Posts for Highness

Experienced Forum User, Published Author, Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
For me that would be good enough. Just knowing that I'm able to get to a certein point if I want to. :)
Post subject: Movie offset while playing?
Experienced Forum User, Published Author, Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
I was thinking if it would be possible to implant some sort of frame offset when you are about to replay a movie. Sort of "Start to play movie at frame: x". For long runs it would be great. Also if you have to shut down your computer or what ever before you even menage to finish watching, this could be a good idea as well. I know it's possible with save states. But I always forget to make those before I shut down. Also.. This feature would be awesome for rewinding purpose as well, if it can be done in real time. Some times I miss a good part because of various reasons. It can be the phone ringing or a knock at the door. I'm not always too quick on the pause-key. There for I would like to see this feature along with sort of rewind feature as well. This would be great for all emulators with movie support.
Experienced Forum User, Published Author, Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Wow! That glitch was funny. :) Would be awesome to have in our movie. I don't think it would be that hard to manipulate really, atleast not having Shang turning into a girl. Perhaps to be in correct distance would be some more challange.
Experienced Forum User, Published Author, Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Actually I'm not sure about the battle order. I remember when playing the game on very easy, last opponent before the question mark usually was Scorpion, Lui Kang or Raiden. We'll have to make sure that the last match before the question mark is not boring just because the fact that only LK has to be used.
Experienced Forum User, Published Author, Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Might as well post the TUG 2 glitch here. What happens: Makes projectiles stationary, makes an invisible "hit" float on the stage which can hit the opponent, leads to many Fatality glitches. As Johnny Cage, be across the screen so that your back is up against the edge of the screen. (The SNES version is weird--when you try to get both people across the screen, only one person can be all the way against the side of the screen. The other person is about a character's length away from their side, and can't get any farther away.) Be a short character, so Cage's high fireball will go over them. Throw a high fireball, then, before that one gets off the screen--as soon as you recover from the animation,--throw another high fireball. The second one won't come out at all. Now do a Shadow Kick. If your shadows are slightly higher than you are, you did it correctly. If they are exactly even with you (horizontally) like they should be, try again. Effects of TUG: -There is an invisible "hit" floating on the stage. (The "hit" is a few steps back from where you did the Shadow Kick.) If your opponent walks into it, they will get hit. If you don't do the Shadow Kick, the invisible hit is not present. -The next time you do a fireball with Cage, it will come out from where you did the one that disappeared. So if you did TUG from mid-screen, then walked back half a screen and threw another one, it would come out half a screen in front of Cage. -As Shang Tsung, morph to Johnny Cage (D,D,B+LP). Do the TUG. When you morph back, throw a fire ball (B,B+HP). It will be frozen in mid-air (right where you did the Shadow Kick). Most characters' projectiles will behave in the same way--they simply get stuck on screen in the same general place (but some appear higher up than others). Below is a list of the different effects of all the character's projectiles that do not behave generically. -Liu Kang- No matter what fireball you do (high, low, or air) it will be at the height of the regular fireball (F,F+HP). -Kung Lao- While his hat-toss behaves normally, the "aura" coming off of him from his spin move (U,U+LK) will come out from where you did the shadow kick. -Mileena- If you do her Sai Shot while right next to them, they will be hit, even though the sais came out behind her. (The sais will still be frozen in mid-air.) -Scorpion- The Spear will come out normally and float in mid-air, however; when they get hit by it, they are NOT dizzied--they simply stagger backwards. -Sub-Zero- If they get hit by the Ice Blast, they will stagger and not be frozen, then another Ice Blast will appear directly above where the last one disappeared. If they touch *that* Ice Blast, they will be frozen. Having stationary projectiles can lead to legions of glitches. Try fooling around with having a fireball stationary, then doing a Fatality that knocks them into it.
Experienced Forum User, Published Author, Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
I knew about that site Neuron. But thanks anyways. It can be good so everyone can help planning this game. Thanks georgexi. I think we can promise a very interesting run which shows both skills and astonashing glitches, combos and playing. I think we should face both Smoke and Jade. What do you guys think about that? In very hard mode this should almost be impossible for a human player to complete with double flawless. Jade is a real bitch if you ask me. :)
Experienced Forum User, Published Author, Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Awesome. I can probably dig through it a bit more tomorrow. I'm off to girlfriend now. Cheers!
Experienced Forum User, Published Author, Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
And once again this is VERY funny, and VERY strange. I tried for about one and a half hour yesterday to get my run to work. Rebooted my machine and stuff like that. Tried diffrent patched versions of Snes9x. Nothing worked. Now I decided to try once again. And in a mysterious way it works! Very very very strange.
Experienced Forum User, Published Author, Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Very funny how you guys can watch my files all of a sudden. Because for me, they now desyncs. :) I can't watch the latest file I posted. But I'm glad you guys can. I posted it to make sure if it's only my computer.
Experienced Forum User, Published Author, Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
I was amazed about this run. But there are too many goofs which needs correction before it get's my YES-vote. I vote NO on this run.
Experienced Forum User, Published Author, Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Generally it seems like he needs between 1-2 frames per button pressed and then wait for 1-2 frames before next press. I have made another test to see if it desyncs for you. It should show the special intro in the beginning with Shao Kahn and Kintaro beating up the Aclaim logo. I pick Very Hard as difficulty. Chooses Shang Tsung and faces Sub Zero and then Johnny Cage. In the first fight I use the Kintaro fatality. And when finishing Johnny Cage I use the mist fatality. Note that I take damage. http://highness.no-ip.com/mktest/MortalKombatII-Version1.1(US).zip Hope this one works for you.
Experienced Forum User, Published Author, Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Seems very hard some times to figure out how many frames that needs to pass when you hold down a direction or button in order to pull off certein things. Right now I'm practicing with Shang Tsung. Trying to get the morphs working. I will post a list later on with frames needed for each move he got.
Experienced Forum User, Published Author, Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
I put up a working mirror for this file. This one is not corrupted though. Url is http://highness.no-ip.com/truncated/MK2-100kombo.zip Enjoy! Atleast I did. Very good technique against Shao Kahn. Another good tech against him is to just walk towards him using high kick.
Experienced Forum User, Published Author, Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
pilif wrote:
neuron, you must use the patched version floating around in the Snes9x Forum. Then don't check the "WIP Timing"-Box, but check the "Enable up/down-movement"-Box and play it. That way it works. Philip
Err... I used WIP-timing and the run worked perfect for me. Anyways. This was a very cool run. I never thought this possible. I think this should be published but not obsolete a full run.
Experienced Forum User, Published Author, Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Yeah. Like in FCE Ultra it shows if you're loading the wrong rom etc directly by matching the hash or what ever it is. Would love to have that option in there.
Experienced Forum User, Published Author, Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Great. Thanks Nitsuja. Would it be possible to make some sort of database for games to auto-configure SNES9x in order for them to record and playback properly our would that mean too much work?
Experienced Forum User, Published Author, Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
When I was fighting the boss (Santa) in ice palace I died. I somewhat got winded up out side the palace with the dialogue "Shame!" showing. Then all of a sudden I was facing the boss again.
Experienced Forum User, Published Author, Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
I haven't trained or tested at all, besides the desync thingie. But if it desyncs for people I don't wanna go on about this. Would be worthless if only I could watch it.
Experienced Forum User, Published Author, Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
File: \Roms\Mortal Kombat 2\Mortal Kombat II - Version 1.1 (US).smc Name: MORTAL KOMBAT II Speed: 31/FastROM ROM Map: HiROM Type: 00 Kart contents: ROM only Header ROM Size: 32Mbits Calculated ROM Size: 24 Mbits SRAM size: 0KB (0Kbit) Actual Checksum: 7221 Header Checksum: 7221 Header Checksum Compliment: 8DDE Output: NTSC 60Hz CRC32: 70BB5513 Licensee: Acclaim ROM Version: 1.1 Region: USA/Canada
Experienced Forum User, Published Author, Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Nitsuja's movie file worked fine for me without desync. Shang Tsung, Barraka, Reptile, Jax with fatalities each time. Those are the ones he morphs to.
Experienced Forum User, Published Author, Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
That should be correct, Tuggummi.
Experienced Forum User, Published Author, Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
I used the new improved WIP version that Nitsuja made. Check out the Snes9x Q/A thread.
Experienced Forum User, Published Author, Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Thats what I ment to say but I forgot about it. :)
Experienced Forum User, Published Author, Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Put that left+right in the play movie file dialogue as well so one don't forget about it. Just a checkbox or something. About the sound in MK2. It does not sound alright. :D Download my test file from the SNES thread and listen to it. Aweful.
Experienced Forum User, Published Author, Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Awesome. Would be good to have before I start on MK2. :)