Posts for 4matsy


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Joined: 4/25/2004
Posts: 498
Yeah, yeah, I know, sorry for the extreme gravedig... -_- But that desyncing Gremlins 2 FMV was driving me up the wall, so I went on a search to find the correct rom version. It seems Sleepz was indeed using a bad dump, as "Gremlins 2 - The New Batch (U) [b1]" was the only one I could get to play from start to finish with no troubles; the other 6 I tried all desynced, usually having Gizmo take a lava bath at the end of 3-2...^_^ Finally can get rid of that "unknown version" label on the site. Yay =P
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Joined: 4/25/2004
Posts: 498
And his helmet lookin' like Boba Fett's... And Sigma's fort being on a floating island...not exactly Death Star material, but the concept is the same...
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Joined: 4/25/2004
Posts: 498
<_< >_> *is suddenly very afraid for the health of the Dell 'puter he just got 7 months ago...*
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Joined: 4/25/2004
Posts: 498
*watches the fmv* O_O You, Mr. Food, are my new Lolo G@\/\/|) (tm). I like how Don doesn't do his job despite the...what, 40?something opportunities he has. =P I actually found a similar glitch in the US Lolo 1, but it seems you need to have a heart right next to you on the left...try walking straight up past the left heart in 2-3...from what I can tell, if you time it correctly, and Don's moving to the right, he won't shoot...
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Joined: 4/25/2004
Posts: 498
Yeah, it seems a lot of randomizers in these console games, before the days they began to be programmed in C, are based on 255, 256, or some power of 2, since the easiest way to hold the randomized value is in one byte. For example, in FF1, you have a certain chance in 256 of running into certain types of enemies...
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Joined: 4/25/2004
Posts: 498
Besides, if you are gay, you're bound to find out eventually... o.o
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Joined: 4/25/2004
Posts: 498
Yeah, you need to really get the hang of act 7 before you can get through it without dying. Check my VMV in the topic I linked to in the 2nd post...I finished act 7, including all 3 final bosses, with 59 seconds left on the clock. Surprised myself there, actually...o_O I haven't tried a run of the US version yet though...still, even considering all the enemies they added, and powerups they removed (most notably the fire wheel right in front of the door to the act 2 boss, and the scroll (o_O') on the collapsing bridge in 5-2), I don't think the timer's too short to finish act 7 on time. Maybe a 5-second loss, but that's all I'd guess...
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Joined: 4/25/2004
Posts: 498
Yeah, the floating door seems to be related to the palette swap glitch... ...When'd the glitch get triggered, anyway? I never noticed it was on until I saw Samus back in the first room of Norfair with the green palette...maybe something to do with coming into the 2nd ice beam room from the wrong direction? O_O
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Joined: 4/25/2004
Posts: 498
FF1 has some stat-dummying glitches/programming errors as well. It's like Square just puts charatcer stats in the FF games for show and programs them randomly, or something...=P
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Joined: 4/25/2004
Posts: 498
Keep going until 150...I seem to remember once I started on a really high level (at least 15, I think) and was expecting the level to change at 100, but it didn't until 150...o_O
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Joined: 4/25/2004
Posts: 498
The binary is, yeah I know...but there's also a source download in the thread I linked to. That can't be compiled on Linux?
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Joined: 4/25/2004
Posts: 498
*reads Bisqwit's post in the topic he linked to* So...I'm not really clear on this...was it the clumsy key setup that turned you off, or were there some other problems as well? 'Cause blip just released a version with remappable keys 5 days ago...~_^
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Joined: 4/25/2004
Posts: 498
<_<...>_>... *guzzles several glasses of Nesquik in rapid succession*
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Joined: 4/25/2004
Posts: 498
Yeah, I was beginning to wish for backwards levels and/or level order too, right before I posted this... But fear not. There is a random-level order patch. ~_^ http://dahrkdaiz.panicus.org/cgi-bin/index.pl?page=smr
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Joined: 4/25/2004
Posts: 498
You need to make a copy of your SMB rom (so you still have the original after you've used the patch...and besides, there's always the off-chance things might foul up during the patching), then apply the IPS patch to the rom. Every patcher is different, so you'll have to follow the instructions it comes with. (Though there isn't much to applying a patch, besides...well, applying the patch. The process should be pretty much all of "Choose ips patch...Choose file to patch to...done, file's been patched".) I recommend Lunar IPS, if you're running Windows...it associates .ips files with itself, so that all you need to do in the future is click on the ips file and select the rom you want to apply it to.
Post subject: Brothers Mario Super. Um, wait a minute...o_O
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http://u-1.parfait.ne.jp/mario/bms.html Found this on U1's site last night. It's one of the strangest Mario 1 hacks I've seen yet...o_O As the name of this demented hack implies, everything is backwards: - The time, score, coins, and level all count in the opposite directions, because the numbers in the font are now in reverse order. - Hammer Bro, Bullet Bill, and even Fiery Mario himself all shoot in the wrong directions. Super/Fiery Mario also moonwalks... - Some enemy graphics are switched. (Goomba with Buzzy and Troopa with Paratroopa are the two pairs you'll notice most often.) - Even the music plays backwards. Surprisingly, it's still an interesting listen. o_O Might be interesting to anyone who's done a speedrun of SMB1 (emu-assisted or not), or simply hardcore addicts who know the game mechanics inside-out... And no, Michael and Yy's FMVs don't work on this hack, as the reverse-firing Bullet Bill cannons apparently screw up the move patterns. Mike dies thanks to one of the Paratroopas right after the bonus room in 8-2, and Yy jumps directly into a pit in 5-1...=P
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Joined: 4/25/2004
Posts: 498
Another bug: Just noticed last night that I couldn't take screenshots. Looked in the key remapper, and noticed that the screenshot key wasn't there...indeed, it now appears to be completely gone. Looks like you forgot about it when you set up the remapper... :p
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Joined: 4/25/2004
Posts: 498
And you don't need to break the bricks, even. Just duck-jump into the corner and hope his foot catches on the tile boundary. Still, yeah, I'm 99% sure the mushroom collecting and power-up animation would waste too much time... Might be helpful in a SMB2J run, though. Especially a no-warp run...I already know of at least four time-saving wall/ceiling corners in the castles that could be glitched through (beginnings of 2-4, 7-4, B-4, and C-4). ^_^
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Joined: 4/25/2004
Posts: 498
O_O D00D!!!!!!!!!!!!!!11111oneoneoneelevenonehundredeleven It's just like the VirtuaNES key remapper...O_O *builds another shrine to blip* I think the autofire is busted, though...it only seems to work when I turn off the speed throttle and let 'er rip at umpteen fps...^_^'
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Joined: 4/25/2004
Posts: 498
Yeah, I can't find any either. I was going to suggest "stacking" emulators on top of one another (running an emu for another operating system or console, then an NES emu for that OS/console)...but from what I've read, it seems the Palm just doesn't have the processing power to even run some of the "middle ages" systems (SNES, Genesis, and the like). So I imagine two emus running at the same time would make even NES games unplayably slow... So the only two options I could see are to either part with your time or money...that is, either buy NesEm (hoping the emulation is decent quality...you're right, only running small/early games doesn't seem to be a good compatibility testing method), or program your own emulator (maybe someone else has given it a try and has their current source code lying around somewhere on the net, or has made an NES emu for another system that could potentially be ported to the Palm...although I did a search on sourceforge.net but couldn't find anything there either). Sorry we couldn't be of much help to you... :/
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Joined: 4/25/2004
Posts: 498
Bob Whoops wrote:
Is this actually and good?
*goes there and reads the whole thing from start to finish* Yep. ;)
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Joined: 4/25/2004
Posts: 498
Then don't let the users enter game names. Just have the site staff add names to a list, and the users can only choose from games in the list. Or use the Good* utilities' names for the roms.
Experienced Forum User
Joined: 4/25/2004
Posts: 498
Yeah, glitch. Direct contact with Gleeok's heads seems to do a random amount of damage bewteen none and 1 heart... o_O
Experienced Forum User
Joined: 4/25/2004
Posts: 498
Josh the FunkDOC wrote:
Done, finally! Total time is 45:02, with over 7600 rerecords. Now to find my friend and see if he can host my movies... -Josh
Yay! ^_^ Though, if you're just distributing the FMV, I'd recommend just putting it on a Filespace account. Quick, free, and anonymous. And the 5-megabyte limit won't drain foo fast if you only put up FMVs or other small files...I've had my account for a few months now and only used up 200k :)
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Joined: 4/25/2004
Posts: 498
The funny thing is, it's still THINKING of the correct directories...just not displaying them right. I just "felt around in the dark", so to speak, for my rom directory. Once I found it, I exited to make sure the config got saved, and it never happened again. :) EDIT: Now that I look at the gibberish again, it looks familiar, like typical Japanese attempting to be displayed with ASCII...I wonder if the guy that compiled this build did it on a Japanese Windows system or something, and had his rom directory set to the default...
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