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primorial#soup wrote:
Glitching a Gyarados, however, would be nigh impossible in real-time, regardless of skill. The reason is that one needs to be able to walk nearly 100 steps through Mt. Moon (after the battle with the Lass, all the way to the lower level, where Gyarados spawns) without encountering a single random pokémon.
In real-time, I think anybody would settle for jumping into the first ladder (en route to the Mega Punch). Looks more like 30 steps. Still extremely difficult.
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Good luck. A 100 CD run would be interesting.
I think I mentioned before, but Gigafrost and I noticed that some of the CD's didn't show up. I thought at first it was entering the save screen to work, but your run doesn't do that and it still shows up, so I don't know.
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It is relatively easy to beat this game in under an hour if you try hard enough, even in real-time on a console.
Someone actually did this in 44:39: http://speeddemosarchive.com/mmx3.html
The reason why I had 38:15 was because of tool-assistance.
Why and How wrote:
One important thing to remember is that we are not competing in terms of playing skill, nor do we claim to. Indeed, we use tools to eliminate such human limitations.
Tool-assistance does not make movie-making easier. It is a process of using innovation to make the game as entertaining as possible (usually in the form of speed). Perfection also counts.
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Welcome back.
I think there are options to set auto-hold on keys in the key config menu. This is in the Bisqwit-and-Luke version of FCEU.
Use frame advance and try to set the keys close to each other.
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Pretty good, but I wrote a more general How-To in the same Hex Editing page before. Is there something that should be changed in the page? (i.e. Is it too general? Something in the wrong place?)
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Bag of Magic Food wrote:
FractalFusion wrote:
Note: Delete .sav file before playing.
I did, but it keeps regenerating as the movie's playing! I even deleted it right before that Rattata encounter you weren't supposed to get, and you still got it!
You have to close VBA first, then delete, then try again.
I chose this workaround over the previous because it makes life easier for those whose ROMs are fresh off the download. The desync happens if you play it again after watching.
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Thanks, primorial#soup. So it allows two degrees of freedom for manipulating critical hits, which is good. I always went with one degree of freedom.
I am very busy this week so don't expect anything from me for a while. I'm also working on a secret TAS (some other).
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Don't worry about the hacking thing. I was just joking.
Is there a main menu of some sort? If so, could you tell me what's on the main menu?
So you tried pressing every key on the controller?
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Kitsune wrote:
The problem I am having, is that I just downloading Medievil, and for some reason, it only plays in German or French, not sure which.
You can't tell between German and French? :P
Is it a PAL (European) ROM? Most PAL ROMs have English, French, and German selections. If you download a U.S. NTSC ROM, it probably won't bother you about the language.
Otherwise, you can fiddle around until you find it. Supposedly it would be in the manual, but you obviously don't have it.
Kitsune wrote:
Is there a way to change the language of the rom outside of the emulator?
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First, it has to have open source, or none of us can do anything about it.
Why not open source? Commodore 64 is classic. There's no reason why it shouldn't be open source.
Oh wait, it's shareware. Game over.
Hopefully there's another Commodore 64 emulator.
Edit:http://www.zophar.net/c64.html
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Graveworm wrote:
Also, I havn't played the Quick Man stage, but is it not possible to use the flash stopper to avoid damage?
The problem is that if you use the flash stopper, the jumping tank spawns and covers an entire platform, and if you jump into it, there goes one life.
Graveworm wrote:
P.S. You are forced to use items in Rockman 2's Wily stages too.
I guess I forgot about that point. But at least in Rockman 2, you can suicide if you run out of weapon energy. Here, you may be permanently stuck.
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Thanks for the comments.
Bag of Magic Food wrote:
I don't know; didn't we determine that tapping A when the text was already set to the highest speed in the first game slowed it down a little?
Strangely, although pressing A_A_... slows down fast text, pressing ABAB... does not. I want to make sure the lines advance as fast as possible, though.
primorial#soup wrote:
4930: I've noticed that initiating coversations from straight on in Red/Blue saves two frames over having to turn. You could move one step right before talking with Prof. Elm. This would also put you two steps closer to the table, which would save you ~36 more frames when you have to pick up your Totodile.
Thanks. I somehow thought about it months ago and forgot when I made the run. Same with the assistant.
primorial#soup wrote:
The starting stats you rolled were E4FC (14/15 attack, 4/15 defense, 15/15 speed, and 12/15 special). Overall pretty good stats, but would it be worth it to trade a little speed for a higher special (if at all possible)?
To be honest, I didn't look at the stat DV's when getting the Pokemon because I didn't know where they were in memory. It was only a coincidence that both Pokemon DV's turned out to be as good as they are. I could only look at its gender for its attack level. It would be nice if you could you tell me where I can find the stat DV's, as well as other important variables like enemy HP.
My future strategy is to stick with Geodude because its moveset is so powerful. Since Geodude is so slow, I must give it the Quick Claw.
For Totodile, high attack DV is priority, followed by high speed DV. High defense DV helps, but it really depends on if I can get my strategy to work. Unless my future strategy changes, I won't be using Totodile for long, so special DV doesn't matter.
For Geodude, high attack DV is priority, followed by high speed DV and high defense DV. Special DV doesn't matter because it's wasted due to exceptionally low special levels.
primorial#soup wrote:
17000: Battle with rival: is manipulating a growl miss faster than letting it succeed? Or doesn't G/S have the 1/256 miss chance as in Blue/Red?
Most stat-only-modifying moves miss frequently, but it's actually slower to miss, much to my surprise. Why there is such a long pause between "... uses Growl/Sand-attack/Tail-whip/..." and "But it failed!" is beyond me. This is only in G/S.
G/S has no 1/256 miss chance for 100%-accuracy moves under unmodified Accuracy/Evade stats.
I missed some critical hits and Pidgey-Tackle-misses; it's not easy to get them and I was concerned more with the strategy, but I'll redo them. By the way, what is your method for manipulating critical hits in R/B?
primorial#soup wrote:
39000: Only one pokémon. Is Rage the fastest choice?
I think Rage and Scratch take the same number of moves, but Rage requires one less critical hit.
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I had a look at this hack and although it looks interesting, there are a few things that seem to detract from the hack:
- Badly chosen music right from the beginning. The stage and boss music is good, but the boss defeated music and the first three tunes in the game are rather poor, in my opinion.
- Quick Man's stage. Deliberately taking damage was the only way I could practically get through the first part without dying. I also used platform 2 at one point. The rest of the stage and the boss is a breeze.
- Wily 1 stage. Did you know you can become trapped in parts of this stage without being able to escape or suicide? One part even forces use of the vertical reset glitch.
I played through the 8 robot master stages and most of Wily 1 (without tool-assistance) before Wily 1 made me quit for the day.
This hack is quite similar to Rockman Exile, a hack which I beat some time ago.
P.S. I used Nesticle (emulator) for playing.
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I've decided to go with Geodude for most of the run.
Here is the run up to the first gym beaten:
http://rapidshare.de/files/19472770/PokeGold.vbm.htmlNote: Delete .sav file before playing.
About two minutes faster than my previous run.
I'm planning on redoing this part because I think it can be done faster, but this seems to be the best strategy for raising Geodude's levels while beating the first gym reasonably fast. Geodude happens to learn Rock Throw just before the Vulpix in Union cave, which is good.
I hope pressing ABAB... to dispose of dialog is optimal.
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After editing, I immediately refresh all savestates past the edit point. You should get into that habit, too.
http://tasvideos.org/DesyncHelp.html "The movie I'm making desyncs while I make it"
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zefiris wrote:
Anyways, ANY successful bigame movie is interesting!
In terms of concept, any bigame movie is interesting, but in terms of watching the movie, not everything is interesting.
Part of the problem is trying to figure out what is interesting to watch.
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andrewg wrote:
I watched a speedrun for super mario bros. 3 (not the tool assisted one), and I had thought his was better than it actually was. I think I just got confused because i watched a smb3 tool assited run here...
well, anyways... I think I can probably beat a time of 11:15. I had thought the time was 11:08 or 11:07, which I thought to be VERY tough to beat, and then realizing it was 11:15 made me think I have more of a chance to beat the speedrun. So in the next few months I will be doing a non- tool assisted run of smb3 to see if I am actually capable of beating the record. :)
Don't get too overconfident.
Speedrunning is one of the hardest things to do. I chose making TAS movies over speedrunning because it (speedrunning) was so stressful.
For SMB3, 11:15 is really good, better than almost anyone thinks. Randomness doesn't help at all.
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Blublu wrote:
Woohoo! Now who here is brave/crazy enough to attempt the mandatory "Mega Man 1/2/3/4/5/6" movie?
The only problem I see is the large difference between 1/2 and 3/4/5/6, in terms of glitching, gameplay style, and length. The games to run should be similar.
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OmnipotentEntity wrote:
Give the set of numbers whose amount of coprimes less than or equal to itself is not divisible by four.
(Set of all n where phi(n) is not congruent to 0 mod 4, and phi(x) is the Euler Totient Function.)
I assume you mean positive (non-negative?) integers:
1
2
4
2*p^a, where p is prime of form 4*n+3 and a>0
p^a, where p is prime of form 4*n+3 and a>0
I'll leave out the proof to see if anyone else can get it.