Posts for Ferret_Warlord

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Nice. But this version reintroduces the "FCM no longer supported" error message bug. Edit: Some functions also seem to be performing slowly. It takes nearly a second to load a savestate, a couple of seconds when a movie is active. This is odd, because I wasn't having this issue when I started. :/ (I've tried restarting the emulator, but that doesn't work) Edit 2: I seem to have narrowed things down a bit. The repetitive error message seems to come from me moving the dll files*; putting them back got rid of the problem. However, their presence has no impact on the load time for save states. On that note, I've looked into that a little bit. It would seem that the problem states are ones attached to movie files, and the further along the movie the state is, the longer the state takes to load. Plus, it recently went from two or three seconds to nearly ten to load one, even though I hadn't moved. *Explanation: when I saw how many .dll files were in the zip, I decided to try and give them their own folder to keep from cluttering up the main folder, which apparently didn't work out. Do we really need this many dll files? If so, I would like to set a directory for them, if such would be possible.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Blublu wrote:
I had to try for a picture twice because on the first one, they did something so I only got a 1x1 pixel image by saving it normally.
I had a similar issue with mine. You can bypass it by extracting the URL via the source code.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Experienced Forum User, Published Author, Skilled player (1406)
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Oh sweet, kkapture works now!
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Experienced Forum User, Published Author, Skilled player (1406)
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Why do I find it scary just how well some of these work out?
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Experienced Forum User, Published Author, Skilled player (1406)
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I'll take the lack of responses as encouragement to keep going. Anyway, I said I'd upload an new WIP when level 5 is done. It's done now. Comment if you wish. I find it weird that the levels generally get shorter the further you go. Next step will be a submission. Edit[/b]: Freakin' Sardius...
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Experienced Forum User, Published Author, Skilled player (1406)
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Eh, sure. This boss is getting annoying anyway. Yeah, I took a little liberty with the rules concerning the album name. Prosecute me. :P
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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The first one can also be anagrammed into "More Stupider." TEM discovered that one. Either way it seems to fit... Let's see here... 2: Altered Beast 14: A Boy and His Blob (now getting a decent looking remake, yay!) And that's all I got for now; edits will be made later.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Experienced Forum User, Published Author, Skilled player (1406)
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Judging by the name I'm assuming Hindi. Have we someone who speaks Hindi?
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Experienced Forum User, Published Author, Skilled player (1406)
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Thanks, moozoh. Levels 2 &3 ready for scrutiny. I'll check into improving the third boss later, but for now, bed. Next WIP at level 5 completion.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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FODA wrote:
You say you've found it and then you ask for a link to it?
Hey, it happens. After the first time I visited the IRC channel I had to ask how to get back to it. >_> Anyway, you're looking for Game Resources.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Experienced Forum User, Published Author, Skilled player (1406)
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I say the best way to start TASing is to pick a game and do something with it at 25% speed and start taking it from there. It may not be optimal, but when you're starting out it eases you more into the thought process that goes one when making one. Don't try doing everything at once, just pick a feature and work on it.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Experienced Forum User, Published Author, Skilled player (1406)
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And I must respectfully disagree with Mr. Kobold here: I like the new glitch better since it's much cleaner.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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nineko wrote:
Apparently all the interest nowadays is towards other games...
Good.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Experienced Forum User, Published Author, Skilled player (1406)
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Okay, okay, I'll give into social pressure. Yeesh... (acknowledged, Xkeeper) Anyway, overhauled level 1, now 287 frames faster. I decided to keep my weapon grab method, but found a real nice place to upgrade my armor. The dagger was somewhat inconvenient in a few places, but I made it work. Reload count is slightly higher than it should be since I already had half of level 2 done when I started redoing this. Next item of business: Determining where to get the bracelet Resolved! It's surprisingly effective against bosses 3 & 4!
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Experienced Forum User, Published Author, Skilled player (1406)
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I call Bag of Magic Food's Rockman World run as a witness for the defense to the stand.
Bag of Magic Food wrote:
I chose the Japanese version to make this movie for a few reasons. 1. The American version makes you wait a good two seconds longer at the title screen before the cursor appears and you can press Start. I don't know why... Maybe the company wanted you to look at the copyrights for a while. :) As a side note, I tried the European version once, and it moves the copyright notices to a separate pre-title screen that takes even longer. The American versions start doing something similar starting with the third game.
The difference between this and the Link's Awakening situation is that this doesn't have a published movie yet. There's no official time to compare against. I don't think very many people would mind.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Oh goody, just the sort of thing I was looking for. How did he clear that block?! O_o I must look into this. And it seems you *can* fire daggers before the little explosion clears. Can't do that with the torch. Seems I may have been wrong. Thank you! This will be very helpful. Edit[/b]: Prin Prin's speech is also about 20 seconds shorter in the Japanese version. I might switch over. Edit[/b]: A certain subpixel positioning. That's how he cleared that block. Very difficult to control in this game. -_-
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Oh. Right around frame 9300, I presume, where I stand right next to one before jumping up. Yeah, that's because you can't reach the top of that until the ground reaches a certain height. I tried a good number of things to avoid having to wait, and none of them worked. It's like two pixels too tall to reach.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Re: The tombstones: These are solid obstacles that can't be passed through; jumping on them is required. Re: The waves: The waves are one hit kill if I'm not standing on the stone pillars. I have no choice but to wait, although that last one can probably be handled a tad faster. Re: The armor: Yup, I pulled a bait and switch there. The idea was to preempt any suggestions that I pick up the gold armor in the first level. By doing what I did, I acknowledged it was there, showed I could have grabbed it if I wanted to, but didn't. Reason is lag. I tested the boss with and without the torch's spell and broke even thanks to it, so why grab the thing that gives me magic? I'll be taking a hit in the next level, so there's really no point in getting it then. That, and it helps alleviate the wait for the next wave. Also, the reason for grabbing the bronze armor when I did was because of non-manipulable chest patterns: it was either then or never. Glad you enjoyed it at least somewhat. ;P
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Level the First Can I get some feedback on this? I'm aware I could have handled some of the lag better. In fact, I didn't use magic against the boss because of it.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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And now for the opening sequence. I'm about three seconds faster than Zurreco's attempt against Astaroth, but can't tell how much faster I was against Nebiroth. It's not too bad, but these guys sure are a pain compared to the Genesis version.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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I guess I'll be the first to bug report. The WIP uploaded a few days ago has a lag counter; this is good. I can't set a button to toggle the lag counter on and off, and I can't pick where the frame/lag counter are; unless I am missing something, this is not good. Neither the WIP nor the non-WIP seem to interface with snes9xwatch very well. An older version worked fine, but now I'm getting a blank with garbage where the ROM information should be. Keep up the good work. Edit[/b]: Ah, fixed the snes9xwatch issue. User error. Edit The Sequel[/b]: Oh hey, a hotkey for the lag counter! *happy dance* Yet Another Edit: Sound issues in the newest release: much of it sounds muffled, and any change to the settings mutes the sound until you restart the program.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Hot off the heels of the Genesis version, I have decided to look into this game and validate Dannit's research and provide commentary of my own. First, a completed damage chart.
		    | Normal|Upgrade|Magic
		    | S   D | S   D |
----------+-------+-------+-----
Lance	  | 6   9 | 9  10 |2pf
Dagger	 | 4   6 | 7  10 |2pf
Bow	    | 3   4 | 6   9 |
Sickle	 | 6   9 | 9  10 |6
Torch	  | 7   8 |10   8 |3
*Flame	 | 3   3 | 3   3 |
Ax	     | 6   9 | 9  10 |2pf
Blade	  | 6   9 | 9  10 |6
**Bracelet| 3   6 |12  18 |

*Rate seems uncertain; approximately
 per frame; early flame does more damage
**Damage is dependent on distance
  and nothing else; closer = more
S= Standard
D= During double-jump ascent
pf= per frame
Sickle and torch magic are, as stated before, every so often; I've seen it range from 5 to 12 twelve frames. Tri-blade magic hits everything once. Absolutely pathetic. Walking and second jump speed is 256; first jump and damage recoil is 286. Most of the weapons, assuming you can clear the screen fast enough of the ones with only one permitted on screen, can be fired at a rate of one every 12 frames. The torch and the dagger, on the other hand, can be fired once a frame, since you are given two attack buttons. Also note that the double-jump attack has some pretty significant cool down. May I be so bold as to suggest that to torch is worth considering? Sure, it sucks for normal playing, but at close range it's powerful, has a fast firing rate, has magic that encourages getting close, and the flames themselves can be devastating. Failing that, though, there's always the daggers. Edit[/b]: The ending gives you the BWH of the princess. Alrighty...
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Banarak wrote:
The difficulty selection is a bummer - On practice mode the enemies do take less hits (I think they have 2/3rds health?) compared to normal and professional. The only difference I remember seeing between normal and professional is the addition of more obstacles in the levels - like the blue pillars at the start of 2-1.
Are you referring to my choice of difficulty, or the fact that it says one thing but is another? Because I can assure you, everything aside from the first minute was in the harder difficulty. I've said this a few times already.
Banarak wrote:
I was a little surprised you never used magic. One trick I exploited in my attempts was charging and using the tri-lightning from the lance magic to OHKO bosses. Especially on the first level - if you time it just right the bosses head lands on you right as you burst the lightning, and the key falls right on you without moving. It also worked great for the eyeball clouds, the 2 heads in the wall and the wasp boss. I was never able to get a OHKO on the fire dog in 2-2, but I did track it's health and had him down to 1 more lance hit on a few attempts. For the worm in 4-2, the hearts just aren't close enough. =(
I don't know. Boss fights are pretty darn snappy as they are. Stopping to pick up gold armor and forgo various shortcuts doesn't seem worth it. I wasn't aware that it was *that* effective, though. O.o It'd be nice if it were faster, but as I said, I don't know. Maybe the second boss...
Banarak wrote:
I'm pretty sure you can start jumping into the wall before it breaks the moment you kill both heads in 5-2...
Nope. Just checked it.
Banarak wrote:
Also, I didn't slow motion and double check all of them, but it's possible to "clip" ladders and start climbing early, cutting some frames out.
Do mean you that climbing a ladder will give you a small horizontal boost? If so, there seems to be a few places where it could be used. Would require testing since I jump over all three of them. Thanks for watching and commenting.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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An impressive amount of detail in the map for a title otherwise as unbecoming as this. Enjoyable. Felt a little long for four minutes, but enjoyable. Thankfully the bugginess isn't distracting at all.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Sir VG wrote:
honorableJay wrote:
The one thing that I do like about this game over the SNES one is the speed of the gameplay. For me, the SNES version just feels too slow. Granted I haven't seen a TAS of it yet, but just moving around feels clunky to me.
It's suppose to be clunky. That's so it can be Nintendo Hard.
Not to try and discredit you or anything, but this argument seems similar to the one that Resident Evil fans use that states that the clunky controls are to make the game "scarier". :X And being Nintendo Hard doesn't necessarily make for an entertaining movie. The most prominent argument coming from prior submissions is, "This game is slow and boring." I haven't watched any of them, so I can't assess it myself. (I would still like to see a movie get published, please don't shoot me)
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.