Posts for nesrocks

nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Bag of Magic Food wrote:
Ooh, then I guess you'll need to use an extra console to store the savestate!
Not a bad idea i guess hehe.. Use a NES to play and another for a savestate.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
For long jumping to happen you need 2 frames on the ground walking freely and at a good speed (one frame press and hold Z, the next one jump). The stutter gets mario nearly uncontrollable and standing on the ground for 1 frame only. It could be tried, but i wouldn't bet on it.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Unless it can be worked out somehow, that wouldn't work because that effect happens when mario constantly falls from a ledge and lands on it. Whenever he falls from the ledge, the animation changes to that of falling from a ledge (and then he lands on the ledge again for another fall).
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
As i've read in gamefaqs boards, most people who have played the Mario 64 DS before having contact with the original, feel that the original is bad for lacking many features. It may be a matter of taste. I personally liked the DS version very much, the only bad thing about it is the controls.. If a version of that game is released for Wii's virtual console it'll be perfect (so we're able to use analog control on the classic controller or gamecube).
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
theenglishman wrote:
Very nice work FODA. Though the levels seem a little unoptimized (such as one painting entrance) I must applaud you for your camera work. Very inventive angles this one has!
thank you very much. the different entrance on whomp's fortress painting was a stylistic choice (now i regret using it since so many people complain about it) that was 2 frames slower. But with current knowledge the run can be improved by several seconds, so that is insignicant. The other stairs seem to have different step size, which unfortunately doesn't fit the way mario jumps. I've tried to get inside the wall using the toad near the HMC entrance, but i think that wall is solid.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Official song list revealed for the "Elite beat Agents" (US version of "Osu! Tatakae! Ouendan!") http://ds.ign.com/articles/739/739259p1.html Walkie Talkie Man - Steriogram ABC - Jackson Five Sk8er Boi - Avril Lavigne I Was Born to Love You - Queen Rock This Town - Stray Cats Highway Star - Deep Purple Y.M.C.A. - Village People September - Earth, Wind and Fire Canned Heat - Jamiroquai Material Girl - Madonna La La - Ashlee Simpson You're the Inspiration - Chicago Survivor - Destiny's Child Without a Fight - Hoobastank Believe - Cher Let's Dance - David Bowie Jumpin Jack Flash - Rolling Stones Makes No Difference - Sum 41 The Anthem - Good Charlotte
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I like Super Mario Land 2's ocean of glitched blocks, which contain items to almost anything in the game. The one reachable through the pipe glitch warping to below the normal parts of the level.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
mr_roberts_z wrote:
Ohhhh, now I see what you're talking about... I wasn't aware that you could get stuck in the ground until now... Does getting stuck in the ground compromise any chance of BLJing?
Getting stuck between the ground and the wall is what allowed him to BLJ many times per second. None of these stairs allow for that though. Not in the conevntional way, unless they allow you to get stuck too.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Nah, that's not how it works.The outer part of the wall (the pillar) has nothing to do with the trick. It only gets in the way, actually. Mario got stuck in the lobby between the inner side of the wall (the continuation of the big wall with doors) and the floor. Like i said, i managed to get inside that pillar in the basement while BLjing, but mario doesn't get stuck between the wall and the floor. I was wondering if it was because of angle, so i've tried it on the lobby and it's hard to get stuck. I've managed to get stuck but mario did some unexpected BLJing near the stairs (he shakes frame by frame, but it's like he isn't really jumping many times per second).
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I've tried that blue glass area, but it doesnt look possible for various reasons, first being that the ceiling is too high (so you can't jump too many times per second). I've managed to enter the basement pillar with the toad while BLJing, but i didn't get stuck on the ground. Was there any especific angle for it to work on the lobby pillar? screenshot of the place
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I have done that before too, but it's impossible to start BLJ from inside it, since it's too thin. And we don't know if mario would get stuck between the floor and the wall like it happened in the lobby, which had nothing to do with the pillar itself. You could start BLJ outside the pillar though and be pushed inside it after touching toad, but i doubt that'd do anything. My guess is that it worked in the lobby for the same reason that it works to come from the stairs below: the poligons have an opening.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
It's interesting that you worked on this game, since it has a very similar glitch to that of super mario land 2 where if you go outside the game's boundaries you see an ocean of glitched blocks. Unlike in sml2 though, i coudl'nt find any block that did different than just block me. When i decided the route for this game i remember drawing a map of the dungeon part and measuring how many screens of distance there was. It actually is just a really long room, with doors warping from one part to the other. I'm sure that route inside the cave is the best. The reason i didn't make this TAS is because i thought it wouldn't be very interesting for other people to watch, but looking at this short well optimized movie makes me vote yes. I hadn't realized anything until now, but where did they get the idea to mix classic music and space suits? 2001: A Space Odyssey, or is the idea older than that?
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
asteron wrote:
You have to fall into the loading area under the floor and you went fast over the trap door but also went through the invisible wall. Noone has shown being able to BLJ through a loading area without triggering it yet.
If mario is fast enough, it's perfectly possible to not touch the water and pass right through it.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Yes, if you can find a point where you can indefinitely BLJ like he did inside the pillar in the lobby, then you can go practically anywhere because you'd still have a lot of speed stored. (practically anywhere in the currently loaded places) edit: oh right, as m_z said, it's a loading point. so no... The reason i never could get into B1 was because the stairs near JRB give too little speed. By the time i got near B1 door i was almost stopped.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
DK64_MASTER wrote:
Nice glitch AKA! Really made my day :). Now, I know we can't glitch into the 2nd floor, but there must be some soft spot where you can glitch through, like a pixel in the wall. Near the doorway to the secret slide (a floor above CCM), there are some funny things going on in the ceiling. Maybe you can find a soft spot there?
the spiral staircase that is seen on the vidoe AKA posted are probably missing their end and door above. even if there is a door above, there can't be anything past it, since that part isn't loaded. they probably just put those graphics there because they had extra free poligons count and you can see through the walls sometimes.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Maybe that's useful, maybe it isn't. I think getting the chain chomp cage star isn't too slow, and one can get the star in the island without the cannon, so i don't know how good it'd be to go down and then up in the lobby, but everything has to be timed first, that'd make things easier.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
mr_roberts_z wrote:
I wonder if it would be possible to BLJ from the Lobby directly to the Bowser 2 loading point... Bypassing the whole basement loading point. Then, we wouldn't even need B1.
no, because the 2nd bowser part isn't loaded when the first one is. ok, now i see where the BLJ is, but the only way to get inside the column is by going to the stairs below and jumping up, so it doesn't save time if only to skip door opening animations. But it's very important in the 0 star completion goal.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
asteron wrote:
Wow Great job! Though it would be better if you had shown from where you started BLJ. Can you do a video starting from that? Haha.. now if you can get into Bowser 2 without MIPS the 1 star run is possible!
or 0 if he can fall directly into the bowser pit. yea, showing the BLJ place would have been better :P
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
It doesn't allow to change or view the memory. I'd pretty much like to get the speed address, which is available on-screen on the game's debug mode, so it exists. I'm not sure now how i tested that, it must have been a rom that was hacked to have debug mode always turned on. Btw, BLJ is about being able to longjump many times per second, so it applies to various situations, it would be bad to enumerate them all because you wouldn't have an open mind to new possibilities.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
if you open the door from the wrong side you'll end up on the wrong side after it loads, so it's useless.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
it still is a loading point, so there's nothing behind it unless you open it.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
that door is a loading point, can't do that.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I never said i'm new to the game. Filimonas said, i believe. I had acquired 120 stars quite a few times before tasing it.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Truncanted, in Brazil most people canNOT make correct sentences. 90% because they're uneducated, and 9.9% because they don't care.