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Active player (433)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
I have the latest snes9x, I use Super Mario Kart (U) [!].smc, I havent messed around with the savestates or anything in the configuration section and no Im not drunk.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Editor, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
AngerFist wrote:
I skipped replaying Huffers WIP and tested playing myself. Surprise surprise, the game freezes now and then, I couldnt even start racing. Am I cursed?
However, this part confuses me because a few people (more than just Angerfist) have reported this. any ideas on why some people have the ROM simply freeze, even in normal playing?
Homepage ☣ Retired
Player (209)
Joined: 2/18/2005
Posts: 1451
Hmmm, very strange, I really have no idea then. Never happened to me that way.
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Former player
Joined: 3/23/2006
Posts: 211
AngerFist wrote:
I have the latest snes9x, I use Super Mario Kart (U) [!].smc, I havent messed around with the savestates or anything in the configuration section and no Im not drunk.
I've no idea either, Angerfist :( The ROM should have crc32: CD80DB86 Anyway, I've just done Bowser Castle 2 (time: 46.57 seconds), but I can't upload it at the moment because DeHackEd's microstorage seems to be down. It's another 'silly' track... but Mario Circuit 3 should be more entertaining. Edit: Angerfist - are you downloading the WIP properly? For DeHackEd's microstorage links you have to click the link first, then save the link on that page - you can't just save the link I posted or you'll get the html page (but called WIP8.smv). This fooled me at first. Edit2: the ROM should be a SMC, the movie a SMV. I don't know what a "SRM file" is.
do not forget to *ENJOY THE SAUCE*
Editor, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
"SRM" is the SRAM file. There probably should only be one in your save directory, namely the one I linked way back at the start of the WIPs, the one that has 150cc unlocked.
Homepage ☣ Retired
Former player
Joined: 3/23/2006
Posts: 211
comicalflop wrote:
"SRM" is the SRAM file. There probably should only be one in your save directory, namely the one I linked way back at the start of the WIPs, the one that has 150cc unlocked.
Oh yeah, I forgot about them. I'd of thought you don't need one at all - it should be included in the SMV file, shouldn't it?
do not forget to *ENJOY THE SAUCE*
Player (209)
Joined: 2/18/2005
Posts: 1451
Yes, it's included as long as you started the smv recording while having the srm file enabled (which you did). It doesn't matter if the playbacker has his own srm files or not.
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Post subject: WIP10 - Mario Circuit 3 is done
Former player
Joined: 3/23/2006
Posts: 211
Mario Circuit 3 is done! time: 63.06 (the non-TAS record = 76.69) I am now 50% of the way through the game. Here is WIP 9+10.
do not forget to *ENJOY THE SAUCE*
Former player
Joined: 4/6/2006
Posts: 462
Aww man, I would've loved to see that Bowser stage raced properly :(.
Former player
Joined: 3/23/2006
Posts: 211
erokky wrote:
Aww man, I would've loved to see that Bowser stage raced properly :(.
It just wasn't faster :( If it makes you feel any better, I can promise you Bowser Castle 3 will use an entertaining route.
do not forget to *ENJOY THE SAUCE*
Editor, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Bowser was a bit of a surprise. As with any "non entertaining stages", the other courses more than make up for it. Donut Plains was great. I wonder if a feather strat could shorten it at all?
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Post subject: Combined SMV?
Emulator Coder, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
So far, so good. Did you manage to get them hexed into a single SMV?
Former player
Joined: 3/23/2006
Posts: 211
comicalflop wrote:
Bowser was a bit of a surprise. As with any "non entertaining stages", the other courses more than make up for it. Donut Plains was great. I wonder if a feather strat could shorten it at all?
No feathers on Donut Plains :P
DeHackEd wrote:
So far, so good. Did you manage to get them hexed into a single SMV?
I've got them as a single SMV, though with Comicalflop as the author still. I'm still scared to try hex-editing it to make it say me.
do not forget to *ENJOY THE SAUCE*
Post subject: Re: Combined SMV?
Former player
Joined: 4/6/2006
Posts: 462
DeHackEd wrote:
So far, so good. Did you manage to get them hexed into a single SMV?
I was under the impression that he used your save-statify thingy.
Post subject: Re: Combined SMV?
Former player
Joined: 3/23/2006
Posts: 211
erokky wrote:
DeHackEd wrote:
So far, so good. Did you manage to get them hexed into a single SMV?
I was under the impression that he used your save-statify thingy.
Got it in one :)
do not forget to *ENJOY THE SAUCE*
Post subject: Re: WIP10 - Mario Circuit 3 is done
Player (209)
Joined: 2/18/2005
Posts: 1451
Huffers wrote:
Mario Circuit 3 is done! time: 63.06 (the non-TAS record = 76.69) I am now 50% of the way through the game. Here is WIP 9+10.
BC2 was surprising, but also a bit disappointing. Since it's the fastest way I guess, we just have to go with such breaks. But MC3 was very very nice! Only thing I wonder, why did you hit some walls more times in some laps, and in other ones managed to avoid them in that place? I think this explains why your lap times at the end show a almost 1 sec difference between the laps during the 2nd till the last one. Wasn't there a way to improve the slower ones? Other than that, good luck for Star Cup! Can't wait to see BC3 and MC4! :-)
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Joined: 4/23/2004
Posts: 150
I definitely got a kick out of the boost off Mario in MC3. That was great! MC4 would consist of repeated wall bouncing around the finish line like in DP1. Andreas
Post subject: Re: WIP10 - Mario Circuit 3 is done
Former player
Joined: 3/23/2006
Posts: 211
Saturn wrote:
But MC3 was very very nice! Only thing I wonder, why did you hit some walls more times in some laps, and in other ones managed to avoid them in that place? I think this explains why your lap times at the end show a almost 1 sec difference between the laps during the 2nd till the last one. Wasn't there a way to improve the slower ones? Other than that, good luck for Star Cup! Can't wait to see BC3 and MC4! :-)
I needed to hit walls as thats the only way of delaying myself when I'm in a long-boost without "killing" the long boost completely - and I needed to delay myself to get the mushrooms, remember theres a one in a million chance of getting 5 mushrooms in a row like that. On the last lap I didn't need to get another mushroom, so I didn't hit many walls - on that lap I only hit the ones I needed to get round the tight corners.
A Runnelid wrote:
MC4 would consist of repeated wall bouncing around the finish line like in DP1.
Yep, sorry but I'm going for the fastest way, even if it's less entertaining on some levels. Koopa Beach 1 is taking a while as I'm experimenting with a couple of different routes/strategies as well as different characters.
do not forget to *ENJOY THE SAUCE*
Player (209)
Joined: 2/18/2005
Posts: 1451
Thanks for clearing the thing with MC3 up, Huffers. I just forgot about the mushroom luck manipulation there. Althought MC4 is one of the best and largest courses in SMK, going with the DP1 technique (which I didn't thought being possible there before) will save so much time there, that the entertaining race-through wouldn't be worth it anyway, since it would be just too long compared to the lap-skip tech. So a good choice in this case to skip them. :-)
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Editor, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I have been getting consistent comments about SMK freezing. I'm not 100% sure if this has been addressed or not, but enough people have talked to me about it that it seems like a problem that needs to be looked at. Does anyone know why this occurs? wrong snes9x used? Is it something to do with a bad ROM dump? system based?
Huffers wrote:
Koopa Beach 1 is taking a while as I'm experimenting with a couple of different routes/strategies as well as different characters.
Use Toad! Toad Toad Toad!
Homepage ☣ Retired
Joined: 7/26/2006
Posts: 1215
It has happened to me too but I always figured it was my fault for being a supermultitasker and snes9x not liking that. killing the process, restarting it and opening up everything in it again, and then fastforwarding to where it crashed would let me continue watching without much effort.
Player (215)
Joined: 2/12/2006
Posts: 373
Location: Oregon
comicalflop wrote:
I have been getting consistent comments about SMK freezing. I'm not 100% sure if this has been addressed or not, but enough people have talked to me about it that it seems like a problem that needs to be looked at. Does anyone know why this occurs? wrong snes9x used? Is it something to do with a bad ROM dump? system based?
Huffers wrote:
Koopa Beach 1 is taking a while as I'm experimenting with a couple of different routes/strategies as well as different characters.
Use Toad! Toad Toad Toad!
freezing? I haven't had any problems with that using Snes9x 1.43+ v9 with a good US Super Mario Kart ROM NSRT output of ROM:
---------------------Internal ROM Info----------------------
       File: Super Mario Kart (U).SFC
       Name: SUPER MARIO KART       Company: Nintendo
     Header: None                      Bank: HiROM
Interleaved: No                        SRAM: 16 Kb
       Type: DSP-1 + Batt               ROM: 4 Mb
    Country: USA                      Video: NTSC
  ROM Speed: 120ns (FastROM)       Revision: 1.0
   Checksum: Good 0xEB44              CRC32: CD80DB86
--------------------------Database--------------------------
   Name: Super Mario Kart
Country: USA                    Revision: 1.0
 Port 1: Gamepad                  Port 2: Gamepad
Genre 1: Racing                  Genre 2: Battle
Banned User
Joined: 5/11/2004
Posts: 1049
Could someone please make a video of all the progress? Uploading to youtube would probably be best. I've seen three of the levels on youtube done TAS and they looked great. This is a great game to TAS.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Former player
Joined: 7/14/2006
Posts: 51
Location: Mexico
I had freezing problems with both SMK and Chrono Trigger. They stopped when I changed the Sound driver from Snes9x Direct Sounds to FMOD Direct Sound.
Banned User
Joined: 5/11/2004
Posts: 1049
Could someone please explain how the infi-boosting works? I've conjered it has something to do with holding two directions at once and staying on the ground. Would it be possible to infi-boost off of the intial starting boost?
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
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