Posts for Nach

Emulator Coder, Experienced Forum User
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
The problem with the awards was a lot of people simply didn't care, and since I was running it all single handly, it just took too much time when I was doing it. I would love to have this completed though...
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Emulator Coder, Experienced Forum User
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
<grinvader> please reply to this telling them that the bracelet does damage depending on DISTANCE <grinvader> and that at point-blank range it's the most powerful thing around <grinvader> of course, getting at point-blank range of sardius's head is another matter
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Emulator Coder, Experienced Forum User
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
I just watched this movie, IIRC there was a shortcut in level 4 that you didn't use. Also the fight against Kablooey in level 5 looked suboptimal for the situation.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Emulator Coder, Experienced Forum User
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
nitsuja: Where did this HQXxS come from?
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Emulator Coder, Experienced Forum User
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
FYI, in ZSNES netplay, in order to correct a desync, it rewinds a frame when they don't match. So it makes a save in RAM every single frame, on most PCs as long as you don't opt for crazy high image quality, there is no performance hit.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Emulator Coder, Experienced Forum User
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Of course it has a better solution, I don't know why you thought otherwise.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Emulator Coder, Experienced Forum User
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Post subject: Re: Frame Reverse?
Emulator Coder, Experienced Forum User
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
nitsuja wrote:
EDIT: But at least in VBA and ZSNES it isn't actually a per-frame rewind - currently it goes back multiple frames by some configurable amount. You can set the rewind interval very low to get closer to per-frame rewind, but that will cause emulation performance to be very bad as it's saving the entire state every frame.
In latest builds of ZSNES, in step by step mode, rewind only goes back a single frame.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Emulator Coder, Experienced Forum User
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
I don't know of this only being Genesis, I heard this many times about Game Genie for Gameboy. The thing about the Game Genie was that it modified game code so the game would play differently. It would be possible that you'd end up with data in your SRAM saved that just wouldn't be possible to have there normally. And that would mean the game in some location will come across this impossible state and bomb out. A developer wouldn't always check for the validity of a value if there is no way for an invalid value to get there (unless you hack the game to do weird stuff).
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Emulator Coder, Experienced Forum User
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
All the skilled devs teams in those days that only designed for a single platform wrote their code in assembly, they bragged about it. How they were able to squeeze in more with limited hardware than their competitors. As to the Stamper brothers mentioned above, them I believe coded in C, since games like Battletoads and Double Dragon were released on every single system of the time. But yes you would wonder why we haven't heard from some developers. You'd think someone would pop in and say, hey pretty cool, I never imagined anyone would beat the game that fast, and a shame we missed some of those bugs. On the Snes9x board, we actually had a few famous people stop in.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Emulator Coder, Experienced Forum User
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Enhasa wrote:
Nach, when you refer to Lemmings 3, do you mean Lemmings 3D? And if so, I'm a little confused since it's generally considered to be easier and slower and probably needing less dexterity. Still an amazing game though, and the "Lemmings Vision" thingy was pretty innovative and often useful.
No I mean Lemmings 3. And FYI, you won't catch me playing any 3D games.
Enhasa wrote:
About needing dexterity, the games in the series that are not pure puzzle games would of course need the most. Not too many people remember there was a Lemmings Paintball game. It was also pretty neat but unfortunately didn't have great mind-boggling puzzles that the series is known for. There was also a platformer involving the titular character Lomax, which was decent at best.
Lemmings Paintball didn't need Dexterity, it needed you to learn how to ambush other Lemmings.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Emulator Coder, Experienced Forum User
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
FODA wrote:
I think that Lemmings: Chronnicles (lem3) had a ff button
And that's not the game "Lemmings" is it?
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Emulator Coder, Experienced Forum User
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
adelikat wrote:
so you can increase the drop rate in this version? how dissappointing
You can in every version, it's required to use it in the later levels if you plan on beating them within the time limit.
adelikat wrote:
also on the PC version you had a fast foward button.
Only the Windows version has the fast foward button. Neither the DOS or OS/2 versions have a fast foward.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Emulator Coder, Experienced Forum User
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
adelikat wrote:
I don't think any levels prior to mayhem would demonstrate any cool events that couldn't be shown off in a mayhem only run.
You think wrong. Taxing has a ton of cool things. Not to mention What an awesome level.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Emulator Coder, Experienced Forum User
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
XkyRauh wrote:
The PC version was a real test of dexterity
I thought the same at first, then I realized I can swap items using the F buttons. Only in a few cases did it get wild, where you had to do several things at once. And then there were four... Edit: If you want to see some crazy dexterity requirements, play Lemmings 3.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Emulator Coder, Experienced Forum User
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Any reason you're not going for the SNES version? It's 30 levels per difficulty. About a dozen levels get repeated but when they are, the items supplied are different so it's harder. Sunsoft also added 5 of their own levels IIRC.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Emulator Coder, Experienced Forum User
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
It's a known problem, seems to pop up with people using more exotic setups perhaps related to the version of Windows NT...
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Emulator Coder, Experienced Forum User
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
FODA wrote:
I dont doubt the usefullness of branches, but it shouldnt be a reason to not make the tool, imo, if it's too complicated.
I didn't say it's not a reason to make it, it just has to be taken into account and it ups the difficulty a bit.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Emulator Coder, Experienced Forum User
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Well yes sure, but this still would have to take branches into account, and I know people like Phil make good use of them.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Emulator Coder, Experienced Forum User
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
FODA wrote:
Cant the emu just read which frame number the savestate has and delete it if its bigger than current frame, being unimportant if the movie state belongs to the movie or not?
Yes that's true. But you can have state 2 and state 3 being two branches of state 1. Just because state 2 has a higher frame count than state 3 doesn't meant you want it deleted when editing state 3 branch. Also showing state 2 info while editing state 3 branch or vica versa is illogical.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Emulator Coder, Experienced Forum User
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
That depends on how rerecording is implemented in the emulator, not all are like that. Snes9x for example treats each rerecord save state independantly.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Emulator Coder, Experienced Forum User
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
I like that idea... Only flaw is that the save states aren't neccesarily related.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Emulator Coder, Experienced Forum User
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Kitsune wrote:
I highly advise against playing music during the game. It will ruin the whole video, I agree with whom said it first. I love the in-game music, they've even revamped some of the music for later games in the series (Metroid Prime(Magmoor Cavern) and Metroid Prime 2(I forget where..) specifically.) and the revamped music is pretty cool. People can just speed passed the waiting with whatever movie player they're using also, so there's really no need to edit it all out.
Perhaps you didn't read the whole thread. But this is a non issue.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Emulator Coder, Experienced Forum User
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Bag of Magic Food wrote:
Heh, it'd be cool if you could get emulators to transfer RAM over like that.
Some do.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Emulator Coder, Experienced Forum User
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Jboy AAA wrote:
No, not really....You see, to take two different paths of the same game, one would have to do different things. And to use the same input, it is, by default, COMPLETELY IMPOSSIBLE to do two different things. It's pretty much outlawed by the very nature of the idea.
Not exactly... It would require doing something which might be frowned upon a bit...
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.