Posts for Nach

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Svimmer wrote:
So are we using top left = 0,0 or 1,1?
We should probably use the latter.
Svimmer wrote:
In fact I wanted to test that. Are you guys using the "jetpak15" rar contents unmodified?
I don't know about any rar. Get everything here: http://www.adeptsoftware.com/jetpack/
Svimmer wrote:
Also, Nach, would it be possible to have a Jetpack Game Resources page? Does it take an admin to do that? Didn't see a way.
Wiki: GameResources/DOS/Jetpack
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slamo wrote:
The trackbot caused some trouble in this new route as you'll see, but without it the ending wouldn't be so nice.
Totally awesome! This is what I watch TASes for.
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I realized there's yet another way to start the level. Begin by taking the teleporter. There's a legend at the bottom of the order the colors are used in. Edit: I doubt this is faster than previous routes suggested by slamo or myself, but I presented it, because it's good to keep an open mind, and maybe will spur innovation.
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Well, if you were to move left at start, this would be the route: Thinking more about it, I happen to like this route. Edit: This route covers the same amount of ground slamo's first proposed route covers. The key differences are: No fuel here while going up left corner. This route uses yellow teleporter for fuel. Fuel while going down center area. Right most shaft is fallen down instead of flown up. The marble worm would probably have a say in which method is better.
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Svimmer wrote:
I agree with Mojo. Going left from where you land after the tunnel looks faster on paper at least.
Going left would be counter-clockwise. I'm less sure about the going left at start approach. Edit: Another thing to consider about this level. If one is low on fuel, on the upper left, grab the teleporter for a moment to get more fuel.
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BrotherMojo wrote:
I suspect a clockwise route will be faster just because it doesn't need to cover as much ground.
I agree that that does indeed look like the fastest. However, unless one can manipulate it to get a fuel canister to appear on the top at the beginning, clockwise isn't possible
BrotherMojo wrote:
It's unfortunate, but it doesn't really seem like the teleporters can be incorporated usefully into the route.
Depends what the route is. For example, they can be used in this route:
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Yeah those are a few I guess. There's also three official test carts which each offer a variety of tests.
-------------------------Container--------------------------
       File: SNES Aging Test Program (J) (R1.2).SFC
---------------------Internal ROM Info----------------------
       Name: _____________________    Company: Unlicensed
     Header: None                        Bank: HiROM
Interleaved: None                         ROM: 1 Mb
       Type: Normal                      SRAM: 0 Kb
  Expansion: None                     Battery: None
    Country: Japan                      Video: NTSC
  ROM Speed: 200ns (SlowROM)         Revision: 1.0
   Checksum: Corrupt, Bad 0x1B1C    Game Code: None
---------------------------Hashes---------------------------
      CRC32: 55938E4E
--------------------------Database--------------------------
       Name: SNES Aging Test Program
    Country: Japan                   Revision: 1.2
     Port 1: Gamepad                   Port 2: Gamepad
    Genre 1: Test Cartridge           Genre 2: None

-------------------------Container--------------------------
       File: SNES Controller Test Program (J).SFC
---------------------Internal ROM Info----------------------
       Name: _____________________    Company: Unlicensed
     Header: None                        Bank: HiROM
Interleaved: None                         ROM: 1 Mb
       Type: Normal                      SRAM: 0 Kb
  Expansion: None                     Battery: None
    Country: Japan                      Video: NTSC
  ROM Speed: 200ns (SlowROM)         Revision: 1.0
   Checksum: Corrupt, Bad 0xB9CC    Game Code: None
---------------------------Hashes---------------------------
      CRC32: EDF7EBB9
--------------------------Database--------------------------
       Name: SNES Controller Test Program
    Country: Japan                   Revision: 1.0
     Port 1: Gamepad                   Port 2: Gamepad
    Genre 1: Test Cartridge           Genre 2: None

-------------------------Container--------------------------
       File: SNES Test Program (U).SFC
---------------------Internal ROM Info----------------------
       Name: _____________________    Company: Unlicensed
     Header: None                        Bank: LoROM
Interleaved: None                         ROM: 5 Mb
       Type: Normal                      SRAM: 0 Kb
  Expansion: None                     Battery: None
    Country: Japan                      Video: NTSC
  ROM Speed: 200ns (SlowROM)         Revision: 1.0
   Checksum: Corrupt, Bad 0xE8BC    Game Code: None
---------------------------Hashes---------------------------
      CRC32: 71DB3BC5
--------------------------Database--------------------------
       Name: SNES Test Program
    Country: USA                     Revision: 1.0
     Port 1: Gamepad                   Port 2: Gamepad
    Genre 1: Test Cartridge           Genre 2: None
Mega Man X2 and 3 also have several tests performed when you press B on controller two on game load. Far East of Eden Zero, Momotarou Dentetsu Happy, and Super Power League 4 also have tests on first game load. Although between all these, it's not that many tests, and hardly too much in-depth like some of the other emulation pages offer. However, it is something.
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You know, we can all try working together to come up with routes for later levels... The hintbook contains images for the first 99 levels.
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henke37 wrote:
Nach wrote:
Actually, Microsoft was known for making 0,0 the bottom left. See BMP or uncompressed AVI. Also known as, Help, my picture/movie is upside down! But all sane technology has 0,0 the top left.
I think that particular quirk is to blame on the OS/2 team.
Well, BMP was also designed by OS/2, so could be.
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slamo wrote:
more momentum shifts
Speaking of momentum, be aware you can move faster when you are out of fuel.
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Another thing, for levels where you start by the door, you also have to consider routes that are the exact opposite.
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creaothceann wrote:
I'm not sure this root is optimal. Also some consideration has to be given to block busting, as some not so obvious short cuts are available if one phases out a block, and uses that phased out short cut twice.
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Radiant wrote:
Svimmer wrote:
By the way, I'm not sure what is more standard in coordinate systems, I was thinking of the screen as having the origin on the bottom left (like the Cartesian plane), but the principle is the same if you place it on top left. And yes I meant using negative numbers as a short hand.
Mathematicians place (0,0) on the bottom left, computer programmers place it on the top left. On every system I can think of, the top left pixel on a screen is also (0,0).
Actually, Microsoft was known for making 0,0 the bottom left. See BMP or uncompressed AVI. Also known as, Help, my picture/movie is upside down! But all sane technology has 0,0 the top left.
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Post subject: Re: SNES Accuracy Test?
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creaothceann wrote:
DecafGrub47393 wrote:
I'd like to see an SNES accuracy test.
http://web.archive.org/web/20130315081624/http://byuu.org/bsnes/accuracy
Those are not accuracy tests, they're examples.
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Patashu wrote:
Mothrayas wrote:
And I'm pretty sure the topic creator means like this: Wiki: EmulatorResources/NESAccuracyTests
How can there be NES accuracy tests that a NES powerpak fails? Or am I misreading this?
It fails it, because the powerpak does its own operations on load, and therefore the starting state once the cart starts is not identical to that of an NES with no preloaders.
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Know of anyone who put together a slew of accuracy tests?
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Is Mega Man without Robot Master weapons a Mega Man at all? It is the chief gimmick of the very first game released.
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boct1584 wrote:
Before I watch, a question. Is the Magnet Beam required to beat the game?
In all honesty it isn't. I eagerly await someone to make a run which does not use it.
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That looks seriously wrong. Are you using the Adept Software release of the game?
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Radiant wrote:
Svimmer wrote:
Firstly, I'd like to suggest using coordinates like these when discussing the levels: (x,y) where either can be negative to indicate starting counting from the right edge / top of the screen.
I don't understand your coordinate system. I would expect (0,0) to be the top left corner of the screen, and both coordinates go up from there. Lower right corner would then be (25,15).
I think for ease of use, if you're looking at something from the right or bottom of the screen, you can use a negative, instead of having to count all the way from the top or left.
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Can using your phaser while flying be abused to gain velocity in a preferred direction?
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Does a single video loaded from our movie pages display advertisements? (Watch using: ... YouTube)
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feos wrote:
As I said somewhere, the author only must engage himself to keep the video description true to the site's one and up-to-date, since it's one of the main features of TVC. It must not be one-sided.
Since YouTube offers federated login options (which I still need to play with), I was thinking we should even require that such movies supply the site with credentials that allow it to update those movies automatically.
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I'm personally going to drag out back and shoot the next person to suggest something about how we should follow the rules of a specific video game site, or make it a site goal to specifically promote a certain video game site. If editors want to put information about runs elsewhere in a particular movie's description, when it makes sense to, they can do so. No outside video game site is special, nor carries any weight more than any other one. The relevance of outside movies differ on a movie to movie basis. For now I'm going to give the benefit of the doubt to everyone in this thread, and assume you all meant that movies should mention if they were beaten by a record elsewhere, wherever that is, if applicable. So if a run of ours is beaten elsewhere in real time, we should probably have a page listing high priority movies to redo.
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feos wrote:
Why not just make it "High%"?
That makes sense. However, can there be more than one kind of High%? In which case we need a way to differentiate them.
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