Posts for 4matsy


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Joined: 4/25/2004
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Cool. I gotta see this. :) What emulator and rom versions is the movie for, though? Oh, and for little stuff like this, filespace.org is pretty good...signup is free and anonymous, since it's specifically designed for little stuff to post on message boards like this. The total account size limit is about 5 MB, but that's to be expected...^_^
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Yeah, this idea is t3h sh1zzn1><0rz. o_O You doin' American version or Japanese? Japanese immediately shrinks you upon a hit no matter what powers/Kuribo's Shoes you have. Might be more exciting...~_^ As for a list of frog suits, here are the ones I can remember: World 2: In the hidden Toad house next to the Fire Bros. World 3: Just about every Toad house has one, I think. At least 2 or 3...also two in the 3-5 and 3-9 bonus rooms. World 7: The last two Toad houses are of the frog/tanooki/hammer variety.
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Actually, if you're going for Morimoto-style speed-only, I'd like to see how many of the point pods in the bonus levels you can clear out before those evil quick-generating bubble walls come to smash you. More speedy acrobatics never hurt anybody...LOL =P That, and I wanna see what the level 7 (high-speed level) bonus stage looks like, 'cause I can never seem to get it...^_^'
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Dang Blip you work fast...o_O
blip wrote:
Blublu wrote:
Good job even though I would like to be able to configure those keys...
Considering how often this feature is requested, it's surprising how few emulators actaully support it. I don't think *any* of the emulators I use have this feature. Anyhow, if enough people start using my patched FCEU, then I'll add a key remap feature.
VIrtuaNES allows you to remap just about every key it uses...it's a shame it refuses to run in Linux/Wine, 'cause to answer your eariler question, that's the only thing holding it back from being accepted on this site...it's a very capable emu. =P
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Not to mention the lag produced by the time it'd take for the real-life robot's hands/fingers to move...he'd prob'ly desync 2 or 3 button presses into the recording...LOL =P EDIT: WTF? This post is the most recent one, and finishes off page 5, yet the topic gives links to 6 pages...when I click on 6, it says "No posts exist for this topic." o_O EDIT 2: Well go figure, page 6 link just disappeared. Even more bizarre...
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BEST. RUN. EVAR. *imagines Mario blasting Bowser with quad rockets*
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Joined: 4/25/2004
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I'm guessing because the amount of health the game thinks you lose is so small (between 0 and 1), it rounds it down to 0... =P
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Joined: 4/25/2004
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Yeah, same with Gohma in level 6, and Ganon in level 9...you're locked in that room when you enter, and there's no guarantee that the player will have the arrows, since they run off of your cash... There's another "door trap" spot in level 4 of the 2nd quest...in the room with the book, walk up through the wall, into the room with the bomb upgrade. That wall's one-way, and you need a key to exit the 2-room area you've just gotten into, so if you have no keys, you're screwed... I guess this is why they included the Up+A trick...too lazy to fix their dungeon designs =P
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Actually, I haven't looked at the level data in an editor in a good while, but from your description, I'm guessing it might be one of those "leftover" screens...there's some bits and pieces of old MM1 level data in the MM2 rom. Specifically, the last few screens of Cutman and Wily 1. :)
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Yeah, the third game has 110 levels, while the first two have 50 each, AND the puzzles get harder and take longer to solve as you advance from one game to the next...some of the last 20 or so levels of Lolo 3 are incredible pains to figure out on your own. o_O So a run on Lolo 3 would very likely take more than twice as long as the first two games...
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Mr. Kelly R. Flewin wrote:
those nooses are going to be freakin handy on the space ship ^^;;
Indeed. o_O I could get there with little to no trouble, then everything went downhill due to the amounts/strength/weird attacks of the enemies. I never even figured out how to beat the final boss (without getting killed =P) until I Game Genied my way through the game...
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I made a run of the much easier Japanese version way back when. Maybe it'll be of some help to you? ^_^ http://tasvideos.org/forum/viewtopic.php?t=183
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And Castlevania 3. And Zelda 3. Heck, those two whole series seem to jump all over their respective timelines as new episodes are released. =P
Post subject: Gradius 1 beaten with ZERO points...o_O
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Remember Morimoto's Gradius speed-dancing session? =P Well, here's a similar treat for all y'all. Found this lil' gem flagrantly parading around on the front page of High Level Challenge, in the news post for June 7th. There's a link to a VirtuaNES 0.92 recording of some guy completing the entire first loop of Gradius without scoring a single point. o_O He fires a few shots to get through the weak walls in levels 2 and 6, and dies once in level 7 due to an unavoidable collision with the 4 red cannons in the narrow hallway, but other than that, this is a totally nonviolent Gradius run...o_O And with only 226 rerecords. It's a beautiful thing to behold. :) I've recently been thinking of doing runs for Salamander/Life Force and Gradius 2, similar to Morimoto's speed-only run and this nonviolent run. Guess I'd better hurry up and do 'em before the Japanese beat me to the punch...(^^')
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Or that Zelda 1 hack "Zelda Challenge: Outlands". Now there's a hack I'd like to see a run on. =)
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Joined: 4/25/2004
Posts: 498
Die. ;)
Post subject: Famtasia "more accurate palette" hack
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Famtasia's palette inaccuracies always bugged me. Especially in the early Megaman/Rockman games, where they used color 20 for the whites of Mega's eyes instead of 30--which should make no difference on a real NES, but causes his eyes to be darker than his face in Famtasia...>_< So I did some searching for the place where famtasia.exe kept its palette entries, and replaced them with those of Kevin Horton's "KHorton.pal", which is based on his formula to calculate NES color values just like an NTSC television. Then I made an ips patch of the changes, so that no one else will have to go through all that replacing of values. :) Download, then use an ips patcher to slap it right on over your famtasia.exe, and enjoy Famtasia's new accurate palette. Actually, you should even be able to use this on a famtasia.exe you've already patched with Blip and Bisqwit's other hacks, since I don't think they've gotten around to messing with anything in the area of the palette yet. :)
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Glitch, I think. Direct contact with Gleeok seems to do a random amount of damage between 0 and 1 hearts. o_O EDIT: D'oh! Read page 21 thinking it was the last page of the thread. :p
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Capcom seems to like re-using that boss a lot. How many Devils are there now? Like, 5? :p
Bisqwit wrote:
and Elecman is on the list before Cutman for a good reason.
Yeah, which I remembered once I watched the video again. When I asked that question, something in the back of my mind told me I'd already seen/figured out the answer, but I couldn't remember what... :)
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Boco wrote:
then use the surface of the water to jump continuousy
.................... GAAAAAAH!!!!!!! >_< I already knew about the slope glitch, and knew about jumping on the water's surface in X3 (found that out trying to figure out how to get to the Kangaroo armor...which, btw, is why I think it's intentionally programmed rather than a glitch), but never thought to try jumping on the water in X2, and so thought it impossible to get the rest of the way up the wall... I've been trying for months to find a way to get up there without the Bubble Splash, and never thought to try something that worked in the sequel. Go figure :p
Bladegash wrote:
You have to make sure you kill Overdrive Ostrich before Wire Sponge, just to do that cool cut-in-half death that happens. I've always loved doing that!
Yeah, but that'd screw up the item sequence, as you need the Spin Wheel to get the stuff in Ostrich's level (X-Hunter door and dash boots). Can't do it the second time in the "boss rematch teleport room" level either, since the dragon punch is quickest. :(
Bladegash wrote:
(I'm unsure of their Japanese names, sorry for referring to the US version's ones in this post.)
Wire Hetimarl = Wire Sponge Wheel Aligates = Wheel Gator Bubbly Crablos = Bubble Crab Flame Stagger = Flame Stag Metamor Mothmeanos = Morph Moth Magne Hyakulegger = Magna Centipede Cristar Mymine = Crystal Snail Sonic Ostreague = Overdrive Ostrich
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Yeah, I recently discovered this same order on my own, when I tried to work out a path to get all the items without having to revisit levels. Turns out the only snag was Crablos's sub-tank, which requires his own weapon to get. :p Actually, the "weakness-non-conforming" section in that order that can be rearranged without any item-collecting penalty. Instead of (Mymine, Mothmeanos, Hyakulegger), you can also go (Hyakulegger, Mymine, Mothmeanos) and still be able to get all the items in one trip. I personally prefer the latter since I find Hyakulegger easier than Mymine. He's still pretty time consuming though... :)
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Heh heh. *deposits 25 cents* *makes his patch selections, then hits the button* *famtasia510-patched.exe rolls out of the dispenser* *opens it and takes a big swig of it* Ahhh. Famtasia Patched--it's Time-Attackin' Good!(tm)
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Joined: 4/25/2004
Posts: 498
Um...have you tried using the cutters on Elecman? Kills him in only 3 hits, and you don't have to deal with the delay from grabbing the blocks or the lag from his beam. Just run up and fire away... Sure, use the pause trick. You're already making MAD good time with those magnet beam ceiling warps...might as well throw in all the better-known tricks. ^_^
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LOL, I was wondering when Boco would show up to correct the latest "MM9"er :) Hopefully with the upcoming rerecording and other new movie features in ZSNES the MM7 hole will be filled...
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Ever play around with the debug mode in Sonic 3 & Knuckles? It introduces a whole mother load of glitches, such as: - Fighting multiple Metal Sonics simultaneously. - VARIOUS tile and palette glitches... - Playing Doomsday Zone as Tails or Knuckles...ironically, though they normally appear glitched here, one technique that screws up Sonic's sprites elsewhere causes Tails and Knuckles to UN-glitch here. Freaky. o_O - The super-3R33T Infinite Doilus Stage. Back when I played around with my Game Genie, one of my favorite things to do was visit the worlds past 7 in SMB2...Many of 'em were normal levels with the wrong world's tileset. Like the glitch on Wonn's site where you're in world 3, warp back to 1, but the graphics are still from 3... :)
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