jlun2: there are kill planes that will cause you to fall off the map, but they're generous enough to enable you to get really far away from the map without failing. In particular, I've seen a video of someone doing the last portion of Windy Valley unassisted, after having memorized the positions of the kill planes with a cheat code that draws them.
That said, I have no idea how Ice Cap worked.
Just looked at that part again. Why did the timer suddenly gained 10 seconds as soon as sonic reached the ground?
@19:46
"Wow! This thing is really huge!"
*Takes 44 seconds to traverse it*
>.>
Also, I never played this game before, but does this game even check whether you're OoB at all?
Thought it was a bit boring, honestly. Watching two minutes of just seeing you spam the attack button for every boss isn't exactly entertaining. Nothing really popped, but then again, there's not much you can do with this.
Meh vote.
I agree with this. I hope one day, the flag(s) for the bosses would be found so the fights wouldn't be taking 1/2 the video. :P
Currently, the .dsm files become very large quite quickly in terms of file size. This wouldn't be a problem, except the site only accepts WIPs less than 4MB. For other sites, the problem doesn't exist unless you upload a ton of WIPs, which quickly add up.
So would it be possible to have an option that converts the input file into a hex file for uploading purposes, while also keeping the text format for user-friendly editting?
It depends on which angle you look at the universe. In some ways, the universe is comparatively small, and in others it is comparatively large. Same for every other existing object in my opinion.
I don't think you can exactly argue like that when one of your earlier post was this:
ColdStardust wrote:
I've been to huge cities, so I highly doubt what you're saying. I don't really want to share too much information about me, but I was born a big city in Europe (and I go there every once a few months to see family), and a lot of my family lives there as well, so I know that the world is a huge place.
Despite Guga's comment wasn't supposed to be taken literally nor as an absolute.
This was actually somewhat more entertaining than I thought it would. Unfortunately, it seems the run doesn't try to play around with the enemies a bit, so most of the entertainment stems from dodging the projectiles (which while impressive, can get a bit old).
So there's this thing that's been annoying me during basic testing, and it would also annoy anyone trying to remotely optimize Galaxy TASes at all:
When I press Z, Mario crouches either 1 or 2 frames later. The problem is, I have no idea when it's 1 frame and when it's 2 frames. 2 frames is the more common case, but 1 frame would obviously be more useful. This affects the timing of inputs required to execute long jumps and backflips.
If anyone feels like helping out with Galaxy TASing/Dolphin testing, investigating this would be a big help.
I have no clue about the mechanics of this game, but maybe it's a frame rule of some sort? Have you tried pressing "z" while going to a different direction/spot on the exact same frame?
I know. You like OLD Twilight more than NEW Twilight.
I mean, yeah. I am not making her an Alicorn. I'll keep it even.
I may change up the stats a little to give AJ and Pinkie more oomph.
How about both Twilight SparkleClassic and Twilicorn? :P
Technically no as it requires different methods, and a different game overall.... Right?
Because their Red and Green is there Red and Green but their Blue is our Red and
Blue
I mean, memory corruption looks like a sane enough borderline to separate 2457M as "glitched" and 950M as "any%", with a room for improving each of them in their own branches.
boct1584 wrote:
Are we going to have two glitched runs? One for the wrong-warp and one for arbitrary code execution?
Which version of the game are you using? I found a ROM for it, but all your files keep desyncing. I'm using the USA version, which one are you running on?
Also, I noticed that some rooms seem to loop forever for some reason, too; I can't seem to get out of certain areas without a lot of effort.
EDIT: Disregard, I figured it out. You're using a version with release ID 0776, I was using the release ID version 0883. Same game, minor differences. Still desyncing, though. Not sure why.
Smaller map and has some coloring for EG: http://www.escaprism.com/media/img/eg-map.png
If you enter the room with the skull in upper right, the game will freeze on SNES and you get the "reset glitch" on GBA.
I find it odd that both the maps have the glitched area fully rendered, yet the game shows it as a weird grid (even on real console).
Also, it would be nice if the maps also highlighted areas that either get you stuck into a wall (the room north of where the previous glitched runs did the stairs glitch), or just loops on forever (the room with ganon seems to go left/right forever).
You stood on the shoulders of TASers to accomplish something as fast as you could, and before you even knew what you had, you encoded it, and uploaded it, and slapped it on a YouTube Channel, and now you're selling it.
~Dr. Ian Malcolm
Wishes for my wallets btw. ;)
I am reminded of the GBA version of Harry Potter and the Sorcerer's/Philosopher's Stone where the night levels were easy as heck due to a programming oversight that made the teachers detection range far smaller than what the sprite would've imply. :P
What did that video remind you of, warp?
I notice that once again, the queue is empty. It has stayed that way for a few days now. This could be a good thing or a bad thing, depending on what the cause is.
My suspicion is that it is because we get fewer submissions than we used to. But this is just a suspicion. Could someone with database access get the numbers on submissions per month (or similar) and post it here? Then we could determine if fewer TASes are actually being made.
It could also be that it just seems like fewer new submissions, because the judging and encoding is more efficient lately, which would be a good thing.
I'll hold off further analysis before I know which it is.
Well, it's September, and some of us have school or other real life events that occur.
I'd make an argument that the "Catch 'em all" run already shows off pretty much all of the glitches that this 1:18 run does. It ends the run by beating the game through the Pokemon League, like this run, and it deliberately avoids heavy memory corruption like ZZAZZ/etc., like this would do if it were published.
Also, I think I mentioned that a glitchless Kanto run is better off suited using the GBA remakes, but people keep wanting this version for some reason. Nostalgia, perhaps?
Here's some riddle I found (a variant of the zebra puzzle). Try to solve it as fast as possible (pen and paper only) and post your time (It took me approx. 15mn). Checking you solution is as easy as testing against each of the 15 statements. If none evaluates to false, your solution is correct.
Just commenting on the time part, it would be kinda funny if someone randomly guessed the answer and coincidentally got it right on the first try. :P
The MLP:FiM comics seem very different in terms of artwork from the show. Look at, for example, their depiction of Queen Chrysalis. She's borderline nightmare fuel!
Not as creepy as fanart such as this, which for some reason keeps reminding me of the enemies of a certain DS game I am TASing. :o