Posts for minglw

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Experienced Forum User
Joined: 4/3/2006
Posts: 269
Those time attacks and stunts videos are awesome. I wish someone could make TAS for this. BTW, is this game working in the current N64 emulator ?
Experienced Forum User
Joined: 4/3/2006
Posts: 269
DK64_MASTER wrote:
On a related note, I still am mirroring the now defunct SDW walkthrough text file via my webfiles. I think the site that hosts it is now dead (I'm glad I saved it). It is here: https://webfiles.berkeley.edu/DK64_MASTER/shared/SDWTLC.txt
Did you mirror (or have) this file that was mentioned in the SDWTLC.txt ? http://jeffreymr.tripod.com/board/dwtlcover.txt
Experienced Forum User
Joined: 4/3/2006
Posts: 269
Sketchie wrote:
There WAS a program that allowed you to unlock locked ROMs, but it was promptly deleted. At least there are still the level maps on the web, so it's not a total loss. :P
I realized that the rom is locked. Do you happen to have the program that can unlock the rom ? You can mail me: minglw @t yahoo dot com Thanks!
Experienced Forum User
Joined: 4/3/2006
Posts: 269
JXQ wrote:
JXQ wrote:
I swear I found a site before that had the maps of the levels screenshot-by-screenshot, but I'm not able to find it now.
I found it! http://www.bghq.com/nc/pages/sdw.php?mode=main I tried all sorts of google searches, ("Super Demo World" level maps, "Super Demo World" screenshot maps, "Super Demo World" "Pipe World" "Boo's World") and the one that finally worked was just Super Demo World without quotes. Second entry. Don't I feel silly.
Thank you veyr much JXQ! I have done lots of searching as well. And I, too, missed the obvious. I will use some stitch tool to put the picture together. Thanks!
Experienced Forum User
Joined: 4/3/2006
Posts: 269
FODA wrote:
Awesome idea!!! but hear me out: I think this would be cool if there was a TAS video playing in the back, and the player would just try to copy the TAS movement in the controller. The game would then tell him the score he got. This isn't interaction with the game itself, let's say, super mario bros. The player in this case is just dancing to the TAS, much like what DDR is about. You don't actually compose the song, but you dance to it. So, you choose a movie, the game starts and you try to do the input, but you don't change what happens in the screen. The input you have to copy is exactly that which happened in the movie. This would be awesome if you could have multiple TASes to choose, and classified in difficulty levels. I think this would be a great game.
In a sense, you're creating a Mario theme for DDR. ;-) It's a good idea, I like it.
Experienced Forum User
Joined: 4/3/2006
Posts: 269
xebra wrote:
NO DISASSEMBLE NUMBER JOHNNY FIVE!
There must be a SHORT in your CIRCUIT. ;-) I vaguely remember that should be "Johnny number 5".
Experienced Forum User
Joined: 4/3/2006
Posts: 269
The SMB3 (NES) glitch that I saw was on the NES console many years ago (back when SMB3 was released only few weeks). I guess it could be dust in the cartridge or NES console. I clearly remember that I didn't reset or power down the console and try to reproduce it and I can't. Maybe it has to do with breaking the bricks in certain order or maybe I did something along the way to cause the glitch. I will try to get a screenshot of where this had happened if anyone is interested. For any glitches in emulators, I would that it should be reproducible. If you happened to have a recording, you can always go back and replay it and see what keys were pressed, it's time consuming but it should be doable. However, if there's recording, it's difficult (or near impossible) to reproduce it. Of course, there are always other factors too... i.e. bad hardware, memory.
Experienced Forum User
Joined: 4/3/2006
Posts: 269
I think Super Metroid Redesign is nice and I look forward to Saturn's TAS on it. What game is RBO ?
Experienced Forum User
Joined: 4/3/2006
Posts: 269
GuanoBowl wrote:
I have been to Davids page many times (Just trying to find out this SMB2 thing) and he has what originally happens when you go to level 1. Mine went up a level into an underground level. I have not yet to pull it off again.
I know it can be frustrating to not be able to perform the same trick again. I had similar experience with SMB3 (NES), in one of the desert level, I was trying to break a brick as I've done many hundred times... but strangely, after the brick above breaks, where Mario lands turns from the normal sand floor into a "musical note" block, and then Mario automatically jumps flyings (to the top) off the screen as if he's entering some "bonus game". Instead, Mario lands on a screen where I can see all of the "secret rooms" but can't enter any of them. Mairo is free to roam with no door/pipe to enter and eventually runs out of time. I have not hear/read anyone has seen this. I can't even do it the second time. I have to conclude that must be some random glitch in the game. And you might have to make the same conclusion with SMB2.
Post subject: Audio desynch problem viewing AVI with Media Player Classic
Experienced Forum User
Joined: 4/3/2006
Posts: 269
For almost all of the AVI files downloaded off this site, I found that the AUDIO desyncs when I play it using the "Media Player Classic" (part of the k-lite mega codec package). And if I click on anywhere on the "time-bar", then the audio will sync up with the video. And after not too long (maybe 20 seconds), it desyncs again. The same AVI plays fine (meaning that the audo and video syncs) with Mplayer. The strange thing is, not every AVI desyncs with "Media Player Classic". That AVI files that I recorded using FCEU plays ok. Are there settings that I need to change in "Media Player Classic" to get the audio sync up with the video ?
Experienced Forum User
Joined: 4/3/2006
Posts: 269
So far I've found that "glN64 v0.41" works very well for Mario 64, but it doesn't work for Yoshi's Story. "Jabo's Direct3D8 1.6" works well (if you also change the emulated width and height like nitsuja said) for Yoshi's story. "Jabo's Direct3D8 1.6" seems to work some Mario 64 stages, if I never played Mario 64 before, I would not be able to tell that the graphics were wrong. Is there a N64 video plugin that works for all games? If not, is it possible for the emulator to automatically select the correct plug-in ?
Experienced Forum User
Joined: 4/3/2006
Posts: 269
JXQ, thank you for uploading the file. Fabian, the SDW rom is protected. When I try to open it in Lunar Magic, I get a pop-up window: ======================================= Lunar Magic: Access Denied! The author of this hack has chosen to restrict level access. Please contact the author for further information. ======================================= Is there a way to open it with Lunar Magic to just look at the level layout? (I don't need to modify it) Or is there already a complete level-map available somewhere? Thanks!
Post subject: Super Demo World demos --- SDWdemos
Experienced Forum User
Joined: 4/3/2006
Posts: 269
On this page: http://tasvideos.org/880S.html there's a link to a zip file named SDWdemos.zip. It's no longer accessible from the geocities. Anyone (JXQ or Fabian?) happen to have a copy that can share with me ? Please provide a link to it or send it to me: minglw @t yahoo dot com. Also, anyone has the level maps for Super Demo World ? (couldn't find any via Google.) Thank you!
Experienced Forum User
Joined: 4/3/2006
Posts: 269
FODA, other than few minor things that others have already mentioned, I think this is an excellent. I watched up to the 64th star, keep up with the great work!
Experienced Forum User
Joined: 4/3/2006
Posts: 269
It replays fine for me. Question: does the screen suppose to be upside-down ? Is that's what the hardest mode is all about? If the screen is not upside-down, I think it would be fun to watch it. The upside-down view just makes me sick. It's not enjoyable at all.
Experienced Forum User
Joined: 4/3/2006
Posts: 269
zefirs, I think there are cases where you have to utilize the charged shot. Your run is very interesting. it's much more interesting than simply trying kill every enemy on the screen. It's interesting to watch how you avoided all the enemy and try to utilize the "force" to kill the enemies. I enjoy it a lot. Please continue and finish the run. Thanks!
Post subject: Re: N64 Classics
Experienced Forum User
Joined: 4/3/2006
Posts: 269
Catastrophe wrote:
I bet Gamestop is thinking about the Wii's virtual console. They probably don't want to be stuck holding used game X for $Y when people can add it to their Wii collection for ~= $Y.
Yeah, they are probably trying to think ahead of the game. If Wii is really as good as they promised, There's really no need to own any of the supported virtual console.
Experienced Forum User
Joined: 4/3/2006
Posts: 269
Now, I have a pretty good list of games to shop for. If you have more good games to recommend, please put them down here. Thank you everyone!
Post subject: Help with N64 games...
Experienced Forum User
Joined: 4/3/2006
Posts: 269
So far I have these in my N64 collection: (I am doing this from memory, so the name might not be 100% correct) Mario 64, Beatle Adventure Racing Wave Race 64 Mario Kart 64 Blast Corp Star Fox 64 Mortal Kombat Trilogy Killer Instinct Gold Crusin' USA Crusin' World Yoshi Island 64 Bust A Move (can't remember which version, allows 4 players) I heard that EB/GameStop is about to discontinue carrying N64 games, they will probably sell most of them really cheap. I would like to get your opinions on what the best N64 games to play/own. (yup, I want to get a nice list and then shop for them before they are gone). Thank you!
Experienced Forum User
Joined: 4/3/2006
Posts: 269
Fabian wrote:
ming, keep in mind that to perform tricks like these, frame advance is pretty much required. Of course, frame advance makes the trial-and-error process much easier, since you can keep perfect track on what frame you hit the wall, or which frames you hold jump etc etc.
Fabian, thanks for the tip. I will try it out. BTW, I love the TAS that you and JXQ did for superdemoworld tlc 120 exits.
Experienced Forum User
Joined: 4/3/2006
Posts: 269
LocalH, thank you very much for the detailed explanation with screenshots. I think info and pictures like these are excellent material for a TAS tutorial. At least now, I have something to practice on, to aim for. Thanks again!
Experienced Forum User
Joined: 4/3/2006
Posts: 269
LocalH wrote:
I've often toyed with the idea of modifying the SMB graphics to remove the actual graphics, replacing them with markers so that one can more easily determine exactly where to hit the wall. It has to be on a 16 pixel boundary, however.
I've read about 16 pixel boundary few times already. Exactly how do you identify that? Where do you start counting ? It would be nice if you inclue a picture for example. Thanks!
Experienced Forum User
Joined: 4/3/2006
Posts: 269
trazz wrote:
Oh, and if you haven't guessed by now, while there are many tools that can be used while making a TAS, two of the most powerful tools of all are determination and patience.
Thank you to all that have replied! I guess there's no TAS tutorial in existence. I disagree with the statement that TAS can't be taught. It's just not easy, but not impossible. In a TAS, I believe one can give instructions telling the user on how to do certain things (say a wall jump in SMB1), however, the user/reader will just have to try it many many times to get it working. It's the same old practice-makes-perfect saying. If you give all of the requirements for a certain trick and maybe some hints on how to perform it, one -- with lots of practice and may be luck -- should be able to accomplish it. I remember that in order to jump thru the wall in SMB1 level 1-2 to access world -1, it takes lots of practice to order to do it right the first time. After that, with practice, one can do it quite easily. I think the thing that lacks now is such a TAS tutorial giving info or instructions to do certain tricks. I still can't do that wall jump anywhere in SMB1 (I can only do that jump-thru-wall-to-minus-world). But in many of the SMB1 TAS, I've seen that it can be done. If the key is to jump at certain frame, at certain speed or height. In the TAS faq, the instructions can tell the user the requirements for the trick. Of course, it would be helpful to include information on how to identify which frame, and how to identify pixel-height. Once a newbie gets a hang of how many of the tricks are done, they can probably work out their own way of doing TASs. Any of the TAS-experienced/experts reading this up for writing such a TAS tutorial ? I am just using SMB1's wall jump as an example, feel free to use any trick in any game as teaching examples.
Experienced Forum User
Joined: 4/3/2006
Posts: 269
upthorn wrote:
I think FCEU doesn't have "show input".
Luke's version of FCEU even show the buttons in the NES controller style, which is nice. I can see the inputs alright, does the trick depens on which frame you must press the jump & forward buttons ? And do you have to use frame advance to do it ?
Experienced Forum User
Joined: 4/3/2006
Posts: 269
JXQ wrote:
The easiest way to learn is probably to download an existing run of that game where the trick is done and watch it with "show controller input" turned on with the comma button.
I've done this already. When I watch the replay of the existing TAS, it just seems that it magically works. I even slow it down to 5% and 1% and I couldn't see what's the key to do it.
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