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Sick.
Spikestuff
They/Them
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Link to video Edit: Link to video Legitimate Spoiler: Yes, killing a ghost at that frame did not waste any time, I ended at the next level, at the exact same frame as not killing one. Edit 2: Link to video Yes, I did do that again. This spoiler text is the current time; hitting Start on the frame when Junior shows up: 2:48.75 Next maze: Entering the the loop of the same two mazes to 32.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
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Spikestuff
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And even though I was so close, I hit a large nail. Apparently, due to an oversight by me. I was using and made sure I was using NesHawk while TASing it, on Hawk 1.11.4. In reality I was TASing with QuickNES. What's the big deal you may ask. Well the big deal is this is how Ms. Pac-Man shows up in QuickNES: And obviously how it shows up for NesHawk is look over all the previous progress that was made. This forces the project to restart and use 1.12.0 of Hawk now and not being able to continue with whatever the mess of 1.11.4 that was.
WebNations/Sabih wrote:
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Alyosha
He/Him
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Is it not possible to import the input log from the Bk2 into NESHawk format? Or is it a matter of desyncs?
Spikestuff
They/Them
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Already tried switching from QuickNES to NesHawk. Desyncs. Maybe updating the Mappers for QuickNES might help. But as it is. No conversion is possible as it will lead to desyncs.
WebNations/Sabih wrote:
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Alyosha
He/Him
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How did you make all the previous videos that did not have any graphical issues? I'm a bit confused on where exactly things went wrong. It looks like QuickNES is not mirroring Nametables properly for this game, so I might be able to fix this. The mapper is NROM so it's already as simple as it can get. EDIT: Nope it's worse then that, looks like I can't do anything about it sorry. I'll at least add the game to the QuickNES blacklist though.
Spikestuff
They/Them
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Joined: 10/12/2011
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Alyosha wrote:
How did you make all the previous videos that did not have any graphical issues? I'm a bit confused on where exactly things went wrong.
I had TAStudio running when I dumped/encoded it. So I was completely oblivious to the mistake. Just a random fact. Not many NES emulators actually have the Tengen version running correctly, majority have the exact same graphical issue.
WebNations/Sabih wrote:
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Alyosha
He/Him
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Ok, I figured out what went wrong here. Turns out that this game has the wrong iNES header, indicating the wrong mirroring mode. NESHawk ignored the iNES header and booted from nescartdb, which has the correct mirroring information. QuickNES though does not have this option and uses the iNES header to try and run the game (along with other emulators such as FCEUX and punes.) So this is entirely a problem with iNES and nothing to do with the emulator (except for relying on iNES.) I'll need to decide the best way workaround this, or find out whatever way I'm supposed to submit corrections for ROM headers, if such a thing exists.
Spikestuff
They/Them
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Solved Make sure you're always using the [!] version, even when it's an unlicensed version of a game. Basically I backed up the wrong ROM and assumed it was the right one I was using all this time since I didn't touch the game for quite a while. Thanks and Sorry Alyosha.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Have 2 for the road, since the last time this popped up was May 2016: Mazes 10 & 11 Point out on the 10th Maze towards the end, as Pac-Man goes down. I could've had Ms. leave the two pallets alone, and have Pac-Man grab it instead. However the ghost went downwards, and blocked Pac-Man, forcing him to eat him. Not going for it, the ghost cuts you off at the top instead, so Ms. had to go for those 2 pellets and not Pac-Man. Edit: Mazes 12 & 13 hits 13 Oh, so that's why it's an unlucky number. The speed increases and pallets are about to become useless. And now I'm officially at looped mazes. shit. For those wondering these are the looped mazes: After every 4th level. If I recall correctly.
WebNations/Sabih wrote:
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Post subject: Welcome to Hell. Population: Spikestuff
Spikestuff
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So. Power Pellets are officially useless from 17 onwards. Anyone that was thinking that this was going to be a cakewalk and was going to be boring. Sup? Mazes 14 to 17
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Spikestuff wrote:
So. Power Pellets are officially useless from 17 onwards.
starts 18 after making that post Oh, I was 100% wrong about that. - 3 and a bit months later - Now I know I stated that I won't be showing anymore progress in loop phases but I don't listen to my own word. Mazes 18 to 21 Also, I'm getting to the point maybe where the system starts having problems keeping up as I'm having to actually play against creating lag somehow in a Pac-Man game. Weeee~ lag management. Yeah. Next 3 or 4 phases. Shich should be of no surprise since I did say I'm in the loops now:
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Here's something for a mode that anyone wanting to do would actually have to consider sacrificing frames by eating a ghost over avoiding the ghosts. Link to video
WebNations/Sabih wrote:
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Spikestuff
They/Them
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I've basically deleted my last 5 comments but kept (some of) the information from the posts here (and reposted big mode). Totally not doing Mini because of the fact I have to still redo the multiple Maze Progress on Normal that I lost... it's totally the reason. Actually talking about the other. Since it was done on QuickNES it syncs up 2.2.2 so that's a good thing I guess. I also just removed the video embeds for the point I lost all my progress... so 10 to 21, so that's quite a bit to redo... quite a bit... God damn. --Then again, it'll be rebooted cause... Here's a completed TAStest of Mini Mode, due to errors that I didn't realize until Maze 20 (and forgot about) where it's pretty much just "do it again and you won't make the same silly mistake twice"... Link to video (And probably sub 8 minutes.)
WebNations/Sabih wrote:
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