Joined: 2/12/2008
Posts: 67
Location: San Francisco Bay Area, CA
Amazing. I was not bothered at all by the ending softlock, as the ending clearly began. (Anyway, because of the way the scripts work, apparently any TAS that skips the normal World of Ruin transition will trigger this softlock, and the entertainment that the skip provides outweighs the disadvantage of the softlock, at least to me.)
Joined: 2/12/2008
Posts: 67
Location: San Francisco Bay Area, CA
Dessyreqt wrote:
This run wasn't ended by a glitch, it was ended in the normal way of completing the final battle without dying. Other glitches done previously in the run interact negatively with the ending, but it is not a glitch-ending.
Well, technically the final fight wasn't completed either (though I don't think it matters; I also don't think the ending softlock matters since the ending sequence clearly started).
I'm curious though: Did the softlock occur due to script problems or due to memory corruption? Since a bunch of the memory corruption problems caused by the sketch bug can be fixed with a save, load, and reset, that might suffice to fix the softlock (maybe at one of the save points in Kefka's Tower). But, if it's a script problem, that'll be nasty to fix… You'd have to reverse engineer the script and see what it's expecting :(
Joined: 2/12/2008
Posts: 67
Location: San Francisco Bay Area, CA
HHS wrote:
That's just the game's copy protection. It tries to detect if the game is running on a copier. Some emulators fail this check. Try using another emulator. Here is some of the stuff it does:
- When starting a level, if a random byte in bank $00 is not mirrored at bank $40, you lose all your subtanks and upgrades.
- If the game sees that $700505 acts as RAM, after you get hurt 128 times, the game will start messing with your input. Also, your charged buster shots, should you manage to fire them, will not move.
- When you pick up a power up or go through the boss door, the starting location is reset to the beginning of the level if a random byte in bank $00 is not mirrored at bank $40.
- When an enemy drops an extra life, the intro stage will be uncleared if $00804e isn't mirrored at $40804e.
- If $701000 acts as RAM, after 128 explosions, you'll die when a bullet is repelled by an enemy. The intro stage will be uncleared when shooting while dashing. Powerups will disappear quickly.
- If $700804 acts as RAM, after you jump 128 times, every other jump you make will be really tiny, for 127 more jumps. Climbing walls will hurt you. Shooting while on the ground will reset the starting location to the beginning of the level. You will not be able to wear the Ride Armor. The miniboss in Spark Mandrill's stage will have twice as much health.
- If $700800 acts as RAM, some worms will be impossible to kill. The miniboss in Spark Mandrill's stage will shoot sparks more often.
Whoa, cool, this is the first time I've heard of this. Do you mind if I add this info to TCRF?
Joined: 2/12/2008
Posts: 67
Location: San Francisco Bay Area, CA
mklip2001 wrote:
If this is published, we could always make a link back to the currently-published 20-minute movie. It would be similar to what we've done with Super Mario 64, where that publication has a link to the latest 16-star run (to my current knowledge). Just because a movie is obsoleted doesn't mean it goes away... sure, it has diminished visibility, but the people who are really interested in Chrono Trigger will probably look through submission comments anyway and would check out interesting links.
I like this idea. We could also encourage a true playaround to be published in the future.
Joined: 2/12/2008
Posts: 67
Location: San Francisco Bay Area, CA
Although I really like the concept of minimum button presses, I'm voting no due to the lack of optimization. I would vote yes if the run were optimized.
Joined: 2/12/2008
Posts: 67
Location: San Francisco Bay Area, CA
MrGrunz wrote:
there's no 100% TAS and there'll never be one. Planning all ingame time related things is almost impossible without many many years of work if you want to do it optimally.
If there's ever going to be a 100% TAS, it'd probably/certainly be pretty bad technical wise.
This is just IMHO, but if our standards are so high as to make certain run categories literally impossible, then maybe our standards are too high for those categories...
I'd rather see a slightly suboptimal 100% TAS than nothing at all.
Joined: 2/12/2008
Posts: 67
Location: San Francisco Bay Area, CA
Again, the disc removal trick doesn't work on the emulator, so even if Lil_Gecko wanted to, he or she couldn't do it...
In any case, I hope the encode skips the FMVs.
Joined: 2/12/2008
Posts: 67
Location: San Francisco Bay Area, CA
I tend to think that if the Zelda speedrunning community uses the J ROM, then that should overrule our guidelines. And it's a fantastic run, both in technique and in entertainment.
IMHO, the rules of the road are for safety. Voted yes.
Joined: 2/12/2008
Posts: 67
Location: San Francisco Bay Area, CA
c-square wrote:
My favourite part:
This was a great run, and a blast to watch. I only have two gripes:
1) After such a perfect run, it somehow seems wrong not to have getting the 'good' ending as an objective. Yes, it would cost a minute or so watching the torture scene, but after seeing Snake walk through the place untouched, having him simply give up at the first hint of pain just doesn't feel right.
2) The backtracking required to heat and cool the PAL key is really boring, and kills the pacing of the TAS entirely. I think a Twin Snakes run of this game would be better (and faster) as you don't need to leave the hangar to heat or cool the key.
However, neither of those can keep me from voting yes on this one. Good job. :)
Agreed with all of this. Not having played through the game, I wasn't sure what the stuff after the PAL key up until MG-REX was supposed to be, but it was really boring to watch.
That said, this is a fantastic TAS. Given how infamous the MGS bosses are for taunting the player, watching them get humiliated was particularly satisfying :)