Posts for jlun2

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I think I've seen a video where the chapter 1 boss is killed in 1 hit. Have you seen it?
Post subject: Harry Potter and The Sorcerer's Stone
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While playing this game, I stumbled upon a glitch. So I TAS'd all the way to that point, but it froze the game. =/ Would this glitch lead to something useful? .vbm Edit: To make finding discoveries easier: Every map from the game with labels on items: https://drive.google.com/folderview?id=0B-2O13fpsnI4aWNBZzlxYUtOa1E&usp=sharing Spreadsheets for cards, combinations, locations, etc https://docs.google.com/spreadsheets/d/1JqcTqljPon_bStQe32S7LKRxshu37ZybB74w_6WKxuE/edit?usp=sharing Edit2: For testing purposes, a script that automatically unlocks all cards and combos Download Cards.lua
Language: lua

--Get all cards for i = 0x650A, 0x656E, 1 do memory.writebyte(i,9,"WRAM") end --Get all combos for i = 0x6570, 0x6575, 1 do memory.writebyte(i,0xFF,"WRAM") end memory.writebyte(0x6576,7,"WRAM")
Just run it once, and it will give all cards x 9 + combinations Display script Download Display.lua
Language: lua

memory.usememorydomain("System Bus") local Boss = {'Malfoy','Giant Rat v2','Troll','Ogre','Purple Rabbit','Chickens','Rook','Knight Piece','Knight Piece 2','Devils Snare','Quirrell','Voldermort','Giant Rat','Knight','Easy XP'} local Monster1 = {HP=0xC4B8,X=0xC46A,Y=0xC46D} local Monster2 = {HP=0xC55A,X=0xC50C,Y=0xC50F} local Monster3 = {HP=0xC5FC,X=0xC5AE,Y=0xC5B1} --[[ Monsters in battle are offset 0xA2 of each other 0xC4B8,0xC55A,0xC5FC is HP 0xC46A,0xC50C,0xC5AE is X 0xC46D,0xC50F,0xC5B1 is Y 0xC48A,0xC52C,0xC5CE is Sprite (not ID!) This is needed since they technically don't have a "fixed" location; monster 1 can appear in top middle or bottom. All little endian ]]-- local list = {Monster1,Monster2,Monster3} while true do local state = memory.readbyte(0xFFD2) if state%128 >= 25 and state%128 <= 33 then gui.drawText(0,0,'State: '..state%128,null,null,10,null,null) --Game state for debugging --Coords only make sense if x1 window size or drawText at the moment gui.drawText(memory.read_s16_le(Monster1.X),memory.read_s16_le(Monster1.Y),memory.read_s16_le(Monster1.HP),null,null,10,null,null) gui.drawText(memory.read_s16_le(Monster2.X),memory.read_s16_le(Monster2.Y),memory.read_s16_le(Monster2.HP),null,null,10,null,null) gui.drawText(memory.read_s16_le(Monster3.X),memory.read_s16_le(Monster3.Y),memory.read_s16_le(Monster3.HP),null,null,10,null,null) else gui.drawText(0, 0, 'X: '..memory.read_s16_le(0xCD30)..' Y: '..memory.read_s16_le(0xCD32),null,null,10,null,null) gui.drawText(0,60, 'Msg: '..memory.readbyte(0xCD12),null,null,10,null,null) -- The player cannot press A to continue until the countdown is finished. if Boss[memory.readbyte(0xEC05)] ~= nil then gui.drawText(0,75, 'Boss: '..Boss[memory.readbyte(0xEC05)]..'('..memory.readbyte(0xEC05)..')',null,null,10,null,null) gui.drawText(0,90,'State: '..memory.readbyte(0xFFD2)%128,null,null,10,null,null) --Game state for debugging else gui.drawText(0,75,'State: '..memory.readbyte(0xFFD2)%128,null,null,10,null,null) --Game state for debugging end end -- --[[ Game state for battles: 25 - Battle transit (includes using cards) 26 - Your turn 28 - Spells 29 - Items 30 - Item used 31 - Flee 32 - Enemy attacks 33 - Select enemies and attack 34 - Win screen 42 - Cards (same if you use not in battle) end]]-- emu.frameadvance() end
Edit: Enemy HP and stats are mirrored multiple times on WRAM and System Bus. It appears the ones in 0x541E, 0x5437, 0x5450 in WRAM are the ones that are responsible for HP (ie, editing them has an effect).
Post subject: Re: VirtuaNES 0.93
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Billy wrote:
Wow, that's cool. Thanks for teaching me about the TAS editor. Which version of FCEUX is most efficient? Also, do you have to download something else with it, such as a TAS plugin?
I don't think so. I beleive only Mupen64 is like that.
Post subject: Re: VirtuaNES 0.93
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Billy wrote:
Fine then. I guess I'm just gonna have to start my big AitMK project all over again, but this time I'm using FCEU, the new program I just downloaded.
You should use FCEUX instead, as the format, .fm2, is a text file; allowing easy edits, in case you found a trick at the very beginning of the run.
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Don't you mean VirtuaNES 0.97? It seems like it hasn't been updated in ~4 years. Anyway, you should ask a mod, so you can get a definite answer.
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Billy wrote:
But I see new strategies for Autopia, and I am going to improve most of these strategies a lot using VNES 0.93!
Since only input files for the NES with the extension .fm2 is allowed, I'm not sure if VNES 0.93 would be an acceptable emulator; unless of course, it generates .fm2 files. Good luck!
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Billy wrote:
I would like you to bring this run back, please. The reason I want you to bring it back to YouTube is because I am making a 100% TAS of this game, and I would like to see your routes, such as "crazy jumps in the Mansion". I would like to learn these tricks, and according to the images I saw, I have found some tiny improvements to this run, such as a timesaver on the ladder. Anyway, I would just like you to bring it back, just for this reason.
Wouldn't it be more productive to download the input file and play it on the emulator so you can study the strategies used? A youtube video is worse for comparison due to being unable to view frame-precise tricks.
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Experienced Forum User, Published Author, Skilled player (1717)
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jlun2 wrote:
Here's the nearest glitch state we could find: WIP
We've been experimenting with the glitch, and other than warping, seeing Denjuu that haven't been seen is currently the best outcome. WIP Anyone want to try out the glitch to trigger the credits? Edit: Can the glitch actually obtaining new Denjuu, instead of just registering them as "seen"?
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How do I manipulate the ceiling enemy near the end of this movie? Can anyone please help me? Edit: I've tried adding delays to the previous level, avoid killing enemies, and pointlessly waste ammo, but the claw won't fall down like in the published run. Edit 2: If the claw would fall like the published run, I would be at least 3 frames ahead. It would've been more, but there's a nasty frame rule that prevents minor "improvements".
Experienced Forum User, Published Author, Skilled player (1717)
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Speedruns are all the same. They use glitches to save time, skip countless levels to save time, mash buttons quickly to save time, lose health to save time, and of course, beat the game ASAP. If they don't do that, then it lacks the qualities of a "good" speedrun. Link to video Edit: <joke>I use VirtuaNES 0.93 because there cannot be a better TAS emulator for any game system out there than VNES 0.93!</joke>
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Derakon wrote:
The $10k presumably refers to the cost of buying one of the NWC carts. DarkKobold already has a TASBot for replaying TASes on the real hardware.
You could buy a reproduction cart for 50$ somewhere. :P Edit: Look here.
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DarkKobold wrote:
Oh, and if anyone has an extra $10,000 lying around, I will totally verify it too.
Is this possible?
Flygon wrote:
Yes. In fact, obtaining a cart with rewritable ROM chips would make the verification process go a lot faster, due to being able to use the precise same ROM used as was done with the TAS (preventing version difference issues). I have a friend that can do this for the Mega Drive, but it requires a PC with a Parallel port. I'll inquire about NES games.
Edit: BTW, Nintendo World Championship is emulated improperly with the current versions of FCEUX. Sometimes, while recording, the game suddenly ends without reason. Same for playing back.
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braindx wrote:
Excuse me if I am incorrect but don't the Pokemon GBC/GBA games have a glitched to credits (which is super fast), a regular any% without the credits glitch, and "catch 'em all" categories?
Don't you mean the GB game, "Pokemon Red/Blue/Yellow"? Also, on topic, if the chances of encountering this glitch are 1 in a *insert huge number here* how did Anta find the glitch?
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Warp wrote:
There's significantly less fireball shooting. Is that a good or a bad thing?
I was hoping the vanishing T-Rex and faster completion was enough to make up for the lack of action. =P
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Temp Encode: Link to video Edit: The video is the updated version of the run.
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I've managed to improve the run by another 15 frames due to (somewhat) better luck. Can a Mod please replace the movie with this file? Thanks!
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Hi NitroGenesis! I've managed to beat your run by 20 frames. How? Lag reduction and enemy manipualtion without pausing. :P
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Wyster wrote:
Besides, my memory might be wrong but nothing special happens when you get 96 exits right?
I think the problem is that the SNES version doesn't record the amount of Dragon Coins collected, as mentioned by Mister. But it does record the number of exits found.
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Experienced Forum User, Published Author, Skilled player (1717)
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Aglar wrote:
1. I don't use zipping in the Final Zone, it's sprite ejection as explained in the submission text.
Seems kinda similiar in my opinion. =/ To be exact, isn't zipping just the game trying to eject you out of the game's terrian? So even though your trick might not give a large speed boost, it still (sorta) counts as "zipping". =p
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Experienced Forum User, Published Author, Skilled player (1717)
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Bernka wrote:
Well,I used PSXjin to record this movie.So the movie should be pjm format.
But was the movie actually completed in 2 seconds?
Post subject: Re: Aria of Sorrow
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Khonsu wrote:
So im sitting here watching one of my favorite runs on the site cause I find it interesting. It dawned on me, how on earth is the Jump-Attack-Dash work exactly? Is it done via LUA scripting? I mean im just amazed by how that's done and i've always been curious as how that's done.
Why don't you download the input file to see how it works? :)
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Spikestuff wrote:
I was told to wait for the new version (which tasvideos should allow in edit and updated encode but obviously they haven't done that).
Actually, they do allow that. For encoders, which you aren't. =p