Posts for nesrocks

nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
if you want to be enviromentalist try not to kill those little creatures
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
D_Rok wrote:
is this still being worked on?
Obviously, i'm going to finish this, but i don't work on it everyday. Reasons i don't work on it everyday are: - other priorities: real life must come first, especially on a run that easily takes months and months to be finished. - sometimes i got free time, but i'm not in the mood to work on it. I can say that i won't work on it again until august, because of job issues.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
smashmaniac, that user uploaded nearly 200 videos already.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
The run has some obvious mistakes, like a missed shot on the gambit stage, and some other possible fighting improvements, especially psylocke stage comes to my mind. Is it possible to manipulate magneto to always use the purple attack? i think it is. Also it can use optimization, it seems that you didn't use frame advance. Still, it's way faster than /*-'s this year attempt, because it has some good strategies. And it had a wtf moment or two, which is good. This was a good movie, but my vote is no (it shouldn't be published the way it is), and i hope you make the improved version :) good luck
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Ersatz wrote:
What?! how can any other method be faster than that in the video demonstration?
http://video.google.com/videoplay?docid=-3350046899192310890
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Bisqwit wrote:
FODA wrote:
People are probably bypassing the confusing "classic console games being played extraordinarily, using an emulator as a tool to overcome human limitations such as skill and reflex." and understanding the video as if played normally.
Maybe you noticed not, but the description is actually a direct copy from the front page of Nesvideos. And maybe you noticed it but it's too easily ignored in your opinion. To which I don't comment.
True i did not notice. I think it's confusing. Especially on the youtube context.
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
GWing_02 wrote:
Can you give me an example?
on BoB, i can go through the white walls that surround the chain chomp. but some walls in the game are defined as boundaries and somehow mario can't go through them.
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
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
i jump as early as possible so mario lands on the upper plataform. on stairs, this means that if i jump too early, mario will not land on the next step and will jump high, so i delay 1 frame and try again.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I'm not confortable with ending and starting all levels at the same time... maybe it's just me but it felt something forced. For example, you don't need to wait for the intro title to press start. press it much earlier. also i sure do prefer it to be 2p on both games
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Offtopic: AnS you might want to watch the innovations sony presented at the E3 conference.. http://www.youtube.com/watch?v=IH2w2l1JTs4&search=sony%20e3%20conference
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Wow!! Contra + SuperC for massive damage! go for it! Genji2 reproduces battles that actually happened in ancient SuperC. for instance, flip over this giant enemy robot crab and attack it's weak point for massive damage after doing your real time weapon change!? edit: yea, of course, what adelikat said! isn't it obvious? 4 player action for massive explosion damage!
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
why complicate? i've already said it simple and precisely mario just has to jump many times per second. forget friction (there's no friction in air!) forget calculus forget math forget vectors. just jump 2 times/second or more while BLJ to get mario's speed above normal. no matter the means to do it.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
why would it? it's as simple as it gets there's a value for speed and a value that changes the speed: a simple aceleration value.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I have no idea what you're talking about. Integral dt net etc. Remember i'm brazilian so i'm not familiar with phisics terms in english. What i meant by speed = distance / time. And acceleration = distance / time²
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
1. huh? it's a value that starts at let's say, 100 at the moment of the jump and then starts to decrease. that's how the jump was programmed. 2. there's no air friction in mario 64
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
it's not friction for 2 reasons: - the only value decreasing is acceleration, not actual speed. - it only happens in the air, not in the ground.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
asteron wrote:
No friction is not the reason of the boost but is always present. It explains why you cant gain speed by BLJ on flat terrain. The speed boost though overcomes it when you are doing hyper BLJs.
You can't gain speed on flat terrain because of what i said: you need to jump again "before the first longjump ended". I believe there's an acceleration value that starts high when you first do the jump and it starts to decrease as time passes. If you manage to jump again before this value reaches 0 it will accumulate. This was evident when i did some BLJ on big boo's haunt (by using the secret books as low ceiling for mario to jump). At that place it was possible to get "limitless" speed, but it took more jumps than it would on a stair to actually start going through walls.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
It doesn't get any more complicated than what i already said. Still, i'll talk about what you said, because there are some imprecisions.
asteron wrote:
A BLJ always gives you a speed boost (even on flat ground) but there is always friction which decreases your speed. Normally you cant do BLJ's frequently enough to overcome this friction. So BLJing stairs and upwards platforms works by allowing you to do BLJ more frequently than you would normally be able to. A forwards LJ gives you a boost too but the forward speed is bounded while backwards speed is not.
What friction are you talking about? ground friction? BLJ can be done by touching the ground for a single frame time, and this doesn't change whether you jump high or low. The amount of ground friction is the same for every jump. This is not the reason for the accumulated speed gain.
asteron wrote:
I think the way BLJ works is that at the very first frame of a LJ mario is raised instantaneously from the ground so he can't jump again. If this amount is less than a traversed stair height or the movement of an upwards platform then the game puts mario back on the ground and mario can immediately jump again. When mario walks up stairs you can see how he is instantaneous transposed to higher ground levels.
Yes, that's what i said, when you jump to a higher plataform, you land on it.
asteron wrote:
With stairs then that means that at most he can get the jump boosts at every stair (by abusing instantaneous transposition to higherground). Marios max speed on stairs is then limited by the number of stairs.
It's not possible to jump on every stair. When mario gains more and more speed, on each jump he may be thrown several stairs away in a single frame, so you can't jump there. If it was possible to force mario to jump on every stair, you'd need to be able to jump on 30 stairs / second and that'd be a limit to the speed (moving 60 stairs per second). This doesn't apply, there's no limit to the speed you can acquire with BLJ.
asteron wrote:
The angle need only be sufficient to reach the next transposition (basically slamming into the front side of a stair is ideal). If he cant make it then I think FODA can add an extra jump to position himself better to hit the transposition. Each positioning jump though adds time and mario's speed is naturally decreasing over time (by friction) so this has to be taken into effect.
What you're basically saying is that if i miss landing on an upper plataform i can try and land on the next BLJ? I don't see any place where this could be used, because there aren't stairs in front of slopes or anything like that. It's either get it right or try again.
asteron wrote:
So if you were to see what is happening in slow motion while BLJ up stairs you will see mario BLJ into a stair front face at which point he is raised up to ground and starts walking backwards (on the higher stairs). He will continue to walk backwards (even up several stairs) until he jumps again, at which point he gets another boost and slams into another stair again and starts walking backwards, etc.
here you contradict what you said earlier, yep, each jump may send you through several stairs.
asteron wrote:
So on a console you will need to first start the BLJ cycle by BLJing into the front faces of stairs until you get enough speed to hit every stair, at which point as long as you just hit jump faster than the frequency of stairs, you will have optimal acceleration.
The way to do this is real time for me, is press "A" as fast as possible. There's not much science about it, just get the angle straight and then tap A. You may miss some of the first jumps but in no time mario will start gaining enough speed so that on every jump he lands on the upper stair.
asteron wrote:
There is also probably a limit in the code as to the maximum height that will allow a transposition (an upper limit on the stair effect). So mario should be able to walk over any small object.
I don't think i follow. You mean the height a plataform must be above the one mario is standing so that when he pushes against it he climbs it instead of being blocked? Obviously. But this is no BLJ effect, it's the normal phisics of the game. That's why mario can walk on stairs without needing to jump every step.
asteron wrote:
Actually when I think about it this way... if mario could obtain enough initial backwards momentum he should be able to BLJ up slopes. The trouble though is getting the initial momentum as with stairs you can just use a few multi boost-jumps (via transposition abuse) to slip into the hyper-BLJ mode.
Slopes do seem to allow for that, but just the slopes where you can do normal longjumps (some slopes don't allow you to crouch and do the LJ. But then again, there are no stairs or elevators in front of such slopes as i recall.
asteron wrote:
Maybe if mario slides backwards off a steep enough slope and hits an upwards slope he would have the required speed? Steeper upwards slopes would require less initial backwards speed. Of course sliding phyics might interfere... the upwards slope might be limited to ones you are allowed to walk on...
slides backwards...? you can't starts longjumping from a sliding position, or an standing sliding position even. You can only start LJ from forward movement. So if during a BLJ effect you stop doing the continuous BLJ and gets into sliding, there's no way to start BLJ again unless you start moving forward.
asteron wrote:
FODA you might want to look out for these situations. I'll try to think of somewhere this would come into play...
Ok
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
were you really hoping to find someone who HASN't seen one of these yet?
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
FILIM0NAS wrote:
@FODA What is exactly the key to do the BLJ? In the real console you must tap the A as fast as possible, but that doesn't always mean Mario can go fast enough. Do you have to meet the step right after you press A? Is the angle important?
Mario needs to land on ground just a few frames after he starts the jump so he can jump again. Doing this second jump "before the first jump has finished" is what gives the extra speed. It can be acomplished if you have enough speed so that when going up you land on a groung above the ground you jump from (stairs for example) or if there's a low enough ceiling so that mario is blocked from jumping and can jump again quickly., or if the plataform mario is standing on moves upwards faster than mario's upwards speed when jumping.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
The difference is the amount of stored speed. Using the elevator in BoB, i can do so many jumps (like 20) and each jumps adds to the stored speed. But with the stairs in front of JRB, i can only jump about 5, which doesn't give much speed. When i'm steering backwards, mario is losing speed due to friction with the ground, and the distance is enough to make mario go really slow before he can reach 1st bowser's door. About the load point: - firstly, you'd need to get through the door by glitching, which hasn't been done yet. - secondly, i believe that the way to get out of the trap is to open the door and jump back inside before it closes (i'm guessing it, i don't remember having seen someone get out of it). But for that you'd need the key..
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
not really if you know how to beat them. i find the scorpions much more annoying...