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Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
It might be hopeless, but where would we be without dreams? [Edit: Updated changed image URLs]
Former player
Joined: 3/30/2004
Posts: 1354
Location: Heather's imagination
How long did you try? It took me a few hundred tries to jump a wall in Zelda II in the Great Palace (which is one of the reasons I want to Time Attack the game, because jumping walls and abusing Fairy is possble).
someone is out there who will like you. take off your mask so they can find you faster. I support the new Nekketsu Kouha Kunio-kun.
Former player
Joined: 3/13/2004
Posts: 1118
Location: Kansai, JAPAN
I...don't understand.
Do Not Talk About Feitclub http://www.feitclub.com
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Boco wrote:
How long did you try?
About 1500 times so far in this place in this recording session. Still no success. But you gotta try things that just MIGHT work :) Wait until you see the next Rock Man 2 timeattack movie :)
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Bisqwit wrote:
But you gotta try things that just MIGHT work :)
Ok I gave up with that one, but a new Castlevania timeattack movie release was made anyway. The avi file will be downloadable within a few hours.
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
I hate games with lot of randomness so I've decided to cooperate with Genisto to do a timeattack on this game now I know it's a pretty easy game compared to the 3rd one.
Post subject: Genisto's Castlevania
Former player
Joined: 3/13/2004
Posts: 1118
Location: Kansai, JAPAN
I had no idea that if you touched bosses in this game, they took damage too! Is that why the 1st boss, the giant bat, just exploded? I loved the frequent backwards jumping. Time attacks need more humor.
Do Not Talk About Feitclub http://www.feitclub.com
Post subject: Re: Genisto's Castlevania
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
feitclub wrote:
I had no idea that if you touched bosses in this game, they took damage too! Is that why the 1st boss, the giant bat, just exploded?
Hmm that's not the way to do this.Very difficult to explain.All I could say to you is the Boss must be behind you and hit him at the good frame.otherwise it fail. P.S. I found this glitch by pure coincidence playing at full speed ;).I am very lucky I must admit.
feitclub wrote:
I loved the frequent backwards jumping. Time attacks need more humor.
I think so.That's my idea.I saw Bisqwit doing this on his version 8 so I decided to do this longer than him.
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Phil wrote:
Sorry Bisqwit . LOL
It seems some people think I'm laughing at Bisqwit.They are wrong the "LOL" wasn't for this purpose.Only Bisqwit understand what these 3 letters means in this situation.Anyway I will erase these words.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Except that I didn't understand... doesn't matter.
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
I've decided to redo that game. I need someone to tell me what are the values for the mummy bosses's energy. FCEU debugger is extremely buggy. If I change value when emu is unpaused then it doesn't change them no more even if I pause the emu after. + It is blinking like hell. + We can change 1 value at 1 time. If only it could be like the one in VBA...
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Phil wrote:
I've decided to redo that game.
Congrulations and good luck! I've been planning to do it for a long time, but I haven't found enough reason to actually trigger me starting to do it.
nesrocks
He/Him
Player (247)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Phil wrote:
I need someone to tell me what are the values for the mummy bosses's energy.
Found these: 01AA or 01A9 - both mummies summed 058B - mummy that starts on the left 058C - mummy that starts on the right good luck. note: 01A9 and 01AA behave differently... 01A9 gets deducted right away according to the amount of damage dealt. 01AA on the other hand, is lowered by 1 per frame untill it matches 01A9. maybe this could tell more about the critical hit. or not.
Former player
Joined: 11/13/2005
Posts: 1587
Good luck with this Phil.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Bisqwit wrote:
Bisqwit wrote:
But you gotta try things that just MIGHT work :)
Ok I gave up with that one
Perhaps this could be tried using BisqBot…
Former player
Joined: 7/12/2004
Posts: 524
Location: USA
BisqBot never fails!
Working on: Command and Conquer PSX Nod Campaign
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Phil wrote:
You could try with my WIP ;) http://dehacked.2y.net/microstorage.php/get/945/Castlevania%20%28KC%29.fcm
It desyncs on USA PRG0, USA PRG1 and Konami Classic Special Version. It bumps to the first enemy. What is this version that you are using (and why)?
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
You are probably using wrong FCEU version. I am using FCEU 0.98.15. Here, I use Konami Classic like precedent version. If it desyncs right at start of the movie, then that's the case. I've just tested with blip's version with old mappers. It's still desync with PRG0. I forgot that FCEU is more accurate than Famtasia and it emulates the game differently. However, it works with PRG1 but I recommend KC version.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Phil wrote:
You are probably using wrong FCEU version.
My FCEU version has been able to play back all FCEU submissions so far. Guess yours will be the first that won't be so, then.
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Anyway, since FCEU emulates differently than Famtasia, I don't see any reasons that we cannot change ROM version.
Bisqwit wrote:
Guess yours will be the first that won't be so, then.
And not the last.
MarbleousDave
He/Him
Player (13)
Joined: 9/12/2009
Posts: 1560
You could even do the VS. System version, it's harder than the NES counterpart. Less time, more damage you take per hit. Normal setting enemies take out 4 units of life. Hard setting enemies take out 8 units of life. Here's a setting you can use for VS. Castlevania: Hard difficulty, 2 lives
Editor, Skilled player (1441)
Joined: 3/31/2010
Posts: 2113
I don't think more damage makes for an interesting movie. It just means there can be less tricks involving damage boosts. Does that version have anything else different than more damage?
Morrison
He/Him
Former player
Joined: 8/2/2006
Posts: 195
Location: USA
What is the VS version? The Players Choice top 10 arcade cabinet version?
twitch.tv/Retrogaming2084
Player (206)
Joined: 5/29/2004
Posts: 5712
I thought PC-10 was more of a direct port, while VS added its own "spin" to a game just for the arcade.
put yourself in my rocketpack if that poochie is one outrageous dude
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