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#638256808684726895 - Action 52 - full run proof of concept

full_run_test2.fm2
In 16:55.23 (61014 frames), 438 rerecords
System: Nintendo Entertainment System
3 comments, 89 downloads
Uploaded 7/23/2023 3:47 AM by warmCabin (see all 30)
I'd always pictured that an Action 52 run would consist of all 52 games played in a row, so here's a proof of concept for that. It consists of all the submissions and publications I could find, which is 8 by LogansGamingRoom and 2 by me. One of those is Meong, which I have not submitted yet, but I will. The submissions guide says if I submit more than 1 run in a day, they'll delete my account and set my house on fire, so I think I'm gonna wait until next weekend!
Ooze, Dam Busters, and Sombreros all had desyncs. I think they had to do with RNG, and I think the RNG is fed directly by your button presses (as opposed to, say, X subpixels or sprite slots), because I was able to despawn some enemies by wasting shots.
But what does this accomplish that a simple YouTube playlist wouldn't? Honestly, it just satisfies my misplaced sense of purism. We can't even get Cheetahmen on here because they played that on revision A.
Syncs on 2.3.0.
LoganTheTASer
on 7/23/2023 8:10 AM
i wonder how long the finished product will be?
Dimon12321
on 7/23/2023 12:09 PM
Action 52 simply doesn't get along with FCEUX. I faced several desyncs while TASing Illuminator alone. I think Bizhawk may circumvent this problem
warmCabin
on 8/10/2023 3:33 AM
If 10 of them take 16 minutes, I'd guess 83 minutes. Maybe we can do a non space shooters%!
Dimon, I think I had some desyncs like that in Micro Mike at one point. Kinda freaky for such an old console... The desyncs in this splice are more standard RNG/subpixel type desyncs like we face all the time in Mega Man. These games seem to be stable after I worked through the desyncs.