
Experienced Forum User
Joined: 9/7/2019
Posts: 10
I actually found out about this movie before it was published lmao. Anyway, really nice TAS! I find it kind of funny that the only non-boss that dies in this run is Simon himself.
Experienced Forum User
Joined: 9/7/2019
Posts: 10
Very nice! Finding really simple glitches like this in well-known games always gives me a bit of a laugh. Massive kudos to Arc for the equally massive submission comments, and the run itself was very impressive too. Going through Parapa Palace three(?) times does result in a bit of a hit to the entertainment value of the run, but it's still very enjoyable nonetheless. I've also managed to disable the check for the candle when entering caves by changing offset 0x1D086 in the ROM from D0 to B0 and whipped up a quick encode on the modded version. https://youtu.be/fqdtUL-Wx7c
Experienced Forum User
Joined: 9/7/2019
Posts: 10
Welp, guess I'm late to the party. Anyway, huge shoutouts to scrimpeh for actually testing this after I just waltzed into the Castlevania discord. It's really surreal to see this actually happening.
Experienced Forum User
Joined: 9/7/2019
Posts: 10
I'm trying to play Earthbound with the RAM Watch open, and every so often BizHawk 2.5 will just crash randomly. I can't give specifics on how to replicate it because there's no rhyme or reason to the crashes, but here's the error it gives me:
System.AggregateException: One or more errors occurred. ---> System.InvalidOperationException: Operation is not valid due to the current state of the object.
   at BizHawk.Emulation.Cores.Waterbox.WaterboxHost.Exit()
   at BizHawk.Common.MonitorExtensions.EnterExitWrapper.Dispose()
   at BizHawk.Emulation.Cores.Waterbox.WaterboxMemoryDomainPointer.PeekByte(Int64 addr)
   at BizHawk.Emulation.Common.MemoryDomain.PeekUint(Int64 addr, Boolean bigEndian)
   at BizHawk.Client.Common.DWordWatch.Update(PreviousType previousType)
   at System.Threading.Tasks.Parallel.<>c__DisplayClass17_0`1.<ForWorker>b__1()
   at System.Threading.Tasks.Task.InnerInvokeWithArg(Task childTask)
   at System.Threading.Tasks.Task.<>c__DisplayClass176_0.<ExecuteSelfReplicating>b__0(Object <p0>)
   --- End of inner exception stack trace ---
   at System.Threading.Tasks.Task.ThrowIfExceptional(Boolean includeTaskCanceledExceptions)
   at System.Threading.Tasks.Task.Wait(Int32 millisecondsTimeout, CancellationToken cancellationToken)
   at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Func`4 bodyWithLocal, Func`1 localInit, Action`1 localFinally)
   at System.Threading.Tasks.Parallel.ForEachWorker[TSource,TLocal](IEnumerable`1 source, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Action`3 bodyWithStateAndIndex, Func`4 bodyWithStateAndLocal, Func`5 bodyWithEverything, Func`1 localInit, Action`1 localFinally)
   at System.Threading.Tasks.Parallel.ForEach[TSource](IEnumerable`1 source, Action`1 body)
   at BizHawk.Client.Common.WatchList.UpdateValues(PreviousType previousType)
   at BizHawk.Client.EmuHawk.RamWatch.FrameUpdate()
   at BizHawk.Client.EmuHawk.ToolManager.UpdateToolsAfter()
   at BizHawk.Client.EmuHawk.MainForm.UpdateToolsAfter()
   at BizHawk.Client.EmuHawk.MainForm.StepRunLoop_Core(Boolean force)
   at BizHawk.Client.EmuHawk.MainForm.ProgramRunLoop()
   at BizHawk.Client.EmuHawk.Program.SubMain(String[] args)
---> (Inner Exception #0) System.InvalidOperationException: Operation is not valid due to the current state of the object.
   at BizHawk.Emulation.Cores.Waterbox.WaterboxHost.Exit()
   at BizHawk.Common.MonitorExtensions.EnterExitWrapper.Dispose()
   at BizHawk.Emulation.Cores.Waterbox.WaterboxMemoryDomainPointer.PeekByte(Int64 addr)
   at BizHawk.Emulation.Common.MemoryDomain.PeekUint(Int64 addr, Boolean bigEndian)
   at BizHawk.Client.Common.DWordWatch.Update(PreviousType previousType)
   at System.Threading.Tasks.Parallel.<>c__DisplayClass17_0`1.<ForWorker>b__1()
   at System.Threading.Tasks.Task.InnerInvokeWithArg(Task childTask)
   at System.Threading.Tasks.Task.<>c__DisplayClass176_0.<ExecuteSelfReplicating>b__0(Object <p0>)<---
Experienced Forum User
Joined: 9/7/2019
Posts: 10
WhiteHat94 wrote:
I don't know if this is known, but GameGlitchGuy had a video of some glitches and there is a stair glitch in the FDS version he was doing, no clue if it's also useful, this new stuff just reminded me. https://www.youtube.com/watch?v=nJYESJPcG1s
I believe that the Dracula staircase glitch is already known, and it's documented on TCRF here. https://tcrf.net/Bugs:Castlevania_(NES)#Staircase_Glitch
Post subject: Re: Crouch Scrollling Glitch?
Experienced Forum User
Joined: 9/7/2019
Posts: 10
scrimpeh wrote:
InfoManiac742 wrote:
By alternating between right and down-right (or left and down-left) every other frame, you can glitch out the level layout. I'm not sure why this happens, but I haven't seen this documented anywhere else. https://youtu.be/kqbjqsGPARc
Wow, this is a really cool find! From what I can see, it only works on the PRG0 version of the game, and prevents the game from loading new tiles when scrolling. I hope it has some applications somewhere.
I got walkable tiles to appear at one point, but I wasn't recording a movie file. Also, it looks like this only works when the down-right inputs are on even-numbered frames (according to BizHawk, at least).
Post subject: Crouch Scrollling Glitch?
Experienced Forum User
Joined: 9/7/2019
Posts: 10
By alternating between right and down-right (or left and down-left) every other frame, you can glitch out the level layout. I'm not sure why this happens, but I haven't seen this documented anywhere else. https://youtu.be/kqbjqsGPARc
Experienced Forum User
Joined: 9/7/2019
Posts: 10
Another amazing job by Malleo! I watched the Twitch premiere and it honestly just blew me away. I did not know that they had figured out how to get into Gloomtail's room... Even though it didn't get sub 2, the fact that there's only SIX FRAMES of timeloss over the entire TAS is insane. Huge kudos to Malleo and the rest of the TTYD community. Now if I could only figure out how to upvote it... Too bad I can't play it back since it required an AMD graphics card...