Posts for 4matsy


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... Someone should make a Metroid-like game about the TAS vs. M2K2 fights. And then TAS it. XD
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I haven't heard of any emulators allowing the reading in of e-cards, so I suppose a hacked save-RAM would do in this case. Just fill up the inventory with feathers, nothing else... Maybe even try to calculate the number of feathers needed ahead of time, and hack in just that amount...that'd look kinda cool. :p EDIT: Oh, and one other thing that might be interesting would be hacking in the red e-switch as well (harder enemies, double points). I suppose you could call it "plays at hardest difficulty"...it'd be something to offset the fact that the Mario Advance versions are a tiny bit easier than the originals. Heh. :)
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Guybrush wrote:
JXQ only Fabians games that start with "S".
Oh good, maybe he can do SMB2J then. =P
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Old VirtuaNES 0.69 TAS (Tool Assisted Scoreattack, HAR HAR HAR I ALTERED AN EXISTING ABBREVIATION TO SUIT MY NEEDS) I did of the first world of SMB1. (Works fine in the current 0.92 though.) Yeah, I like the coin idea too. But I'd also suggest extending it to points in general; this would also bring killing lots of enemies into the picture, and the result would generally pwn. :) ...oh, and yeah, someone do SMB2J warpless already. :p
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It's THAT fresh.
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Yeah, I just used the password to skip to the Wily levels, and one of the blocks in the Wily 2 disappaering block section--the very block my Item 2 is supposed to run right into--seems to be replaced by a frog and moved to the 3 boxes right before the disappearing blocks. LOL. :p I didn't see any other changes when I played back the movie though...maybe he just changed some stuff in the Wily levels because of a glitch nobody else noticed? (Or maybe because he just felt like it. Heh. :p)
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Makou wrote:
This hack isn't horrible, but it falls back on a lot of standard (read: bad) Megaman hack "I can do it, too" ideas. I have to agree with Bisquit on that. For the most part, it's also not that difficult, but that was apparently the author's goal. Overall, I'm actually supporting Bisquit's refusal of the hack.
Ditto. Ultra just seems...I dunno...off. Throughout. :/
Makou wrote:
A much better hack for a TAS would probably be the better-known Rockman Exile (I think a TAS of this was started, but sputtered and died), or the not-so-well-known Rockman Exhaust, which seems rather well-done to me. (Note: There's an FCEU movie of a normal run of the game there, but I haven't been able to watch all of it. The movie desynced when I tried to watch it with a patched "Rockman 2 - Dr. Wily no Nazo (J)" ROM. It will play through to the second Wily stage. I haven't yet figured out which Rockman 2 ROM the player used to make his movie.)
Odd...the movie played fine for me on a patched Rockman 2 - Dr. Wily no Nazo (J) rom. o_O I'd guess either your rom is actually bad, or Dhi updated the patch and changed something in the level structure since I made the video...<_< */me checks Dhi's site* ...v1.2? ...CRAP. >_< ...Okay, gimme a day or two and I'll play it through again, or something. Ugh. -_-
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The main problem with this, I think, is that the savestates themselves are unstable for some games. (Like the Gradius series...last time I tried to load a savestate, the graphics scrambled and the game froze. o_O) So, since rerecording is kinda impossible without savestates, the savestate system will need to be fixed first. And since just about every arcade game's architecture is different, the amounts and types of data the savestate will need to store will change across games. I get the feeling it'll be a while before someone manages to fix MAME's savestates...<_<
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Here's an interesting trick I just learned via the message boards at TheHylia.com. (TSA's old ZHQ revival attempt, for those not in the know.) Specifically, this thread. 1. Start up a Japanese version of Zelda 1. Doesn't matter if it's the Disk System or Famicom cart version, so long as it's Japanese...I already tried this trick on the US version, and it didn't work. 2. Go to first quest level 5, and one room right of the entrance (where a bunch of pols voices are). 3. Blow/yell into the 2nd controller's microphone, and the pols voices go POOF. o_O (I used VirtuaNES for this purpose, as it allows you to assign a key for the mic...didn't take more than 5 or so taps of the key to make 'em bite the dust. :p) Good things about this trick, TAS-wise: - Pols voice rooms go by WHOOSH fast. - Looks cool. Bad things: - Not many rooms full of pols voices to begin with... - Only works on the Japanese version...load times can still be avoided by using the cart version instead of the disk version, but it's still bye-bye English text... - Couldn't be implemented in an FCEU movie at the moment anyway, as FCEU currently doesn't support the mic. (That's the main reason why I had used VirtuaNES to test it out.)
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... I hadn't read any of this thread past the beginning of page 4, until a few minutes ago, so I'm a bit surprised by the sudden dive this situation took. o_O I just now did a Google search for "google adsense horror"...seems like there are quite a few similar stories about innocent webmasters that found themselves abruptly shut out of the program due to the smallest technicalities. That might explain why Omega's Slashdot writeup got rejected...too old/common, perhaps? Maybe they ran a similar story not too long ago...
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Bag of Magic Food wrote:
Does the game think he's still somewhere around that Wily 3 level Bisqwit mentioned, perhaps?
Probably not. I got the same effect a few years ago, when I was hacking the levels with visine (Fx3's editor); I found that if you put a bottomless pit in a boss room, and you fall in it after you kill the boss, you keep dying at the start of the next level, as we're seeing in this run now. My guess, as others have, is that the game never recovers from thinking you're off the screen; I don't think which screen you're on has anything to do with it. Besides, that value probably got reset anyway when Wily 1 loaded, or else Rock might not've started on the first screen of Wily 1...
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Sodas suck. Tea, chocolate milk and pink lemonade for the win. :p ...and xebra's new avatar reminds me of the fire scene in Gulliver's Travels. >_>'
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BUG: when doing either of the following, the palette is completely screwed:
    - Going from windowed to fullscreen, or vice versa. - Changing any settings under Config -> Video. Actually, just opening that dialog and then hitting the Close button is enough. o_O
Going to Config -> Palette and reloading the desired palette seems to fix the problem though, as does checking and/or unchecking the NTSC Color Emulation box. Seems to me like the memory location from which the palette is grabbed is being added to or subtracted from unknowingly, because when the bug is done repeatedly, the garbage palettes are usually the same and usually show up in the same order...
Post subject: Re: Gradius combo
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Bisqwit wrote:
I had a desync in the erupting mountain scene. I made the AVI from two different FCMs that were recorded simultaneously. For some reason, they differ by 1 frame at around that point. (Most likely a bug in my dual-game input engine.)
Nah, I think it's more likely FCEU itself not handling the input across multiple instances too well. Same thing happens to me sometimes: I start to play the same movie in 2 FCEUs at once, then after a few presses of the frame advance, or a few pauses/unpauses, one of the FCEU instances is suddenly one frame behind. o_O
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Seconded. ...Too bad it's gonna get closed pretty soon. :p ...and besides, all three of the aforementioned hacks have their fair share of game-stopping glitches. >_< EDIT: No, wait...did I say glitches? I obviously meant glitchez. XD
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...not that anyone can tell, since it and the earlier one have already been deleted. -_-'
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............... OMGWTFHAX. o_O ...Uh...just what the hell was going on past level 100, anyway? <_<
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*/me does a search for "pac-man".* Yeah, I mentioned the NES version once, but there wasn't much interest... About 6 months later, though, Ramzi speculated that the fruits could be manipulated to give 10000-point flowers all the time, and possibly max out or loop the score counter at either 655360 or 1000000; so he and I got to work on trying that out on the SNES version. Unfortunately, the experiment failed in quite a hurry when we found that the fruits collected in the first random-fruit level decide the randomness for ALL the random fruit after that...>_<
Post subject: Crazy SMB1 idea: "different but equidistant routes&quot
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One of my favorite tricks "back in the day" took advantage of Super Mario All-Stars SMB1's new "switch players' turns on level completion, not just life loss" feature. I'd play a 2-player game by myself, taking Mario down the 3 and 8 warps, and Luigi down the 4 and 7 warps. Along the way, in 3-1 and 7-1, I'd collect 128 lives from the shell-stairs trick. And, as long as both players died an equal amount of times (preferably zero =P), both players would arrive at world 8 on the same turn. In effect, it was a cool and quick way for me to get a maxed-out 2-player save game. XD I also enjoyed DeHackEd's "two games, one input" run of Mega Man X1 and X2 when he did it; especially the side-by-side AVI is fun to watch. Also entertaining for me was the recent "SMB1 race" video where the two speedrunners showed off and beat the game at roughly the same time... ...You guessed it, folks. I just thought up a crazy combination of the above concepts. =P Some as-fast-as-possible TAS's would be made of some different paths through the game. Preferably paths of equal or similar level amount, as I will now list from longest to shortest:
no warps: 11112222333344445555666677778888

  only 2: 112222333344445555666677778888
  only 5: 111122223333445555666677778888

 2 and 5: 1122223333445555666677778888

  only 3: 11333344445555666677778888
  only 6: 11112222333344666677778888

 3 and 5: 113333445555666677778888
 2 and 6: 112222333344666677778888

  only 4: 1144445555666677778888
  only 7: 1111222233334477778888

 4 and 5: 11445555666677778888
 3 and 6: 11333344666677778888
 2 and 7: 11222233334477778888

  only 8: 111122223333448888

 4 and 6: 1144666677778888
 3 and 7: 1133334477778888
 2 and 8: 1122223333448888

 4 and 7: 114477778888
 3 and 8: 113333448888

 4 and 8: 11448888
I'm really hoping that there'll be two paths here that both can be finished on or near the same frame. Reason being: when it comes time to encode the FCMs into AVI, there would be one AVI showing both of the paths being run side-by-side, like DeHackEd's X1/X2 movie or the SMB1 real-time race movie. And for added "exciting race" effect, this "Super Luigi Bros." ips patch that I made recently could be used. It switches around all instances of Mario and Luigi. So one half/path of the AVI could show Mario and the other half/path Luigi. :) Thoughts?
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I was initially going to offer some ideas/suggestions in this thread. But after finding this VirtuaNES 0.92 movie on Mana's site during my search for SMB1 rom hacks last night: http://www.mana3535.com/mario/m1atmana2-01_Super_technique_play(Mana).zip (the parentheses in the filename mess up the link, copy and paste instead) ...well, you might as well just drop whatever you were planning, because this insane monster of a glitch video gives even the old Crazy God Technique a run for its money...<_<'
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tmont wrote:
you could possibly accomplish this in the first palace, since the running orange-ish things that are in nearly every room steal your experience.
I just tried exactly this after reading Boco's post. I got within 1 sub-pixel of going to the next room, then let 'em knock me in there...no go, they simply drained the usual max of 10 points. I even tried doing various jumping/moving/attackingactions at the same time, but nothing... :/ Seems like there's some kind of additional condition to trigger such a glitch. Maybe having too many sprites on screen at once, or something else totally unrelated and obscure like that? Possibly something that taxes the game's memory a lot, increasing the chances of errors and miscalculations...*shrug*
tmont wrote:
Also, since I'm here, somebody needs to finish the tool-assisted run of the US version of this game. Please? :)
Uh, yeah...I don't even remember by now who it was that was doing the run. <_<'
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Bisqwit wrote:
The vine is one way to accomplish it -- you can get very far to the right side of the screen that way, but you can also accomplish it by letting the game move Mario inside a wall without the screen scrolling.
Indeed. Here's how I always used to do the trick back in the day: 1. Get the powerup right before the first 3 goombas, if you're small. You'll need it for the brick-punching. 2. Punch a column 2 or 3 high in the ceiling of the narrow brick hallway with the 3 goombas. (Punch out only one brick, and you can't get footing when you try to get inside the wall; punch out all 4 bricks in the column and you have no ceiling to force you to the right.) 3. Shrink yourself with one of the goombas. (You DID let them live thus far, right? :p) 4. Scroll the column you punched out about 1/4th or 1/3rd off the left of the screen, then head back to the left and jump up the column. When your head hits the ceiling, start holding left and jumping repeatedly, and you should be pulled to the right, into the rest of the wall. 5. Wait until you're ALMOST (but NOT all the way!!!) to the right edge of the screen, then begin walking right. (If you didn't listen to me, and you DO end up all the way to the right edge, hold right and jump repeatedly to force yourself back to the left a bit.) 6. The level will scroll as normal, except with you farther right than normal, and you can proceed to the bonus room pipe and enter it to go to the warp zone. (Just DON'T be walking or running as you go down the pipe; that will cause the screen to keep scrolling as you go down the pipe, and if the screen goes far enough to trigger the invisible sprite representing the regular bonus room pipe destination, it WILL cancel the glitch. -_-)
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Although unlike Tool's suggestion, this one's an actual hack. :) http://www.filespace.org/4matsy/megaman1_bisqwitendingtext.ips Couldn't fit Angerfist in there due to a lack of knowledge of NES-ese in order to expand the available text space, but for now I think it's somewhat sufficient...I even had one tile left over this way, so I left in the extraneous comma for added authenticity. :p
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... I see. *4matsy's brain is unable to comprehend the sheer level of ZOMG T3H AWESOME that this movie exhibits, and as such a loud POP! is heard as said brain--along with the rest of his head-- explodes spectacularly.* I'm not even going to bother voting yes, as this video very obviously wins the internet. A shame that it desyncs on the original version just seconds from the game's end, but luckily it's not too hard to simply take over and finish Wily off manually at that point... :p I'm also looking forward to that hack of yours as well, Bisqwit...I wonder what it would look like TAS'd, heh :)
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Xkeeper wrote:
Of course, there are other 'worlds'... fun fact? World " -1" is really 32-1 (heh), and most others are just other levels with different header settings (like underwater, castle, and so forth) (I do head SMB1J had a better world 32, but I'm not sure)
36, actually. 1 to 9, then A to Z, then the blank space. :p Yeah, the disk system version apparently has different data in the spot it reads from when it gets the level data for the minus world, so you end up with a 3-level minus world that actually can be finished. :p IIRC it consists of an underwater 1-3/5-3, a clone of 2-3/7-3 (GRAH EVIL FLYING FISH FROM HELL GET BACK I SAY AAAAAARF), and...uh...some underground castle, I think it was 4-4...lots of flying bloopers, too, the only ones you'll ever see in SMB1 without hacking or a game genie :p
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