Posts for CtrlAltDestroy

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Experienced Forum User, Published Author, Active player (325)
Joined: 2/23/2005
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I decided I want to work on this some more. I'd love to see the whole game completed. http://www.samus.co.uk/cad/raymovie.vbm This movie finishes Pink Plant Woods and Anguish Lagoon, and the first stage of Bongo Hills. Please watch and critique me so far.
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I was under the impression that the flying bomb thing had respawned there, and he had just been sucked into it by the pipe. But I realize now that it isn't an explanation for going from racoon suit straight to death.
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Looks great, and it fits the song too well. Good job. Now you just have to learn how to add title screens, and do fadeouts.
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Tailz wrote:
The original Zelda: Link's Awakening. It's somewhat like an alternate universe. You could explore it more if you had the flippers but I didn't want to play that much into the game. Check it out This is a glitch a friend of mine taught me a very very long time ago.
I went and loaded a battery file from Zophar, and I did some extended exploring of this glitch zone. I did some pretty funny stuff. http://www.samus.co.uk/cad/la_glitches01.vbm
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Fun with l+r in Battle of Olympus: http://www.samus.co.uk/cad/ded.fcm
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Bisqwit wrote:
It looks easier than the last boss of Rygar.
It's not too hard by itself, but combined with the fact that it comes at the end of a 15-minute segmant where you are expected to NEVER take a single hit wiile fighting the 6 other battleships, I consider it impossible. (Also, notice how I had to play the first part tool-assisted just to make it manageable)
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At the very end of 1943, the very end of the very last level is composed of a very humanly impossible sequence: You have to destroy all the ship bosses, all in a row, with no heals. If you somehow miraculously make it through all the ship bosses, the final one, Totaku, is loaded with an imposisbly huge amount of guns which fire at an impossibly fast rate. This movie shows me fighting Totaku, the final final final boss of the whole game: http://www.samus.co.uk/cad/YOU_HAVE_GOT_TO_BE_JOKING.fcm I can only imagine what it would be like if this actually happened to someone playing on the cart. I know I would be pissed!
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This is MUCH better than your last movie!! My only real complaint her is that you didn't kill a few of the enemies here.
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http://www.samus.co.uk/cad/raymovie.vbm This is all I have done so far. The 3rd part was kind of a physics test, and looks really bad. I'm working on redoing it now.
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Mega bump! I started taking a look at this game recently, and it seems very run-able. It would start out kind of dull, but I think it would become much more fast paced once all 5 of the powers are obtained. I started doing a run, and I'm stuck on the third section of level 1. The berry is really hard to manipulate. I have to punch it until it reaches max speed, then jump onto it and ride it, and use glitches to prevent Rayman's weight from slowing it down.
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If you mute the first four sound channels (the GB channels) while playing a GBA game, you'll find that you lose a lot of the SFX during gameplay. However, I can't recall a time when this has ever effected music.
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Those pictures were taken with frame advance, on games that dispaly some crazy stuff between frames when loading images. Metroid happens to be way off on both. The answers: 1943, and Action 52.
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Name these games.
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hanzou wrote:
Note for anyone who is um, afraid of the dark: The radiant code (00D0:7) and the uber-radiant code (00D0:16) can be used on this entire run without any desync.
I tried the uber-radiant cheat and I got a few random encounters that weren't supposed to happen.
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Here's my first contribution to the thread. I've done the glitchiest NES Metroid run you have ever seen. http://www.samus.co.uk/cad/glitchtroid.fcm Plays with Metroid (U) I did this by plugging in some cheat codes (the exact ones used are in the movie's description, you'll need to input them yourself to view the movie). These codes let me moonjump (even through ceilings), roll through walls, and burrow through floors as a morph ball. (The infinite life and missiles comes from the password I used, NARPASSWORD.) I've tried to show off some funny stuff with the Metroid engine that should make you laugh. This also shows off the single most suspenseful escape sequence in ANY Metroid game (at least to make)
Post subject: Just be funny.
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Make some funny demo movies and post them in this thread. They can be of any game. Starting from savestate is allowed. Play the game in any way you want, make as many movies as you want, the only rule is that you have to be funny. Ideas: * Do something really unexpected/weird that you normally wouldn't do in a TAS. * Die in funny ways. * Glitch up a game really badly. * Play a very poorly made game. I've got some I've been wanting to make, I'll post them later... See what you can come up with in the meantime.
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Well, I just beat level 17 (movie not uploaded). 7 more to go. And I found something stupid. All the levels are unique up until level 16. After level 16, you defeat the boss which you were assigned to destroy in the opening cutscene. Then it says "Congratulaitons, you won the war!!" followed by a black screen "Sorry, that was enemy decoy. Try again!" at which point you're sent to mission 17 which is a direct repeat of level 2. :( Mission 18 is a repeat of level 3, and Mission 19 is a repeat of some other level which I forgot. I was highly disappointed at this, I was hoping for all of the levels to be unique. But I guess that's too much to expect from a NES game. :(
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Oh yeah.
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There should be no such thing as "too many stars." If something deserves a star, regardless of how many there are, it should get one. It gives the newcomer more excellent games to watch.
I agree, but I thought that Bisqwit had said somewhere in the past that he wishes to keep the number of stars limited.
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I've never played this game (only have played Sonic Advance 1, which I'd love to see a movie of), and I must say that I thought it was GREAT! The speed was just incredible. I'm not sure about giving it a star, though... don't we have too many stars right now? But I'm guessing it might get one, simply because of how it has obviously completely taken the breath away from everyone who's watched it...
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I don't think comparing images would be too terribly bad. Small pictures, limited palette, and most of the time, it would only have to stop after the first pixel. And it would only be available when using frame advance, which would allow for that extra time.
Post subject: Idea for a new tool: Lag detection?
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Frame advance is useful and powerful, but it can be foiled by one thing: heavy lag. Not knowing what button presses will be ineffective can annoy just about anyone. So, how's this for an idea: A lag detector. It would work something like this: When lag detection is enabled, every time you hit the Frame Advance key, it would emulate the next frame, then compare the output images. If they are identical, it would display an indicator (maybe a little red box) which would tell you that maybe your next keypress will not have an effect. Obviously it would need to be configurable, to allow for games with different properties. For example, some games might require you to compare the 2nd and the 3rd frame from the current one you're on, or the 3rd and the 4th, depending on the input lag or whatever. I think this would be really useful.
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Experienced Forum User, Published Author, Active player (325)
Joined: 2/23/2005
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I did 3 more levels. Dang, this is getting hard. There's alomst no time to be artistic anymore, just have to concentrate on killing the obnoxious amounts of planes. 10 levels left...
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Imagine taking this EXE emulator and loading itself into itself. Whoa, talk about mind-boggling!
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