Posts for adelikat

adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
good luck! BTW, shouldn't this topic be in the speedruns forum?
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
the first honda fight? he doesn't get up on 1 the 2nd time so that is not an option
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adelikat
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Joined: 11/3/2004
Posts: 4739
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Well, I tend to agree that this is a star movie too. I don't think that non-MTPO fans would agree though :( The problem is the suprising lack of MTPO fans around here!
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adelikat
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Joined: 11/3/2004
Posts: 4739
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It clearly won't be for ego, it will be out of demand. I think everyone wants to see Phil make a new run. I agree with everyone that there should be a new FCEU movie that replaces ALL 3 PREVIOUS runs. I need to watch all 3, then I will have an opinion on what this new one should contain.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
in console playing, invisibility isn't really that useful. It has a short invulnerability time and a long wait time before you can use it again. Anytime I ever tried to abuse it when playing the game normally, it did more harm than good.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
couple of new submission today: wrath of the black manta little mermaid keep em coming!
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
is there really such a long delay after the final boss is defeated or did you just forget pushing a button at the end? I started pushing buttons on the controller and the outro showed a few seconds later.
not sure what you are referring too. after the boss is hit you can run around as the game accepts user input but only for a few seconds before it automatically cuts to the outro scene (what a crappy ending btw!). The outro text advances automatically and does not need user input.
Guybrush wrote:
Haha, author info in the .fcm still says Guybrush and adelikat :)
oops, didn't realize that! O_o lol
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I don't think you'll meet many people who's life's goal is to beat Super Mario Brothers 3 in 10 minutes, regardless of who sees it. That would be pretty sad.
lol, good point
Nach wrote:
Now while I agree it's rediculous to see a game as some great feat, I rank it above that of a fully physical sport. However I rank both below a feat of the mind.
even better point and more what the TAS/speedrun thing is all about. Speedruns are impressive feat of the body (reflexes) while the TAS is feat of the mind. Personally, I am more impressed by the mind than the body.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I like the new updates, good job luke. The graphical display of the nes controller is suprsingly less obstrusive than the orignal frame display. I may actually leave that one on by default. the 6400% speed is a bit obsurd ;)
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
"Max wrote:
I[muS-X"]However, it helps that TAS runs are stuck in the realm of N64 and below.
For now. There is no reason to think that newer consoles will eventually support re-recording.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Bag of Magic Food wrote:
And did you check to see if the game waits for the explosion balls to fly off the screen before letting RockMan jump? Maybe you need to center the bosses more!
no, the boss position doesn't matter in this game, but megaman's does since you can't move once the boss is destroyed.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
AngerFist wrote:
Zerotech, here is our wip: http://bisqwit.iki.fi/~mog/rm3ang.fcm. Feel free to compare and give us your thoughts. This WIP took us about 2 weeks to complete because I was constantly improving Vatcherns progress and he did the same and discovered a nice new zipping technique.
that link gives me the infamous 404
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
lol, good luck Luke. You got a tought job trying to keep up with everyone's complaints and all these bugs. I just want to say you are doing a great job & that VERY MUCH appreciate what you are tyring to do :)
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
FODA wrote:
Same with me. For that reason i don't use read-only toggle at all, it's been giving me many problems. It needs to be either fixed or removed.
Glad I am not the only one! I don't think it needs to be removed, it is still saving me more time that it is costing me.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Luke wrote:
Phil wrote:
By speed, I mean, using the turbo key and when you release it, it stills continue at turbo speed for a while. It doesn't do that with nitsuja.
Is this with Memory Watch open? I know that has some speed issues, but I think I've made it much better now. Unless you are using memory watch or BasicBot, the emulation code should run exactly as before, so I wouldn't know what to say otherwise.
seconded. With memory watcher CLOSED, it works identically to nitsuja's. With memory watcher open it is slower, but not nearly as slow as when the debugger's memory window is open (which my pc with a poor graphics card can barely handle). If it is giving you problems with the turbo on, close the memory viewer window and re-open it when you need it. I AM HAVING an annoying problem with read only mode toggle (in all nitsuja's versions and luke's verson). AFter recording a passage, I toggle to read only mode and load a state at the beginning of the passage. Often it will stop playing the movie about halfway through. Subsequently, reloading and loading the savestate and the end of the passage doesn't work. This results in me losing a portion of my run. I wish I could elaborate more on this but I don't really understand what is going on yet? Does anyone else extensively use the read only mode toggle feature, & and you experienced similar problems?
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adelikat
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Joined: 11/3/2004
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Location: Tennessee
seconded, except returning to isis to buy equipment since it has the full plate armor & other goodies, possible even to assaram for a staff of force, but the 5000gp will be awfully steep
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Another problem: the memory viewer really doesn't allow enough of text box for a good description of the ram address, I find my self running out of room even when abbreviating everything. Could the text space be doubled? I don't think it bloat the window size too much. If this is a pain in the ass then don't worry about it, but if it is an easy correction it would help a lot. Also, could it be set up so that the tab button advances from one field to the next? EDIT: sorry for so many ideas but: can the cheats menu in FCEU be set up so that it can stay open while playing the game? when finding ram addresses it is a real pain to have to open & close it so much.
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adelikat
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Joined: 11/3/2004
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Location: Tennessee
Luke wrote:
Yeah I looked at Bisqwit's source and I don't think I'll put the things in the Windows version for various reasons. Too bad, because the tile-tracker thing seems pretty useful (making maps or animations). But I think you will be pretty happy with the features in the next FCEU. I should have it ready in a day or two, depending on how busy I am. I think viewing 4-player input is a little tricky because there isn't enough room to display it properly. I guess if you don't mind it not being nicely aligned, I could make a quick change to show 4 controllers. I suppose for makeing 4-player movies this would be important so you can actually see if you have all the keys down...
can't wait! when do you think we will see it? (not hurry though, I'd rather it be good than soon) As far as Bisqwit's stuff is concerned, is there anything that can be more easily compiled? I'd like to have a windows version with as many of the features as possible. Also, don't forget about being able to set the memory viewer profiles directory under the directory config ;)
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I have been working on some tests for this game and have found my first ever glitch that can be used in a TAS! I found a way to both get into walls and jump up them. Here is a WIP of the first 2 levels. With the glitch, some new tricks, and other optimizations I am 469 frames ahead of Walkerboh's current published run: http://dehacked.2y.net/microstorage.php/info/1031/Wrath_Of_The_Black_Manta%20adelikat%20lv3%20WIP.fcm
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adelikat
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Joined: 11/3/2004
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because there is spikes above you, so you can't jump.
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adelikat
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Joined: 11/3/2004
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Congrats on attempting a 4-player run, I've been wanting to see one for so long. So please don't give up on this, but I am voting no. 1) Lag, lag, and more lag. While some lag will be unavoidable, it could be GREATLY reduced. 2) I never saw you utilized all 4 characters! Most of the time they were bunched up in groups of 2. Effectively it is a 2-player run at that point. Many times, there was no reason to do that except to make it easier for you to make the TAS. This is never a good reason for any decision! 3) It could be done so much faster. I would save a minimum of 2 minutes could be saved. 4) keept trying. This is a great test run. Now go back and examine it more closely and see what you can do to reduce lag and get through sections quicker. Concentrate and having all 4 characters be independent of each other. Show a few situations were they are all working together to accomplish a goal much faster than 1,2, or 3 players ever could. I WANT to see an improved version, please!
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adelikat
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Joined: 11/3/2004
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Truncated wrote:
There had been several requests for a run of this game, but the reception has been quite chilly (only 4 votes). It is because people think the playing quality is low, or because it's not interesting enough for anyone to take the time to watch it? Lives are used as ammo in this game, so I don't think there's any contradiction between "doesn't take damage" and using that jutsu.
Just watched it: It is a little long, but this game is certainly interesting enough for a publishable run, so I don't think that it the reason for the "chilliness" The run LOOKS a little unpolished, like double-jump after wall jump that Truncated already mentioned. The 1st boss fight was dissapointing & clearly sloppy looking, but its possible that it is the game itself (maybe you can't defeat him before he runs off the screen). Either way it was a let down. I will vote no, though I wouldn't mind seeing an improved version. EDIT: on my 2nd watch, I notice a lot more things that I liked. This is by far the most entetaining of the shinobi games. Also, I like Neofix's style during idle times. The movie is improvable but it is good quality and very entertaining. I am leaning towards accepting this movie, unless someone has an objection.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
well, this is an entertaining & short enough game, I'd like to see a published run of this game. This run however isn't quite publish-worthy yet. There are mulitple improvements (already mentioned in above posts). Those need to be cleaned up. Therefore I am voting no, in hopes Neofix will work on an improved version.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Phil wrote:
You think that we should remove that run because it is now considered sloppy. What if I do that run myself and it is 1 minute faster with new tricks etc...?
that would be nice, but I still would probably think it is an unecessary run.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Kyrsimys wrote:
I'm with you on removing the peach-only run.
thirded
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