Uhhhh, funny thing, I just pressed start while the ending was playing, diring the part where it showed the gang in the bus, and then it booted me to the third cutscene. Im serious. AND THEN THE FIRST LEVEL! Replay much!? O.o
Well, for the GBA version, after the ending plays, it takes you back to the title screen, and for other spongebob games like battle for bikini bottom skipping the end takes you in front of the police station at the spongeball arena entrance, so maybe it's like that too for this game? What happens if you don't skip it?
Says nothing about that in the tutorial. Its written like the recording start automatically. If you start recording, that will create a new .vbm, file. How do I put these together later, I know I have to record with fraps for example and also should i record from now(snapshot) or from restart
Why would you assume it would immediately record your input as soon as you start the game? Also, why use fraps if there's an AVI recording feature that can run alongside of movie playback?
It has 52 HP, which while that means a lot faster battle to recruit compared to the above WIP, it also means I'll have to either heal or wait for enemies to miss (depending on the situation).
I'm finally done compiling all the sell prices of the first 127 items. Any item beyond 127 is a glitched graphic, with 142 - 255 being recolors of the same messed up sprite. I still have no clue what some of the items do, but from simple checking, it seems all stores buy the items at the same price.
Edit:
Great news! I believe I found the RNG determining drops.....from grass:
0x03005E10 - 4 bytes - unsigned/hex
For example, changing it to the following gives herbs
d28de7bb
However, I'm certain there's more to it since changing address: 0x03002A1C seems to give a different drop too.
Edit 2:
0x03005E08 - 2 bytes unsigned/hex
I believe this is related since changing this to 1d20 with the above value being d28de7bb simultaneously gives you 1 herb drop followed by 4 coin drops. Also, it doesn't seem to have any effect until you recruit Rex. :P
Edit 3: It appears on BizHawk, these are all IWRAM addresses. Also 0x0840 appears to be a frame counter that also affects hits. In that case, the easiest approach would be to bot the crap out of battles and see which all outcomes beforehand for idk, the first 65,000 frames, recording everything a value does.
MisterDavie needs some material to work with, wait for new season 4, maybe it will give him some wacky ideas for new torture porn
YES. Have Rainbow DashDashieRD a certain sky blue pegasus with a multicolored mane get violently beaten up by a possessed Twilicorn for the reason being that the hijacker finds that there's too much joy and happiness in the perfect little village of Ponyville.
And if not, well, I'll wait for the day that video gets created....
I guess I will try again someday, when I've calmed down sufficiently, with snes9x... But can you explain why it is listed as "Deprecated / Obsoleted / Not Reccommended"?
Greatly surpassed by bsnes-based emulators in accuracy.
The priority date for snes9x 1.51-1.53 is not even decided yet, seems to be quite far off.
And yes, bsnes-based emulators are fairly slow. One needs quite powerful CPU to reach 200fps for instance (even without chips).
Well, we have a 0% as the any% before. We also have movieslikethese which somehow isn't counted as 100% on the site despite the game itself counting it as such. :P
Uh...for BizHawk 1.5.2 I can't edit the "Domain" option after entering it for GBx ram watch. Normally, that can easily be solved by recreating it, but if the .wch file was imported from elsewhere, it would mean I'd have to open it in a text editor (thanks!) and manually change it myself.
Oh, and since the TASEdit tool for BizHawk is kinda bad (compared to FCEUX), when TASing GBx games, I usually open the file in Programmer's notepad. Unfortunately, it seems if I saved the file on notepad before stopping movie playback on BizHawk 1.5.2, then drag the movie file to said emulator without stopping the current playback, the change would not reflected on the playback. It would be nice if it was like DeSmuME where doing what I just mentioned would cause the playback to reflect the change done to the movie. :)
I found a new way to rush through the early parts of the game thanks to a minor oversight at the beach right after the first town:
While you can't normally battle it this early, running to the wall would provoke it, allowing it to be fought. This allows me to recruit a level 28 monster with a special attack that through brief testing, allows most bosses up to the desert to be OHKO'd.
It has 52 HP, which while that means a lot faster battle to recruit compared to the above WIP, it also means I'll have to either heal or wait for enemies to miss (depending on the situation).
Edit:
すばやさ "speed/agility"
こうげき "attack/offensive"
ぼうぎょ "defence/defensive"
でんま (no idea)
Thanks to the ppl on wikia :P
Thanks to a better computer than the one I had from the above posts, I was able to actually turbo through the dsm (rather than being the same speed but with choppy video). I can now confirm that the enemies can be manipulated by changing the NDS system time.
Which means the run would have to restart again, but due to how most of the enemies spawn locations don't really have a noticeable effect on the run (other than causing/reducing ~14 frames of lag between room transitions) I think a possible approach for this is to make an optimal input file of each room before splicing them together and finding the right RTC value that would allow it to sync.
Just posting this to point out that my movies desync when I disable sound. Is this a bug or a feature? I know disabling sound allows for faster emulation, but it seems like a trivial reason for a movie to desync. Are there plans to fix this? Thanks.
Maybe post the movie file you used and see if someone else has that problem as well.