Posts for Halamantariel

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Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
Asking Nintendo about a SNES game they probably don't even remember? ... Nah .. it'll be a lot easier to find out ourselves.
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
Ferret Warlord wrote:
Start with Psycho Slider: 1768-4D0D [...] If there was a way to allow Will to attack anywhere, we might be able to find out what's in there.
Woah! That was fast! If you could also find out how to attack in any room, it would be cool :) I know it's probably just a leftover, but I've been dying to find out for years now. I gotta break that secret.
Post subject: Illusion of Gaia secret?
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
Here's a picture: http://www.terraearth.com/illusion_of_gaia/rumors/psycho_secret.gif Rumors are that this hole could be slided through with Psycho Slider. However, this hole is located just before Larai Cliff, and we don't get Psycho Slider before Mu. Also, when we get it, there's absolutely no way to go back to check if the hole is slidable. This topic is here to clear this mistery and find out for good. What I suggest is that someone tries to isolate the value that says "you have psycho slider" and lock it to "yes" (??). Basically, it's a cheat find request. I tried myself but I suck at this ... so I'm asking for help. To find that value, you can use my current speed run and savestates at http://halamantariel.homeip.net/speedruns/ I hope we'll find out what that hole hides soon... if it hides something.
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
quietkane wrote:
it's entertaining even if it's a second or two longer than it has to be.
longer than it WAS ... it couldn't be any faster. Every time I did something to avoid a hit, it's because I would have been hit if I didn't ... logically ... That fight couldn't be any faster ... but yes ... it's longer than it WAS in the first run through Mu. About that wizard you avoided, I don't know if it was faster or not, but if you say their behavior got worse, then I won't even try to find out if it was faster or not. Thanks for your interest in my run :)
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
* UPDATE * Today's update features progress up to Angel Village. I've finally completed Mu (AGAIN!) as well as the Vampires fight. For those who watched the "old" Vampires fight, you're gonna think that this one is less impressive. The reason is simple: The path they take for moving on this one is really different than the other one. The lady gets killed really fast, but the guy moves on really long paths, forcing me to run after him. Nevertheless, the fight is still fast and impressive. Note: I could NOT manipulate the path they take during the fight. Of course, if I investigated a lot more than what I did, I could have found a way to change that ... but after a few hours of trying to manipulate their behavior, I got tired and decided to fight them as they currently were. I added a few savestates, so that you can resume the movie from whatever place you wish to resume it. There's a savestate for each different location. Here's the link: http://halamantariel.homeip.net/speedruns/ Rom name and version: Illusion of Gaia (U) [!].smc Please post any comments about the current progress, mostly if you think of ways I could go faster.
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
WooT! I managed to get 25.07 while testing those roll-twists you talked about! I didn't know it was possible (thanks, by the way) so I wanted to try it a little ... By the way, I always hex-edit this movie. I don't do it with normal recording. I only record 2 consecutive roll-twists, and then I jump to my hex-editor and copy-paste those two. However, the 25.07 I got was from a bad hex-edit which didn't result in always roll-twists. What I mean is that sometimes it goes too fast and it misses the stunt. However, when I saw the ending result, I just backed that file up and posted here right away. You can download it at the same URL: http://halamantariel.homeip.net/speedruns Enjoy! (I think I'm gonna start working on this game for real now ..)
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
/me brings this topic back from the dead I just attempted to get the best time possible on crawler, the first track. I made 2 versions, one where I get 25.08 seconds doing only twists, and the other one I get 25.11 and I do only flips (watch it frame-by-frame and you'll understand the "trick" I used) Here's the link to both movies: http://halamantariel.homeip.net/speedruns Scroll to the bottom to see them. However, the GameFaqs guide states that he did a 25.07 ... I wasn't able to beat 25.08 up to now. Anyone managed to beat that?
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
quietkane wrote:
Hunh. I'm surprised you had to run all the way back. Seems like there should've been some way to sneak through the thing.
Nope. I really can't just sneak through it. If I could, I would have done that on my first "run". And the way I do it now, if I start to run a frame faster or a frame slower, I get hit. It's really the only way to do it without getting hit or without following the thing by walking under it and following it to the top. ---------------
quietkane wrote:
The only criticism I have is the amount of enemies you stop running to hit, specifically in the Diamond Mine.
Most of the time, hitting an enemy doesn't slow me down if I hit it while running. Of course, I do stop at some to hit them. In most cases, I start to charge up energy for the following enemies. Everytime I stop to hit an enemy is because I didn't have the choice or to go faster afterwards. Again, hitting an enemy while running doesn't slow me down at all. ---------------
quietkane wrote:
Another thing I saw in your first runthrough of Mu is that once you've got the Psycho Slider, you used it at least once where you could have actually run around the enemy.
Yeah ... for this one I could have simply stopped running, and then hitting it with the flute, and then run through it. It would have been faster. Anyways, I've already re-done Mu (I just need to re-do the Vampires fight) and that part is OK now. ---------------
quietkane wrote:
Haven't watched most of the run at a slower rate, so I haven't noticed anything that would only save you a couple of frames.
Don't even bother reporting something that saves 1 frame or 2 ... I won't correct them. Hex-adding things in this game (adding frames) screws up the rest of the run because the enemies in the next room won't be at the same place, and the boss' movements change. I know that. That's what happened with Viper, as I said in my last update. ---------------
quietkane wrote:
Things about the crystal balls in Sky Garden
For balls 1 and 2, if I placed the ball 1 as I got it, I would have to run all the way to the left, place the ball, and then run down to enter the second area, get the ball, then go up, place the ball and go down and left. I would then go twice at the same place, losing a lot of frames. That's why I place them at the same time. It's really faster. I tested this. For balls 3 and 4, if I placed them at the same time, I would have waited a loooooong time for the blue platform tile to allow me to run on it. It also proved to be faster after I tested it. It's really optimized.
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
Omega wrote:
That's the U 1.0 version. Is there a 1.1 version?
No. Here are all the versions of Lufia II: Estpolis Denki II (J) [f1].smc Estpolis Denki II (J) [h1].smc Estpolis Denki II (J) [t1].smc Estpolis Denki II (J).smc Lufia II - Rise of the Sinistrals (E) [!].smc Lufia II - Rise of the Sinistrals (G) [t1].smc Lufia II - Rise of the Sinistrals (G).smc Lufia II - Rise of the Sinistrals (S).smc Lufia II - Rise of the Sinistrals (U) [f1].smc Lufia II - Rise of the Sinistrals (U) [T+Dut].smc Lufia II - Rise of the Sinistrals (U) [t1].smc Lufia II - Rise of the Sinistrals (U).smc
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
* UPDATE * (for the people who don't want to read it all, I put the important parts in bold) Okay guys ... I know you are going to be disapointed, but that hit I took back in Sky Garden really pissed me off and I had to go back and change it. I really wanted to make a no-damage run, and now it is a no-damage run. What I did is that I hex-edited the part where I took the hit, so that I wouldn't take a hit. Simple, huh? ... well ... not really. After that, the Viper fight desynched since it's movements were completely different from what they were. As a result, I had to redo that fight with Viper. Turns out that I beat Viper 79 frames faster than in the previous update. After that, I appended the rest of the time attack to the new one, but it desynched in Seaside Palace again. I hex-edited that part, and saved a few frames again. After that, I realised that Mu would be a pain in the ass to hex-edit because of the monstruous amount of desyncs it would get. I just decided that I would re-do my time attack from the beginning of Mu. Sorry folks. All in all, I lost 220 frames by not taking the hit, but I saved 79 in the Viper fight, and saved aroung 21 more frames at a few places in Seaside Palace. I'm also pretty confident that I will go faster throughout Mu since I already did it once. Overall, the no-damage run will be faster than the previous damage run. Here's the link: http://halamantariel.homeip.net/speedruns/ Rom name and version: Illusion of Gaia (U) [!].smc Please post any comments about the current progress, mostly if you think of ways I could go faster.
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
Sabikage wrote:
I never would have suspected that it would have been faster overall to NOT use Freedan against the vampires
Actually, I never fought the vampires with Freedan. The reason is simple: Will is invincible when he does his jump attacks AND when he does the Psycho Slider AND when he does the Psycho Dash. In fact, you could notice it in the current WIP that I totally abuse his temporary invincibility when fighting the vampires. When you see Will doing a jump attack, it's because if I didn't do that, I would have been hit. Talking about getting hit ... that hit I took back in Sky Garden really pisses me off ... I could do a hitless time attack ... but that ONE hit ... damn! And I don't want to go back and change all this. There's too much work to re-do ...
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
This post probably will be totally useless, but I'd like to let you know that I would love to see that game time attacked. You have my full support on this one.
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
* UPDATE * For the people who know the game a little or who have played the game, this is THE update you've been waiting for! The current progress goes up the Underground Tunnel. This means that Mu is done, as well as the Vampires fight. I don't want to give away too much, but if you've fought this battle at least once, you're gonna be really impressed. I was myself impressed of how fast I beat those guys! By the way, I changed the way I give out links. I made a little PHP script allowing me to be lazy :) You can click on the game's name to get the WIP, and right underneath you have all the information you want to see about that WIP, and underneath that, you have all the savestates I can think of giving you. It should be easier for you and for me this way. Here's the link: http://halamantariel.homeip.net/speedruns/ Rom name and version: Illusion of Gaia (U) [!].smc Please post any comments about the current progress, mostly if you think of ways I could go faster.
Post subject: Re: Two of them
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
Omega wrote:
If anyone can somehow convert PNG files or GIF files with transparency to ICO (because I don't have a clue what kind of format it really is), I'll do it. I'm gonna find some pics in any case.
http://www.winterdrache.de/freeware/png2ico/
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
The movie doesn't use WIP1 timing .. uncheck this checkbox.
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
The link doesn't work ...
http://www.superplayers.de/others/dimi/lw_playthrough_dimi_2252.avi wrote:
Not Found The requested URL /others/dimi/lw_playthrough_dimi_2252.avi was not found on this server. -------------------------------------------------------------------------------- Apache/2.0.52 (Debian GNU/Linux) mod_perl/1.99_14 Perl/v5.8.4 DAV/2 SVN/1.0.5 mod_jk2/2.0.4 PHP/4.3.4 Server at www.superplayers.de Port 80
Post subject: MSN Messenger avatar creation tool
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
Hey there everyone! I think it's safe to assume I'm not the only individual on these forums that use MSN Messenger regularly to chat. For those who use it often and create avatars for themselves regularly, I created a useful tool (in my opinion) that simplifies a lot the Avatar creation process. The tool could not be used for this forum since the avatars it creates are all 96x96 pixels and this forum requires 80x80 maximum. The output avatars are saved as JPG files and are 96x96 pixels, which is the ideal height and width for MSN Messenger avatars. Here's the link: http://halamantariel.homeip.net/MSNavatar.exe It was written in Delphi and took me approximately 12 hours of programming. I don't think this is a fast time for programming, but it isn't slow either :) Enjoy this tool! Comments are always welcome! - Halamantariel *EDIT* I just finished the final work on the program. I added a drag and drop feature allowing images to be dragged and dropper into the program, making it easier and faster to use. The final version of the program is 1.6. It is now up at the same URL as above. Enjoy!
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
TheAxeMan wrote:
Did you have to put any work into manipulation, or did he just behave for you?
Actually, I didn't have to manipulate "it" in any way. I just went and hit "it" when I could and then he went down to shoot some .. uhh .. crystal-like flame .. What I mean is that I didn't manipulate it. It behaved for me :)
TheAxeMan wrote:
Looking forward to seeing Mu, it's probably the biggest maze and easily the coolest boss fight.
Yeah ... Mu ... I'll have to plan my way through and I think this will take a long time ... The bigger the place, the longer the planning. I'm looking forward to the boss fight though ... I remember that I beat that boss quite rapidly on the real console. It should look great when tool-assisted :) *EDIT* I just completed the planning through Mu ... thanks to the maps Mike Leatherwood (aka StarFighters76) made at GameFaqs. You can find the 7 parts of the plan at my savestates page here: http://halamantariel.homeip.net/savestates
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
And once again, I hate double-posting, but there was no replies since my last update ... so here is a double-post :) * UPDATE * The current progress goes up to Seaside Palace (the place just before Mu). There was a lot of work done compared to the other updates, and I worked quite fast too! The whole Sky Garden in only 3 days. Here's the link: http://halamantariel.homeip.net/iog_wip.zip Rom name and version: Illusion of Gaia (U) [!].smc Link to download savestates: http://halamantariel.homeip.net/savestates/ Please post any comments or suggestions you may have. Thanks! *EDIT* I almost forgot to mention it ... the run is not a no-damage run anymore ... I got hit once in the west section of Sky Garden. There was a 3-fireball kind of enemy ... and I couldn't get past it without getting hit. Also, I didn't want to backtrack and wait for it to pass by. I just decided that I could add this little caption in the time attack description when I submit it: "Takes damage to save time" :)
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
The sound sucks because the Volume Envelope Height Reading is off ... it would sound really better (in fact, just as it would sound on the real SNES) if that option was turned on ... For goodness sake, I'd say it would be better to restart the movie from scratch with volume envelope on. It would really sound a LOT better and less annoying. However, I know it's really not cool to restart from scratch after having worked for quite a long time on a game. The decision's yours.
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
Hmm ... oh well ... * UPDATE * The current progress goes up to Neil's Cottage. There wasn't a lot of work done since the last upgrade, considering I only completed the Diamond Mines and Freejia, but I thought I would post the update anyway since I just went through a figthing area. Here's the link: http://halamantariel.homeip.net/iog_wip.zip Rom name and version: Illusion of Gaia (U) [!].smc Link to download savestates: http://halamantariel.homeip.net/savestates/ Please post any comments about the current progress, mostly if you think of ways I could go faster. * edit: I added a link to download some savestates *
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
ventuz wrote:
i just looked on SDA, 5 hours 37 minutes!
I might sound a little dumb, but I can't figure out why he always uses an echo screen right before playing slots with Setzer ... I noticed that in part 5 of the speed run. Any idea?
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
The more I think about it, the more I think this game won't be good enough for time attacks ... I mean, let's face it ... This game has way too much dialogue and too less action/fighting ... I'm actually considering on dropping the project ... unless someone convinces me that it would make a good time attack and fun to watch...
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
Omega wrote:
CHESS. :)
With some hardcore luck manipulation, it could be just as cool as the monopoly run.
Experienced Forum User, Published Author, Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
Honestly, I think you could sell all defensive items since you haven't been hit so far and you probably won't ever be. You don't really need these defensive items ... so you could sell them.
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