Posts for nesrocks

nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
humm I can't find the umbrella one even with google! And I can't believe it's pictured on one of the published games page, so I'm assuming stickyman05 got it legitimately? Bisqwit, I think you did get #15 right then, maybe retype it.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I don't understand how can you use google to find the answers. Isn't it easier to type the search term in the answer field?
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
wow bisqwit doesn't know number 10 :) vatchern knows I suppose by number 10 you mean this
Post subject: Idiot World's 8-Bit Gamer Test (NES quiz)
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
http://8bitgamer.idiotworld.com/ I got 14 out of the 16 correctly. A friend knew one of the answers I didn't know. But I still don't know 1 of them. Don't post answers here please, the quiz is relatively easy. tip: on one of the images I knew the game but it didn't work until I typed the full title
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
There's no reason to bring that discussion here. It's a thread to discuss mario 64 TAS and techniques. krohn already said it was accidental, so if he's saying the truth then it's either a bug nobody can yet explain or a badly placed cartridge. We have already analised it to the extent of our knowledge and it doesn't seem to be a bug we know. So he has the best chances to teach us how to reproduce it. If he's lying then we don't do anything and the story ends here. Case closed.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
He threw insults at onReload who "insulted" him, but it doesn't matter, it has no place here. About the luck you say you had, it's hard to believe it would happen on a perfect mario64+n64 set. Perhaps it was a crooked cartridge thing, which can potentially generate the same effect as any GS code.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Why not test instead of believing :) Does anyone know of a GS code that can be used to pass the moat door?
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
z0MG wrote:
FODA wrote:
Can someone use a gameshark to pass that door and see if you can go to bowser 2? maybe you can't and "we" can stop thinking about the moat door :)
There's no reason it shouldn't be possible.
AKA wrote:
I have doubts about the legitimacy of it, unless the orginal submitter of the trick can prove otherwise. Also, I'm pretty sure you can't open the moat door even if you have the metal cap on, or if you were to use the warp cheat to make Mario appear right in front of the door.
When you go into water with the metal cap, you go into an underwater with metal cap state, which I think explains why you can't open doors.
I can think of a reason or two. What if the doors open based on how many keys you have instead of which keys you have? then getting the "2nd" bowser key would only be good to open the first bowser door.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Can someone use a gameshark to pass that door and see if you can go to bowser 2? maybe you can't and "we" can stop thinking about the moat door :)
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
z0MG wrote:
http://www.youtube.com/watch?v=SltTSySbUi0 0:57. Now let's try to figure out how it's done. KrohnIndustry has no idea - it happened randomly. He has no proof he didn't use GS, but it's still worth testing.
That makes no sense... I can only think of 2 theories: - he was falling so fast that he didn't touch the water surface in between frames. But this makes no sense because we know you will start swimming instantly the moment you go under a water surface (see tall tall mountain glitches) - he came from too far too fast so the water didn't load? this makes no sense either. I know I've done a lot of BLJ on the roof and the water was always water.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Xkeeper wrote:
http://www.youtube.com/watch?v=f54smomyLe0 Clearly, I have too much time on my hands.
Hummm it ran awfully slow here with those fireworks when playing megaman 3. Where do I deactivate them?
Post subject: Re: Generic NES graphics remaking tool
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Bisqwit wrote:
Theoretically doable, just requires a lot of effort and no fear of being disdained as "no life". The emulator portion could be done entirely with RAM watches combined with timing information; a separate program would reconstruct the entire performance from that information.
Alternatively to that, the program could intercept the instruction of the NES reading the sprite in the rom database and instruct it to read it from the highres image instead (that looks exactly like the rom's sprite table, only in high res), and output on an alternate high res display outside of the NES.
Post subject: Generic NES graphics remaking tool
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
taken from this thread: http://tasvideos.org/forum/viewtopic.php?t=6401 What if you made a "mod" of a nes game with high res graphics, high quality sound/music but what you're actually doing is playing the game on an emulator under the scenes? I guess it would require complete deassembly of the game eh? Just a dream then. Bisqwit wrote: Theoretically doable, just requires a lot of effort and no fear of being disdained as "no life". The emulator portion could be done entirely with RAM watches combined with timing information; a separate program would reconstruct the entire performance from that information. FODA wrote: What about if all the program did was read the tiles output from the emulator and reconstruct it on a higher resolution image, placing each substitute higher res tile on the equivalent position (it can even be on a separate window)? Is that doable? It would require these things: - a program that can read the tiles being output by the emulator to the emulator video out - the program must understand the uniqueness of each tile, so as to use a corresponding tile from a high res library - the program must output the tiles on a high res screen, on the corresponding position as shown in the emulator output video. - make the high res graphics for all tiles in the game What can be done with this: 1 - high res graphics (or pre-rendered 3d graphics) for any nes game 2 - animated tiles where it used to be static (water surface, for example) 3 - new materials? metal and glass that's actually shiny, tiles that are partly transparent, etc. 4 - especial effects created whenever a particular tile appears or disappears. example when score appears on the screen in super mario bros 3 "100" or "200" can be substituted for something bigger and flashier and animated. This one may be hard or impossible to implement by only reading the tile output data, but can be tested. I'm thinking super mario bros 3 here, but maybe it can be tested on something simpler like Mario Bros. It's a lot of work but I'm up to doing all the graphics. Now if anyone is interested in doing the programming or pointing anything I didn't notice that would make it more difficult or impracticable, you're welcome. edit: Just found this: http://savygamer.blogspot.com/2008/04/sonic-2-hd-fan-remake-on-way.html The result I want is similar to it, but higher res _________________ I just thought, can it be done with LUA scripting? Can the script create a new window and draw it on there? I'm not sure people grasp the possibilities here, give artists a tool and you unleash a snowball of nice stuff. Imagine a tool that gives artists the freedom to remake ANY nes game with high res graphics...
Post subject: Rhythm Tengoku Gold
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
So, I've got all medals and 23 perfects so far. But how do I unlock everything in the game? I mean, the letters especifically... I want the phone numbers too.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Well, I didn't read more than the readme.txt that comes with the emulator, but I couldn't fix this: I have configured the controller, and I started playing (not even recording), ridge racer revolution. I could control everything fine, but then when starting the race the controllers became unresponsive again. I can even reset the emu and it'll still be unresponsive.. First controller: nrage 0.95 second control: nrage 0.95 It's confusing... Why are there two slots to set plugins for each controller if inside each plugin you can configure both controllers? doesn't that give some conflict?
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I took some time to watch it last night. It made me laugh at some points, and the technical quality looks perfect. Can't ask for more. Good job guys! I'm just sad to see it obsolete another run so soon, that's why I like to see co-working instead of competition, but that's what we get when we go with the later. Keep improving if possible :)
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
It's hard to find something that gives LESS hits now than then.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I dislike the idea of making the gameplay different than the last submission just because. I think each submission should strive for the perfect movie, and that means including the best solutions present on other movies, if no better solution is found (on the aesthetics point of view). I'm not sure if this was the case here, or if it was just 100% focus on frame shaving. All in all I have to say it's impressive to keep improving movies. I hope it won't stop. Good job.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Better late than never! I need to watch this movie for the 3rd time.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I think they didn't go that way because nintendo wants only games that were actually released back then to be released on the virtual console. Then they would have gone through the trouble of making it a VC title, making it also possible to run on a real NES. Since (I suppose), nintendo disliked this idea, they were told to develop it for wiiware. Just a theory.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I've been working 12 hours / day so haven't had time... I hope to have more time in a few months, but anyone is free to work on this. Just post here that you're interested and I'll send all my movie files which show variations of the glitch. If nobody is interested it may take a while : /
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
You are probably right, evidenced by the fact that no game fully utilized the wiimote as a 3d spacial detector, but only gestures or pointing abilities.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
a TAS of um jammer lammy sounds more reasonable, you can do more stuff with the guitar.