Player (86)
Joined: 3/8/2005
Posts: 973
Location: Newfoundland, Canada
Hmm.. Well.. once im done with Battleclash (after battletoads :) ) i will do Metal Combat.
Ambassador, Experienced player (708)
Joined: 7/17/2004
Posts: 985
Location: The FLOATING CASTLE
Ok, I was intrigued, so I checked these games out on SNES9x. Indeed, Battle Clash is pretty lame, but unfortunately Metal Combat doesn't seem to be emulated properly--there appears to be a missing layer or set of sprites. Has anyone else tried this? I think I'll pull out my real super scope and check out this game again. I used to be pretty deadly with the scope...
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
TheAxeMan, if your ROM is hacked, then Snes9x won't show the sprites in Metal Combat. FYI, NSRT can fix the hacked Metal Combat ROM floating around.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Player (86)
Joined: 3/8/2005
Posts: 973
Location: Newfoundland, Canada
You got your snes9x superscope to work theaxeman?
Ambassador, Experienced player (708)
Joined: 7/17/2004
Posts: 985
Location: The FLOATING CASTLE
Aha, fixed the rom just as Nach suggested. That NSRT is a pretty sweet tool, thanks a lot Nach. There still seems to be a problem with the sound, but it's minor--I don't hear the last few blips in the countdown before a fight. Also the superscope in snes9x is kinda funny to set up but pretty cool once you get it working. When you load up snes9x hit input->enable superscope. This option seems to reset every time you load the program. After you start the game hit 7, it will enable the super scope and your mouse cursor will change. Left click is fire, right click is cursor. Turbo toggle and pause are assignable hotkeys but ` and / by default.
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
TheAxeMan wrote:
Aha, fixed the rom just as Nach suggested. That NSRT is a pretty sweet tool, thanks a lot Nach.
:)
TheAxeMan wrote:
There still seems to be a problem with the sound, but it's minor--I don't hear the last few blips in the countdown before a fight.
That's a glitch in Snes9x, try ZSNES if you want better sound. Although unforunetly the OBC-1 emulation in ZSNES screws up in the ending, so the credits are a bit garbled.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Former player
Joined: 9/24/2004
Posts: 177
I think the better question is, "Does Super Scope input get recorded during recording movies?" It didn't work in WIP 1 when I put up a topic for Super Scope 6, and while I haven't read the readme.txt or whatsnew.txt in depth for either 1.43 Final, any of the Improved versions, or zsnes since it got rerecording capability, I've got no reason to believe that Super Scope capability has been added to movie recording in any of those emulators. If I'm wrong, though, please tell me - I'd love to get back to seeing how well some of the Super Scope 6 games do with timeattacking..
Post subject: Battle Clash
Joined: 12/11/2005
Posts: 13
Hey guys, I recently found this site and I really like to watch the videos. I'm slowly trying to learn how to make my own tool assisted videos, I've been working on a game called battle clash. It's basically a super scope 6 game where you're battling mechs, its a lot of fun but I've having a real hard time getting any videos to work. Perhaps someone here will see this post and try out the game and like it so much that they'll make their own video of it ~_^ Well my basic problem is that once I record the video and I go to replay it, it doesn't shoot or it'll start going into and adjust aim mode during the game. I have no idea why. If anyone can give me some advice on my first movie and ways to make it work that would be awesome. Talk to you later guys. Derek. P.S. try out the game
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
I think the problem is that Snes9x can't record the super scope. You could use ZSnes instead if you want to record a movie of this game. (But note that ZSnes movies aren't accepted for publishing at this site, at least not yet.)
Editor, Reviewer, Experienced player (978)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
Hi. And welcome! The Snes9x movie format doesn't support super scope, that's why. None of the shooting actually gets recorded in the movie file, even though you see it on the screen. Until someone decides to update the SMV file format, you'll have to pick another game to run. It has been generally agreed that zapper-like games don't make good tool-assisted movies anyway, because the only skill required is reflexes, and with tools you have perfect reflexes.
Joined: 1/28/2006
Posts: 6
Hi, this is my first post, and I've been checking this webpage out for... at least 2 years now. Basically, since before the first Mega Man time attacks. Anyway, I'm actually working on the time attack for both of these games (going through without the mods just to refresh myself on the games, then going back with the tools), however the Metal Combat ROM hack problem is what's keeping me from that one. I have no idea how to fix it either... (EDIT: Fixed that problem with the program mentioned above... it wasn't as hard as I thought! =P) The other thing is that Snes9x doesn't record the placement of the shots, or even that the shots were fired. However, the AVI recorder records everything on the screen...
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Altima Mantoid wrote:
The other thing is that Snes9x doesn't record the placement of the shots, or even that the shots were fired. However, the AVI recorder records everything on the screen...
Yes, however ZSNES records Super Scope input, although there are a few issues in ZSNES that need to be fixed up before ZSNES can really be used to make movies.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Joined: 1/28/2006
Posts: 6
Thanks for the info. I'll keep up with ZSNES and see where that goes. Hopefully they'll fix the problems in the next release and we can start attacking the Super Scope games =)
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Well we have one issue which we're having a hard time tracking down, but once that's done, I shouldn't have a problem with getting the rest fixed up. BTW, it's not just Super Scope games, Mouse games too ;)
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Joined: 1/28/2006
Posts: 6
Maybe that's why no one has uh... time-attacked Mario Paint... maybe...? =P
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Actually, look in the Mario Paint thread, it has been Time Attacked ;)
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Joined: 1/28/2006
Posts: 6
I actually made that as a joke, but, wow, I'll have to check that out then. My question is, when/if we become capable of time-attacking the Super Scope, and someone goes for Battle Clash/Metal Combat, what would the 'norm' be? Obviously 'Fastest Possible Time', but what would the standard difficulty be? Doing it in Real Mode would add 'Uses Passwords' into it, and would take out all the dialogue... or doing it without the password would keep the game's text. What about the battery pack in the game that keeps track of everything? Like, unlocking Tornado, remembering that you've finished Training Mode, and such things. Maybe I'm asking some dumb questions, but I'm just looking ahead.
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
The site rules explicitly state to play games on the hardest difficulty. However for Metal Combat, we can have two runs, one with Standing Tank Tornado, and the other Standing Tank which I forgot it's name. Edit: Since Tornado requires an SRAM, you'll have to start from that, and I guess we'll lable such a run as "Second Quest", although someone like Bisqwit will have to elaborate on the rules in this instance.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Joined: 1/28/2006
Posts: 6
The other one, the main one, was the Falcon. But yeah, someone get a verification on what to do with Tornado? Since if you use the B,A,B,Y code to get her, she goes through training mode; if not, then you get Falcon's training mode, which is much longer...
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
There's a code to get her? O_o! In that case use the code, since we frown upon using SRAM generally.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Joined: 1/28/2006
Posts: 6
Yes, there's a code to get her, but that still means you have to put the code in for Real Mode, AND you still have to go through Training Mode with her. I have to test it though to verify it 100% since for some reason on Snes9x I couldn't get the code to work. Or maybe it was being stubborn since I had the Super Scope turned on and such. However, one thing I would like to point out. Playing the later bosses on Real Mode High (hardest difficulty) causes lots of slowdown due to having close to 20-something shots on-screen at one time (Virvius 2 and Groken in particular), and playing on Real Mode High puts all the bosses being gold in color =P
Post subject: TAS of Battle Clash (U) for SNES using Super Scope
Joined: 11/20/2009
Posts: 21
I'm planning on starting a run of Battle Clash for the SNES since I have not found it to be on TAS already nor in any WIPs. This will be my first TAS, so any guidance would be helpful. First off: is there any reason that this game should not be TAS'd?
Post subject: Re: TAS of Battle Clash (U) for SNES using Super Scope
Banned User
Joined: 3/10/2004
Posts: 7698
Location: Finland
xcpleprechaun wrote:
First off: is there any reason that this game should not be TAS'd?
In general, it's impossible to say without trying. You should make a WIP of the first few levels, post it in the SNES games group and request comments and opinions.
Joined: 11/20/2009
Posts: 21
Ok, I'll try a few levels and post a WIP when I can.
Joined: 11/20/2009
Posts: 21
How do I attach a WIP?