Yes :D
It's really unfortunate this game has no music or sounds aside from the blips it makes whenever you buzz in. Kind of boring to watch, but hopefully the answers will be good :P
Okay, as much as I like that little pest, this is a few measures of unacceptable:
Leaving the window open is becoming detrimental to doing anything else on my computer, as it slows things down to a crawl.
Between this and all the stupid Javascript nags, it's tempting to just disable Javascript on this site as a whole.
It would be far easier to make one yourself. Utilize cheat search to locate Megaman's health, then lock that byte to 1.
If you intend on taking damage, you can just write 01 into it whenever you gain energy.
Creating an actual game genie code would be harder (and likely not doable in only 3 codes), as there are many events that change life count.
...
However, making it that you die in one hit may be easier. Is this what you are looking for?
Good grief.
This would probably be more impressive if I was familiar with the enemies... for some reason you can sometimes walk right past a Medusa without anything between you (?), so it's kind of weird.
Eh. Good time-wasting movie, though :)
I would recommend increasing the padding around the block of text (or perhaps giving it a slight border and making the background color slightly darker than a post) for readability reasons. Perhaps make it so if you click it, it stays in "visible" mode.
A SNES game desyncing? How is that possible? (SNES emulators may not all be completely accurate, but they should at least be consistent in their inaccuracy.. they must be failing to save or restore some emulation-critical things.. which is a bit worrying)
Poorly emulated features or addons. Tangently related is (iirc) Wheel Gator's stage in MMX2, where the septic sludge at the bottom of the boss room's height/state wasn't saved in savestates, making any savestates there desync.
That kind of thing.
*Memory poke: This still works in FCEUX, but I found it a bit more convenient in the old FCEU. In FCEU, you could enter a RAM address in field A, and enter a hexadecimal value in field B. When you press "Poke Me!", that address was instantly set to that value. This can still be done in the Hex editor, but I find it a bit more inconvenient because it can take some time to find the right address. Perhaps a solution where you keep Hex editor as it is, but add this "Poke me!" feature that FCEU had?
I don't know if you are familiar, but you can right-click a value and select "freeze". I think a better way of implementing your idea would be to add a "Freeze As.." menu option under freeze.
No, no. You missed his point; he meant finding the address and poking in a byte, i.e. typing in a value.
What he meant was that old FCEU had 2 textboxes, "Address" and "Value" -- clicking "Poke" would set address to value immediately, only once.
The equivalent function in FCEUX is finding the address in the hex editor and typing in a value.
As for a good idea, skip "Freeze as" and do this instead: when you have frozen an address, make typing in a new value freeze it to that one instead. :)
A method that works well without that is to pause the emulator, type in a value, then freeze it and unpause, unfreezing if necessary.
I doubt this, but I'll ask anyway:
Is there any way to paint moving objects on a paused FCEU screen?
function d()
gui.text(8, 8, "hello");
end;
gui.register(d);
Beware that unless you have something in the main loop, you will be unable to tell when the emulator is actually emulating.
*Memory poke: This still works in FCEUX, but I found it a bit more convenient in the old FCEU. In FCEU, you could enter a RAM address in field A, and enter a hexadecimal value in field B. When you press "Poke Me!", that address was instantly set to that value. This can still be done in the Hex editor, but I find it a bit more inconvenient because it can take some time to find the right address. Perhaps a solution where you keep Hex editor as it is, but add this "Poke me!" feature that FCEU had?
Better: Have a "Go to address..." shortcut. Ctrl-G maybe (if not customizable?).
Click that, type in an address in hex, and the hexeditor scrolls to that address and automatically selects the correct offset.
I was actually missing this feature, because Transhexltion (or whatever) has it, and VBA hsa it (although much crappier)... it would make jumping around a lot easier and faster, especially when trying to scroll to 0xC500 from 0x0100.
*Memory file dump: You could dump the values of all addresses from RAM position C to D. When you pressed "Memory file load", field E, the emulator loaded these RAM values. This tool is really useful for finding RAM addresses - Let's say you're looking for the RAM address for Boss HP in a game. If you store all RAM addresses from 0000 to 01A0 when Boss HP is 1, and then load this file when boss HP is 5, and his HP doesn't change, you know that the RAM address for boss HP is not between 0000 and 01A0.
File -> Dump RAM. Though it's far easier to:
- Select the bytes you want to copy
- Edit -> Copy
- Open a text editor, any will do
- Paste there
- When ready to restore your RAM copy, select all of the text you pasted and copy it to the clipboard
- Go to the starting offset in the hex editor and select "Paste"
Seems a lot easier (at least, for me) than having to mess with files. Though I do agree that having an option to dump selected memory and load it into an offset would be useful in addition, this is an excellent substitute for the time being.
Perhaps I'm the only one who really uses these old features. :) But it would be nice to see them implemented, it's the only reason I still hang on to ol' .28, otherwise FCEUX is superior.
Perhaps instead of just copying old features, we could improve them. :)
1) There is 2 columns for each button. I assume it's for each controller?
I would imagine so. Consider experimenting.
2) What type of ROMs am I getting ( [U], [E], etc)? Sorry if this is in an obvious spot, but I couldn't find an answer.
Quick guidelines:
1. If the game has J, U, and E, and none are exceptionally different from each other (outside of text), use U.
2. If the game has J, U, and/or E, and one of the versions has a "feature" or "glitch" which speeds up time significantly*, use that version.
3. If the game does not have a U version, J is preferred. E is a good choice if the game is text-heavy, though.
This should set you up fairly well, I'd imagine.
Also, thinks to keep in mind:
- Post WIPs on the forum. Others are usually happy to help or offer advice.
- It's generally best to play a "rough outline" of a game in slow speed for your first run, to get an idea of what you will be doing.
- ...and then playing again in frame-advance mode to do a more refined version. This should be a close approximation of the final run.
- Do a final run, taking into all the observations you made during the above two steps.
It's very time consuming and (often) very boring, but the results can be quite rewarding, even if your movie isn't published here. Some of us still watch movies the majority isn't interested in ;)
* This doesn't include text or other cutscene-like delays in most cases.
Are you sure the game can be altered to compute the bonuses instantaneously?
Considering that this game most likely stores the bonus in a memory address, then adds it in x points at a time, yes, it would be possible to do it in (most likely) one frame.
I will do more research later.
The video doesn't play. (Just sits at the stupid spinner forever...)
Also, not sure if it's been suggested before, but have you considered simply adding a few hacks to remove the delays? It might be better to watch that way, since high point bonuses can still be achieved.
Eh.