Posts for Asdrien

Asdrien
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Joined: 11/17/2014
Posts: 27
Location: France
Bon courage guys !
Asdrien
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Joined: 11/17/2014
Posts: 27
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Amazing !! Yes vote.
Asdrien
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I chose the 2 player mode for 2 reason : for programming bugs (between 2 player interraction) , and the easier to entertainment. By the way, I'm working in the single player run.
Asdrien
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Grincevent wrote:
I was caught off guard by the amount of entertainment you managed to put into this 2 player run. Good job and yes vote, of course!
I followed your advice !!!
Asdrien
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Radiant wrote:
Asdrien wrote:
It's interesting. Especially since the game was released the same year ( 1993 ) on PC version and SNES.
PC version is from 1991, actually.
You make reference to the game ''Blues brothers'' released in 1991 on PC and in 1992 on the NES . The version of this run is released in 1993 on PC and SNES ( The Blues Brothers : Jukebox Adventure)
Asdrien
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I didn't know this game, nice run. Voting yes.
Asdrien
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Very interesting game, very entertaining. Very technical from what I 've seen . Yes vote ! (Thanks CoolKirby)
Asdrien
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Radiant wrote:
Asdrien wrote:
There are 24 levels in 2 player mode and 34 levels in single player. This may be explain the differences between levels.
Nope. There are five 2-player levels in a wholly different style in the PC version. Wouldn't be the first game to get a "port" that's completely different, either.
It's interesting. Especially since the game was released the same year ( 1993 ) on PC version and SNES.
Asdrien
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encoding please ?
Asdrien
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Joined: 11/17/2014
Posts: 27
Location: France
Amazing run! yes vote.
Asdrien
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Joined: 11/17/2014
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It's a long run . There're some mario's stops in your road (for a few frames) . I don't know tricks of the game. But I think Spikestuff trying to tell you can optimized here . Very entertained this say. Good job. Yes vote.
Asdrien
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Thanks guys !
mklip2001 wrote:
Good game. It's got the general feel of Pugsley's Scavenger Hunt, and the stages seem pretty good. There's an unfortunate amount of lag most of the times you shoot records to break blocks. The camera motion makes no sense to me; why does it always keep you at the edge of the screen? Also, the record-collecting "Yeah" sound from Super Adventure Island is horrible. You do a good job with the route and keeping the run entertaining! Yes vote.
I keep at the edge of the screen to initialize the crusher later ( which allows me to spend some crusher without waiting ) The lags during the shooting phase is very difficult to optimize ... And yes ! The record-collecting is horrible !!!!!!
Radiant wrote:
Interesting. I used to play the PC version of this game, and I didn't know how different this one was (the games appear to have the same engine but very different levels and graphical style, and a different but very basic plot, and the SNES game has more spikes in it). Looking over Mobygames, it turns out the PC game was released two years earlier and has a sequel which is yet another different set of levels on the same engine, and the Gameboy version again looks different. Anyway, yes vote, and I hope we get the different platforms run at some point too.
There are 24 levels in 2 player mode and 34 levels in single player. This may be explain the differences between levels.
Asdrien
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@lapogne36 : C'est tout vu ! A partir du moment où on rentre dans un mur, la position.y est décrémenté jusqu'à sortir du mur dans le cas où l'on a pas atteint la limite du niveau. Dans le cas contraire, on se retrouve soit bloqué avant la limite max, soit piégé à l'extérieur du niveau. On peu également se servir du glitch pour passer à travers un sol. J'expliquerai les techniques avec une illustration dans mon premier poste.
Asdrien
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Voici un glitch détécté. Le player se retrouve bloqué horizontalement. Link to video On dois pouvoir l'exploiter pour monter rapidement. Seul défaut : on dois obligatoirement tuer le deuxieme player pour recentrer la camera sur le premier. Link to video [/img]
Asdrien
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Thanks again alowishus. I watched Zekinoma's run and the glitch at level 22 could be promising. I don't have time for this moment but I want research on it once I can.
Asdrien
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Slt SadAngel13090, Pour répondre à ta question, non, se n'est pas "gamedb_GBA.txt". Les bios on pour la majorité (sauf erreur de ma pars) une extention .bin, donc ce que tu cherches : " gba_bios.bin ". Recherche le sur google. Pour le dossier GBA, il se génére peut être à la première utilisation de l'émulation GBA sous Bizhawk (à confirmer par les autres membres, je ne l'ai pas encore utilisé).
Asdrien
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C'est plutôt encouragent ^^. Merci à toi! Il y a des changement de trajectoire optimisable sur certain niveau mais la plus part du temps, je vais plus loin que prévue pour avoir une hauteur de saut suffisante car ce paramètre est proportionnel à la vitesse horizontal. Pour les disques, il y en a un peux partout et le perso à une hauteur de saut mini, donc à mon avis, le meilleurs moyen c'est de mettre le jeu en mute ^^.
Asdrien
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Pour la partie reverse engineering, j'ai un peux mis le projet de coté : sa prends beaucoup de temps; bien plus que je ne le pensais. Sinon voici une Test Run une première version de mon TAS que je qualifierai plus comme un WIP (c'est encore optimisable). Link to videotest run
Asdrien
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Merci Dica. C'est effectivement une bonne première approche. Et un bon complément avec un désassembleur de 65C816. Édit : Cependant FCEUX est pour les jeux nes. Donc lsnes en mode debug.
Asdrien
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Thank you for your reply. I have knowledge in ASM . It remains for me to be documented on this micro-controllor and try to extract what interests me .
Asdrien
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Hi everyone ! Someone knows the way to open a ROM ? I want to see the ASM code for snes game.
Asdrien
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Quelqu'un aurai une expérience sur la méthode à employer pour ouvrir une ROM afin de voir le code ASM ( Assembleur ) ?
Asdrien
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Carrément ^^
Asdrien
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Merci à vous feeuzz22, Lil_Gecko, Grincevent & mamuuuut ! J'ai donné le paramétrage de la manette sur lsnes à titre indicatif. Libre à chacun de paramétrer tout ça à sa convenance. Je suis dans le même cas que mamuuuut : limitation des touches active au clavier. J'ai activé le frame advance sur le bouton R de la manette et c'est plutôt confortable. J'effectue mes load et savestat à l'ancienne. Mais l'idée d'une configuration totale à la manette n'est pas bête du tout même si on a une limitation aux niveau des manettes classique. Pourquoi pas créer son propre PAD de TASeur ? L'idée pourrait être à creuser.
Asdrien
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Dica : J'y ai pensé aussi au début. Le problème c'est que ça dépend comment le jeu a été programmé, et mon petit doigt me dit qu'il n'y a tout simplement pas de sub vitesse Y ici; ce qui est tout à fait possible. Edit : Il peut s'agire d'un timer ou même d'un vecteur.