Posts for 4matsy


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Joined: 4/25/2004
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A hand? Freaky. o_O I remember getting similar effects back in the day with the game genie code APNOPE. Though the random levels it generates usually aren't too interesting, all the enemies look like pieces of Bowser, and there's no telling what might happen--the game might crash, it might generate a long stretch of empty level that kills you (whether by Time Up or a huge pit), or you might get a Pipe to Oblivion (tm) where the screen goes black upon going down it and never recovers... :p This reminds me...have you played DahrkDaiz's SMB1 hack "Super Mario R"?. It's basically a randomized version of the original game...you start at 1-1, but from then on, you play the levels in random order, with randomly-replaced colors and enemies...and 8-4 is programmed to end like a normal level, so there's no end to the game, you just keep going 'til Game Over...heh. :)
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5 years? Well no wonder. :p Heh. Utility came out about 2-3 years ago, I think. Maybe more, as it was originally Japanese-only (though I was still able to translate about 95% of it, without being able to read a lick of Japanese, due to how easy it was to use...hehe :p). It was only just about...a year and a half? ago that an official English translation for it was released. Remodeler, as I said in my previous post, is still Japanese-only, but, like Utility, I was able to translate most of this one myself by just looking at what all in the game each option changed. I've got a text file on my old computer somewhere with all but, like, 3 of the editable values documented. :) Teh L1nkag3: SMB Laboratory: http://www47.tok2.com/home/smblabo/ Kernel Software: http://www.geocities.co.jp/SiliconValley-Oakland/1873/ By the way, the Japanese have done QUITE a lot with SMB1 since these two proggies came out. ^_^ Start by looking around the big block of Mario-related links at the bottom of YY's Japanese page...there's like, 30 or 40 Japanese hackers' sites listed: http://www.geocities.co.jp/Playtown-Denei/4503/ Also look for any Mario hacking webrings; there's one right next to the aforementioned "Big Block o' Links", to start. Have fun ^_^ EDIT: Had the wrong link for SMB Laboratory, d'oh! >_<
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YY's editor is good, but I like M.K.S.'s "SMB Utility" better though. Edits a few values and stuff YY's doesn't (like where the warp zones go, what world Bowser starts throwing hammers, enable piranha plants in 1-1, etc.) and has a built-in emulator for quick testing. :) Kernel Software's "SMB Remodeler" is also a neat lil' toy, though somewhat unrelated...doesn't edit levels at all, and is all in Japanese, but edits a heapin' LOAD of jumping heights, scores, enemy health, and other attributes of Mario and the enemies. Like, at least 100 or so... o_O
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Yeah, I've done the MM2 wall glitch too. Though instead of Airman, it always seems to happen to me at Heatman, and I get warped directly to the Wily 1 dragon fight, and die because I can't get out of the way before he teleports on top of me... :/
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Of course this game might be one of those "How far should we take the glitches, even in an emulator run?" games, seeing as how, with a few major glitches, you can trigger the ending in about 3 minutes... o_O Zanapher has a nice big "Glitch FAQ" on GameFAQs (http://www.gamefaqs.com/console/snes/game/9107.html). Might be worth a read for those who do plan to use glitches...
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On a hunch, I just tried this on the European version (the one everyone in that other thread said had screwed timing). The minus world is the same looping 7-2 as the original, but the exit pipes in all the underwater areas have been altered so that you can't get stuck in the space above them. There's a block in that space, just like in All-Stars...o_O
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I think wall-glitches of that sort can't be done in MM3 and later. Notice how there's no way to get crush-killed in 1 and 2...and in 4, if you play around with the balloon adapter near the narrow passage with the E-tank at the end of the 3rd Cossack level, it's possible to crush-kill yourself with the balloon if you slide just right. o_O I guess this is because they didn't think of the concept of getting instantly killed upon being crushed, so they didn't put in in the earlier games...but when they updated the movement engine (I refer to how, starting in MM3, the delays in Mega's starting/stopping walking are more pronounced), they gave it some more precise hit detection... I have a hunch that if you can successfully get a similar wall glitch set up in MM3 or later, you'll end up dying instantly. Because the game, upon seeing you inside a wall, thinks you've been crushed... :p EDIT: Hmm...actually, I just remembered those falling blocks in Spark Man's level in MM3 don't seem to be able to kill you outright, just damage you...though that may just be because they're sprites, dunno if they get changed to background tiles once they finish falling...
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Is it faster to use two bombs vs. Aqua in level 1, or do you have the arrows by then (which I'm guessing are faster)? You could try to take a hit from him to boost yourself past the HC's spawn point, but then you'd have to get behind him first, by which time he might already be dead. Maybe if you walked through him during the non-fatal hit(s), when he's flashing? You'd have to hope he didn't fire during that time though... About getting hit to save time: yeah, you're not getting/using any swords this time, so sacrificing sword beams isn't an issue. Might as well use damage as a velocity boost. In defense of NOT getting hit, on the other hand, there is still that molasses-slow Triforce life refill. :/ You'll need to weigh whether or not finishing with one hit left saves more time than is wasted waiting for the Triforce to fill it back up to full. (Unless in situations like level 4, where you have to make two trips to the dungeon, one to get the item and one to kill the boss...might as well ignore all damage the first time through, when you can't yet get the Triforce.)
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Gauntlet 1 for the NES is a weird one...it's supposed to take place *after* the original arcade Gauntlet 1, so it's basically nothing like the arcades. :p Instead of "insert more coins for more health", the four characters all have a set amount of maximum health, and you level up when you get certain amounts of treasure chests (doubles with every level up). The physics are changed a heck of a lot...the ghosts and grunts move in jerky 8x8 grids, in the form of background tiles, to keep the NES from suffering from sprite overload. :p And there's not much point to playing as anyone but the elf, as he runs like a greased blue hedgehog... Another big change, probably the most noticeable one, is that you don't go through the game's levels in numerical order. o_O They're not random, either; instead, they've got multiple exits that lead to different levels. It's pretty much like one big tower/enemy headquarters with 100 floors/rooms. Not to mention that there are some pretty nasty loops near the end of the game, and also a few *really* cheap and nasty exits which lead to game resets or automatic Game Overs (!!!), and there's even one level (96) which has no exits at all...AND, you have to find ? marks in eight certain levels (marked by "?" on the overworld map the game provides before every level), so that they'll assemble an 8-letter code to get into level 100 (the last level)...There's a password system, but I think it stops working at level 79, which is right about when they start to throw the book at you... :p I freakin' hate NES G1. -_- G2 was a *lot* better if you ask me. Though, with all the cheap tricks and loads of enemies G1 throws at you in the last 20 or so levels, G1 might make a more impressive-looking play...go figure. :p
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Go to the Control Panel (I believe it's under "Settings" in the Start Menu), and select "Game Controllers". It should have a list of installed joysticks/gamepads; highlight the one you're having trouble with and hit "Properties"... Or something like that. I'm not sure what happens from there...the only working joystick I have left is an analog stick which I never use or bother to plug in, and although I also have WinXP, it still seems like everyone's Windows setups are diferent these days... :p (EDIT: Well, I was going to plug it in and check, but I can't anyway, because the only serial port on the stupid thing is already used by the monitor...LOL :p)
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Kilu wrote:
Is there a way to verify that my roms are good? Some sort of checksum thing?
Cowering's "Good" family of rom-auditing utilities. Get GoodNES 2.01 from off the list at Zophar's: http://www.zophar.net/utilities/goodutil.html
Kilu wrote:
I'm having some emulation speed issues with Famtasia. It emulates too fast. If I use windowed x1 mode with default settings, the emulation speed is atleast 3 times faster than it should be. Changing display settings from x2 to maximized changes speed, but none of them is right. I'm not too familiar with anything related to configuration of emulators, so any help on this matter would be much appreciated. And yes, my roms are NTSC.
Go to Config, then Speed. Set ExecSpeed to 100% and UN-check the Max box.
Kilu wrote:
Does anyone know if there is any way to get my digital pad working? My pad is Logitech Dual Action, thus having two analog sticks as well. The digipad shows up as POV hat. Right now Famtasia automatically calibrates the analog stick, and nes games aren't really good to play with analog.
Odd. o_O Maybe if you specify to Windows that it's a digital pad instead of letting it auto-detect to analog/POV hat?
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Everything in the rom involving the dungeons is sorted by color instead of number. In the 2nd quest, there are three pairs of dungeons whose level numbers got switched: 2 and 3, 4 and 5, and 7 and 8. However, this is because each block of the 2nd quest dungeon data has an alternate level number for the game to overlay on top of the original one in the upper-left hand corner map. This is why level 2 has the gibdo/darknut set, is that ugly teal shade with the wrong-colored/pale Link, and gives you the triforce piece and whistle warps that go in the slots where the 3rd ones used to be (notice that, upon collecting all the 2nd quest triforce, the whistle warps still work in the exact same order as the 1st quest; and if you think about which color dungeon you got each triforce piece from, they're still the same as the 1st quest). THE GAME STILL THINKS its level 3--the only difference is that one character of text is changed to fool you the player into thinking it's the second dungeon. :)
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It doesn't work in NESticle either? I thought it did... I might've been thinking of FCE Ultra, since I used that emu a lot for a good while until I found VirtuaNES... I know for a fact it works in VirtuaNES though, because I beat the game in it. Even found a cute lil' safe spot in Shredder's room...we were right out in the open and he kept clawing away at me but couldn't connect, and I proceeded to give him the ultimate humiliation by having Mike beat on him with his weak little flail...LOL :P EDIT: Hey, now there's an idea...a run using only Mike's regular weapon...put an end to all those who say he can't fight in this game... :)
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It's not the rom, it's the emulator. TMNT 1 works fine in VirtuaNES and NESticle, to my knowledge. :/
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qFox wrote:
but if memmory serves me well, the ufo disappears at the end of each level so that would kinda suck, unless you can get a double enemy at the beginning of the next level.
There's a glitch to get around that, allowing you to keep the UFO for potentially the entire game... :) 1. Get a weapon that either changes your appearance, or that you can carry around. (Meaning UFO, hammer, sword, or parasol...ball might work too, but I haven't tried it, and it's nowhere near as useful as UFO, so why bother with anything else? :p) 2. Go to a level you've beaten. (Obviously, since, as described above, you lose the UFO at the end of the level, if you want to try this with UFO, you'll need to pick a beaten level containing a UFO, and get the UFO there.) 3. This is the tricky part. You have to hit select to drop your weapon, then hit start to pause, AFTER the star is visible behind Kirby but BEFORE the weapon name display changes back to "Normal". 4. If successful, go ahead and exit the level. You'll now have that weapon until your next death, or until you drop it (by select button, or getting plastered with one of those ugly special "This WILL hurt you and there's no way out of it" attacks like DeDeDe's "inhale you, then spit"...since your weapon is now considered to be a glitched version of Normal, you can't get it back by inhaling the select-button star).
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Yay! ^_^ *downloads zealously* *builds a shrine to blip*
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Joined: 4/25/2004
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Yeah, I've known about this for years. :) Funny variation: If you try this small, you'll get killed, and do the death hop, but you go on to the next level without actually having the life subtracted from your stock, and Toad will appear to be talking to himself. If you can get Mario to fall off to the left (by moving enough to the left right before hitting Bowser and the axe), the death music even plays twice. ROFL :D
Post subject: Some old Mario 1 / Ninja Gaiden 3 VirtuaNES recs I made.
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On October 4, 2002, my old 'puter's motherboard decided to upload itself to the Great Cyberworld in the Sky. :P From then until about December 2003 (I don't remember the exact date), I was without internet access. Out of boredom, I got into NES superplay videos. :) These are the VirtuaNES recs I whipped up during that time. http://www.filespace.org/4matsy/smb1-ng3-w00tness.zip smb1speed.vmv was recorded in VirtuaNES version 0.73; the rest are 0.69. The roms used were Super Mario Bros. 1 PRG 0 and Ninja Ryukenden 3 (Japanese Ninja Gaiden 3). - - - - - ng3j-nohit.vmv is a run through Ninja Ryukenden 3 (much easier Japanese ver. of Ninja Gaiden 3...less damaging/numerous enemies, more power-ups, password system...most of the game's a freakin' cakewalk, even easier than 2, which was easier than 1 o_O). Didn't get hit once. More geared toward artistic fighting than pure speed. I'm especially proud of my Fire Wheel-based PWNing of the bosses, and the fact that I trounced the infamously-time-strained Act 7 with nearly a whole minute still left on the clock. :) - - - - - For Super Mario Bros. 1, PRG 0: smb1points.vmv WAS supposed to be a very quick score-attack of the entire game, but I got too lazy to keep going after world 1. :P Still, I got well over 100k... smb1speed.vmv and smb1speed_old.vmv are speed runs similar to the ones Mike Fried's put up here at Nesvideos. The new version is a bit faster than the old, but starts when I get control of Mario rather than from a system reset. Lots of neat jumping/enemy-stomping patterns in these two. :) - - - - - Enjoy. Thoughts? :)
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Yeah, actually, right after my previous post, I went and fought Centaur Man with uncharged Mega Buster, just rapid-firing for most of the fight...he never hit or flashed me once. Only walked once, too...most of the time, he did nothing but warp and fire his spread shot...o_O
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I think the NES version may only have the 3 and 5-level umbrellas, and not the 7-level one...I can't remember ever getting a 7-level umbrella myself, despite having the game for about 12? years now...
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Oddly enough, the original, unpatched Famtasia runs at 60fps on my old, slower, Win98 computer, but the very same famtasia.exe runs at only 20-30 fps on my new 2.66 GHz 512MB RAM WinXP box... o_O I suspect this may really be an issue between Windows versions, rather than Famtasia's internal timers...Microsoft seems as good a reason as any for a program to run at full speed on a less powerful machine but not on a new one... :P
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Wodball wrote:
Right now, I'm just running through as fast as I can, but I've made mistakes that completely avoidable. Also, Plant Man's stage is a pain. Those stupid fish are just annoying, and I haven't really found how do deal with them yet. . . . Come to think of it, Centaur Flash might work in the Plant Man stage well because I would clear the screen of all of those ball shooters, helicopters, and fish all at the same time, without aiming.
If you decide to go through there without the CFlash...you need 7 Blizzard Attacks to kill Plant Man, but you've got 10 in a full bar, leaving 3 extra to waste during the stage...does it kill the fish/ball machines/helis in one hit? I was thinking it might make it easier since the snowflakes actually begin below/behind you. Even better if it activates the purple platforms in that area too...you may be able to get both fish and platform in one blizzard, and not have to slow down... EDIT: Okay, just checked this...it kills the fish and heils in one hit, the ball shooters in two hits, opens the platforms...and you can stand on the platforms for a split second BEFORE they're open. o_O This could get interesting...
Wodball wrote:
If I need should beat Centaur Man first, I should try to start my Beta run starting at either Knight Man or Yamato Man, since both bosses are predicatible and can be killed rather easily with the Mega Buster. Well, I would like to try to go for Centaur Man first, but sometimes, he's pretty slick with his Flash. I need to find out the true pattern of his attacks before I try. (Bladegash's run didn't have Centaur Man flash during the battle, so I assume that Knight Club had something to do with it.)
Yamato Spear cuts through most minor enemies' shields, not just Knight Man's; could save some time waiting for shielded enemies. (Just like arrows and such did to real knights' armor back in medieval times...apparently that's the reasoning behind its power.) First time I tried it on the shield guys at the start of the first Mr. X level, I was surprised to find that it just ignored their shields. LOL :) About Centaur Man's patterns: There's a trick to knowing which half of the room he'll reappear on; though I forget what it is since I haven't played the game in a while, I think he always reappears on the opposite half of the screen where he disappeared from. Also, he always tries to warp right on top of you, so you can get to that half of the screen, slide away towards the middle at the last moment, and most of the time his 7-shot spread will miss you even if he uses the flash first...in fact, the flash wears off right about then, so you may be able to dodge if he then tries to run you over. Somewhere on my old computer I've got a NESticle .NSM of me beating him with nothing but uncharged Mega Buster without getting hit. :)
Wodball wrote:
And regarding my mistake, yeah, I was going to correct it to say 28. Actually, yeah, Centaur Flash and Plant Barrier need the entire bar to kill the boss. It sucks, which means either I can't use them on the stage or I need to switch to Mega Buster. (I think that's okay with Wind Man because that's how I usually beat him, but with Tomahawk Man, he's simply easier to deal with when you have the barrier.) My comment was more about the other weapons (When I get Silver Tomahawk, I'm going try to abuse it) that only drain 1 unit per shot. Also, I still need to see the points where it is better to use Rush Jet Adapter, since it's somewhat worse that the original Rush Jet. (Less utility, can't slide, only fly up) I suppose Capcom needed a way to cimbine Rush Jet and Coil. Also, I think Centaur Man's BEAT part boss is faster to get to, even though you have to switch to Rush Jet. The other bosses are slower.
Rush Jet might be useful climbing up long ladders? I dunno, can't think of any places where vertical speed boosts would really help. :p Centaur's BEAT part path does look faster, Tomahawk's might be faster...don't know about Yamato...Knight's is definitely slower though, so you might as well toss Beat out the window. (Unless there's a place where Beat would save more time than is wasted getting his parts, but I can't think of any...in fact, I don't think I've ever used him while playing the game normally. :p)
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