Posts for CtrlAltDestroy

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Experienced Forum User, Published Author, Active player (325)
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"If she doesn't shoot why's the score so high?" Somebody should make a video reply where they slow down the very beginning of the movie to show the "Loaded Gradius 3.000" message.
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theenglishman wrote:
A quick question: was there some trick to not getting that second slug/caterpillar thing to load right at the start? I keep having to shoot him, costing 7 or 8 frames, even on the go.
Easy, just don't shoot the ghost. If you take damage on the slug, you'll have to hit your head against the wall. Take damage with the ghost, and you don't have to.
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Yes, but it doesn't work anywhere, only when your hitbox gets teleported onto a monster or a spike, usually on another screen. Note that, if you were Biped Widget when doing this, the game would crash.
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xoinx wrote:
Lol... so this has become your submission? Will take a look at it EDIT: It may be a 4 minute improvement, but I just don't feel wow-ed by the run. I guess it's the game, not the run... Btw, at around 15500, you change into the mouse for a short while. Wouldn't it be faster staying in your normal form for that area, rather than going through 2 morphing sequences and a menu screen?
You mean the part at the treetops? I tested that, and it's a little bit faster. Biped Widget has to take the long way around to the left first, has to take some damage on the way, can't make the final jump, can't zip there because of the enemy placement, and in killing some of the enemies is confronted with a nasty snake on the final platform.
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Fixed.
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Cause of crashes when zipping: When you zip, the screen doesn't scroll. After zipping, if you perform any action that would normally cause the screen to scroll to the right (namely walking right or getting hit while facing left and jumping backward), you're immediately warped back to the center of the screen and the screen scrolls. When you L+R, it warps your hitbox to somewhere else in the level data. If your hitbox gets warped onto a monster, you'll take damage. (This is what causes the "self-inflicted damage") If, during zipping, you take damage while faced right, the game will try to cause you to jump backward as usual. However, the screen can't scroll left because you're under the effects of zipping. This causes the crash. The crash recovers eventually when what would be the jumping back animation finishes. In short: Don't get hit while facing right during zipping, this causes the crash.
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For me, After knocking out Bowser, Mario runs around on the floor for a while, the star appears right above him, and then he just stands there. But if it works for everyone else, it's probably just my ROM.
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No, I'm referring to the final star after beating Bowser 3, the one which causes the game to end.
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YautjaElder wrote:
Why should he? It's just a waste of time.
Am I missing something?
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Pretty neat, but did you not pick up the last star?
Post subject: Feature idea: Custom frame display
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Idea The concept of this idea is that you could hit a hotkey to save the current frame (or input your own value) to some register, and the emulator would show a running display of (current frame - register). Maybe multiple registers would be helpful, as well as some custom text for them. I know that it wouldn't be practical to display them all on the screen like this, so maybe they could be shown on a floating window, like the memory viewer. I think a feature like this would greatly reduce the need to use a calculator or to save frame numbers on Notepad while doing runs.
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L+R is all that's needed to trigger teleporting, no A is required. Also, note that you could shave a few frames on my boss battle by firing your first shot angled-up immediately when you appear. I waited a few frames before firing because I had to jump and rise to his level. Well, I'll take one last look at your movie to see if I can find any more shortcuts or tricks. Then it's up to you. Good luck! Edit: Alright, here are the last of the tricks I can find. (Maybe.) This is faster than what you did, and saves you 2 delays. Another quick exit I'm really curious why you didn't use the mouse in this room, you had the MP for it. - Note that I picked up the E-tank and the MP-tank at the end, and I don't know whether or not these are needed at all for the remainder of the run. If you don't think so, don't pick them up! Apparently, you can skip the dolphin. What good does it do, though? Would a route change be any faster? Quick shortcut and an illustration of the funny but completely useless ladder glitch. Edit 2:
Flim-Flam - luck manipulate and get two shots off each time
How about six shots? - (obviously not optimized completely, but you get the idea.) Edit 3: Bizarre Brain beaten in about 7 seconds! - Probably not as fast as possible, though. Invisible platforms for the win!
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Even though the description says "no particular order" the first game is Widget.
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http://www.youtube.com/watch?v=jBXtiRhVlVc NES medley. (Dang, the sound desynched.)
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Nah, I just watched your movie for things that looked like they could be improved, then tried them. There were even about 5 tricks I tried that didn't work, such as zipping with the dolphin, or clutching ladders from far away using L+R.
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Mouse stuff. http://www.rphaven.org/cad/zipmouse.fcm http://www.rphaven.org/cad/zipmouse2.fcm Apparently the mouse can zip too, it just doesn't work while B-dashing. Wow, this movie is going to come down to 5 minutes or something.
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nitsuja wrote:
I tested in Mario 3 with FCEU 0.98.15 and 0.98.16 and that method worked to find 0x0090 as the most precise X position value. My guess is that it's really finding the values that increased and you are thinking it found ones that didn't change because it sets original equal to current after a search.
Why is it doing that, then? It shouldn't automatically set original to current. It doesn't do that for any of the other searches, just Value Increased.
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Since I've got Widget on my mind at the moment (not to mention that stupidly catchy music) I'll list the improvements I made over your movie, as well as some of the things I learned about the game in the process. Hopefully it will help you out. http://www.rphaven.org/cad/Widget2.fcm Frame 327: You mentioned that zipping is only useful when the room is 1 screen wide, and this isn't entirely true. Since Zipping doesn't scroll the screen, and it replaces you at the center of the screen when you're done, zipping is useful any time that Widget starts on the left side of the screen. If you zip to the center of the screen and then stop, you'll be placed at the center of the screen. Note that Zipping immediately would have caused a crash here, that's why I jumped. Frame 1532: Not sure what happened here with you. You paused to dodge the bird, I didn't have to. Many times it's possible to kill the enemies faster with some clever shooting instead of having to dodge them or take damage from them. Frame 1770: The warp glitch in action. I tried doing some cheat searches to discover the true behavior of the L+R glitch, but I didn't find what I was looking for. As far as I can tell, Zipping will replace your current surroundings with the clipping information of somewhere up and to the right. Frame 1880: You can jump while zipping. Frame 1950: Since I got to the ledge faster, the ghost didn't have to knock me back down. Frame 2046: Because the two ghosts are still on the screen, neither of the slugs appeared. Frame 2288: I don't know what made you think it's faster to zip ahead, get hit, warp back, and walk through the enemy. If you must take damage, it's faster to just walk into the enemy and turn your back to it at the last possible moment. This causes about 2 frames of delay, whereas zipping ahead causes several frames of delay - I mean, the actual zipping forward part wastes your time. Frame 2936: Warp glitch again. I snagged the E-tank in the box at the top of the screen. I don't know if this is useful or not, but if you're going to be taking more damage to save time throughout the movie, having more energy will allow you to do it more often. Also, note how I jumped before I activated the glitch. If you don't jump, you'll get shifted backward and stuck in the floor and it will cause several more frames of delay. Frame 3070: Using some smaller jumps, I was able to avoid hitting my head against the wall like you did. Frame 3265: This room was full of crash zones. My theory is that using L+R at certain points will warp you to places with invalid clipping data (off the screen or something like that) and cause the freeze. However, I was still able to zip for 5 frames here before a crash occurred. Frame 3291: This is a really awesome maneuver. I fall to the spikes (zipping any more in this zone will cause a crash), Turn backwards at the last moment possible causing it to knock me onto the pillar, zip off the pillar, through the bird and the wall, and drop straight to the ladder. This is similar to what you did, but... Frame 3551: Whoa, I'm still invincible! I guess climbing on a ladder preserves your invincibility after getting hurt, and changing rooms may reset it as well. I use it to walk right through the slug, shooting it a few times to knock it out of my way just as the invincibility wears off. With this head start, I use some tricky jumps to jump past all the hamburgers without even bothering with them. Frame 3900: Zipped to the center of the screen again. Frame 4545: No pausing, no hesitation. I only lost 2 frames of conveyor belt time because of the bee, but that's a lot less than you lost. Frame 4661: Small jump straight onto the next platform. Frame 4860: Another E-tank. Frame 5036: I begin zipping toward the exit, grabbing the health refill along the way. Frame 5150: Boss time. I had to refrain from zipping for a few frames due to crash zones. Frame 5165: I use the time spent waiting for the shot to hit the boss to situate myself on the invisible platform. When it connects, I start blasting away. Notice how I also snag the magic expansion along the way. And those are all the improvements I made. I think this movie might still be improvable, due to the following facts: -I completely forgot that you can shoot with an upward slant by holding Up. I could have saved myself from taking damage a few more times with this, and I could have killed the boss a little bit faster. -It's probably very worth it to grab the gun upgrade in the 3rd room. That's all I have for now. Hope I helped.
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21 and a half seconds of improvement on level 1 alone! Yeah, this run needs some work. If it were optimized much more, It'd be a great little 8-minute movie. I encourage Englishman to try again. P.S.: Check out how fast that boss goes down!
Post subject: Cheat Search Problems
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So I'm trying to search for the memory location of a character's X position. I reset the cheat search, walk the character to the right, then do a search for "Value increased", right? For some reason, it's returning "Value is unchanged" results instead. Am I doing something wrong, or is this there a problem here?
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Ouzo: Okay, ya got me. Englishman, check this out: http://www.rphaven.org/cad/Widget_Warp.fcm I was screwing around with the... very interesting physics... of the left+right glitch. I noticed that you turned invulnerable while glitching, so I wanted to check to see if you could use the conveyor belt to slide through the enemies unharmed instead of waiting for them to move. Instead, I found this trick. I think you should do a little bit more research on how the L+R glitch works. From what shows in this movie, it appears that L+R actually warps Widget to another part of the level data. Notice how I manage to grab a health powerup that never shows on the screen (It's actually up and far off the right). This explains why he sometimes falls through the floor, other times he appears to walk on invisible platforms, and other times he causes the game to crash (Getting warped to invalid locations... Notice that the game actually recovers from these crashes if you wait long enough for Widget to fall back into valid data).
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I'll address these issues for my next version of the run.
Since you acknowledge that there are numerous issues with the run (they stood out to me, too) I'll go ahead and vote no. Let's see that next run!
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I don't think I've ever seen such an obnoxious-looking face on a NES sprite. I liked the mouse-morphing action. Glitching through the floor after the boss fights was also funny. Overall, it didn't look very optimal, but I've never played this game before. I won't vote.
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That was amusing. I would have liked to see some more impressive tricks, such as picking up a bunch of dice in a random order and having them come out stacked by color.
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