Posts for 4matsy


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...dammit I thought this thread was gonna be about Turbo Tunnel mishaps or something. -_-
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A few more useful links: Rock5easily's website. Click the picture to get the current version of RM3E. RM5E is in the archive section, reachable by clicking "IPS" just above the pic...looks like he's done working on it. Dragonsbrethren's Rockman 3 and 5 Endless archives of old versions of the hacks. I'd suggest referring to the dates/version numbers from here if you post an .fcm of a run, so everyone knows which version of the hack to play the recording on. They've also got some strategies (complete with YouTube videos) for some of the more difficult rooms. Misty, who made the RM2 Deus Ex Machina hack, has also made RM2 Endless. Yay! ^_^ Fair warning: Wily fortress bosses can show up at any time, so save your Crash Bombs...you never know when "That One Boss" might show up. :p
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Because you didn't scroll all the way to the left end. :p The game is programmed to count a drop off the screen as a screen transition if you've reached the limit of the scrolling, and a death if you haven't. This can also be done in Wily 2, immediately after the crusher gauntlet. Hang on the bottom of the ladder, hold left, and jump...if you did it from the right spot, the screen scrolls a tiny bit before you're off the bottom of the screen, turning an otherwise harmless screen change into DEATH. INSTANT DEATH. BWAHAHAHAHAHAHA *cough*
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bahahaha, best Rangda Bangda fight ever...complete "H'DOOK'N!" pwnage. XD I imagine the trick would be used on D-Rex (the tank boss) too?
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This thread sucks.
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nineko wrote:
and also I doubt it would be hot to see girls in 4 shades of gray.
Edit the palette to skintone colors, perhaps? :3 *brick'd*
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This run is:
Satoryu wrote:
madness. these new tricks are just pure madness.
...Madness? THIS IS ROCKMAAAAAAAAAAAAAN
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...Megaman 8 would prob--*POWASHOT'd*
blahmoomoo wrote:
but I assume that it was mostly a compatibility update
Eh, I wouldn't really call it that. A lot of previously working plugins don't anymore in 1.7 because of...uh...I don't remember, but I think it was mostly one specific change to the way some...uh, important part was emulated...or something...eh, I'm too lazy to check what it was now anyway. :p
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All that happens when I run the script is that FCEUX crashes. :( Though I notice you're using 2.0.2 in the screenshot, and I'm using 2.0.3...dunno if that has anything to do with it.
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No no no, you're doing it all wrong. Underlined italics is where it's at. :p
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One of those rare times when the saying "It's not a bug, it's a feature!" isn't just a joke... :p
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Well, Bomberman 2 for NES has 3-player multiplayer, but the SNES games are a whole lot better in that regard... :p
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Only needed Googling for number 12 (the umbrella). I thought those eyes looked familiar though, since I'd watched that TAS... :p
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http://www.youtube.com/watch?v=Pl9uKGM9v-I Scariest combination EVER.
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Indeed there is. :p http://www.geocities.jp/rock5easily/ips.html 4th link from the top (links to "rock5_weaponselect.zip"). Patch the ips to Rockman 5 (J) [!]. (Also try the first link (rock5g.zip). Good stuff, although difficult... :p)
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Hacker "rock5easily" (at least I think that's the author's nick--either way, this is the same guy that hacked the Plug and Concrete stages into Rockman 4) has now messed around with the Rockman 5 ROM and turned it into a never-ending endurance run, like the recently-released endless mode download for MM9. o_O The author's site is here; you can download the ips patch for the hack by clicking the screenshot.
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List of 5000/1up locations. :) There's also one around at least the top hand (dunno if there's one near the bottom hand too) just before entering the blue section of level 1.
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Tengen's version of Ms. Pac-Man might be interesting too, since it has 2-player-simultaneous modes. Besides trying to maximize points, the two bots could share tasks and try to survive as long as possible in the co-op mode, or try to kill each other in the competitive mode... :p As for Bomberman, I'd say go with Super Bomberman 5 on SNES...it's all kinds of awesome. :D
Xkeeper wrote:
although if FCEUX returns the color and not the palette index, you have a problem (not everybody uses the same palette). Unfortunately, it seems to return the raw R, G, and B values instead of the index.
Is it possible to read the PPU memory from a script? Maybe that could be used to get the index of a color...
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FractalFusion wrote:
Head part
Don't hold back! Crush them all! :D
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3-2 = lol. That should be used for the screenshot, I think. :p
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Bisqwit wrote:
This is the first time I hear of a NES game abusing the 8 sprites per scanline hardware limit purposefully.
Same here. o_O I always wondered why so many previous emulators messed that up...guess they weren't emulating that limitation. :p
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Perhaps give every movie "(insert # of authors) author(s) control(s) (insert # of characters) character(s) using (insert # of inputs) controller input(s)"? ...Though it wouldn't be a very short tag...<_<'
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THANKS BAXTER & MORRISON, YOU'RE THE HEROES OF ZELDA TASING. *holds up a random Triforce and flashes the screen with it, inducing epilepsy in half the audience* YOU ARE GREAT. YOU HAVE AN AMAZING LUCK MANIPULATION AND GLITCHERY. *votes yes*
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Played around with this a bit more... Download: http://stashbox.org/214267/4m_fceux_scripts.zip General: I realized I'd probably use some generic shapes often if I ever made some more scripts like this in the future, so I threw together some sets of drawing commands and stuck 'em in shapedefs.lua. Zelda 2: I finally took the time to figure out where the "is the enemy alive or dead" data is, so no more of this "health text hangs around stuck at 255 after I'm dead" thing. :p Also gave said enemies some nifty lifebars, and changed the item drop meter gfx. ^_^ SMB1: Not much to this one. Just adds a lives counter to the status bar and shows Bowser's health. :p (Though I did solve a mystery that's been bugging me for years. Y'know how Bowser sometimes dies after only 4 fireballs? Well, look at the screenshot...Bowser is actually two 16x24-pixel sprites connected together, and it seems that the game registers a fireball on either half as a hit. You can see that the fireball hit both halves at once...I shot it underneath him as he was coming down from a jump.)
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LOL XD The run from NesVideoAgent's point of view: "Oh cool, a new submission, I'll watch it :D" *hits play* *blinks* *"Movie end"* "...uh...wait, what? o_O"
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