Posts for Atma


1 2
20 21 22
32 33
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
Zurreco wrote:
Personally, I think that people who vote without posting a reasoning aren't following the rules, which isn't very cool.
I'd imagine that there are quite a number of times when people vote yes and dont leave a response, as everything they would've commented on has already been covered by half a dozen other people.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
Tompa wrote:
Bah, forgot a thing about the rupees... There's a room in Saria's Dungeon with like 200 rupees in it which you have to pass. Oh well, that would be fixed for a real run I presume. I'm not done with the route yet, it such a pain. I think that what I've done so far, is fine. But after that, hmm... Shiek's Hideout is a real pain without the magic cape or mirror shield. Saria's Garden's is also quite hard with low on health...
Irony being you get the magic cape in shieks hideout of course. Also, Rauru's Ruins has the big gorons bracelets, since you said you had forgotten what it contained (and wether or not it'd be required to at least partially do). So far, the most useless dungeon seems to be impas ways in terms of item not needed (ice rod), although said item is extremely good at killing sand worms. Oh, and ruto's fortress. waste of time I'd think, although you can get the key+big chest relatively fast (blue armor), but i'd still say not overly worthwhile.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
Kaz wrote:
I don't know what triggers the availability of the super bomb. All I know is I completed the fire rod dungeon first and it was available.
Seems like beating *a* dungeon opens it up for sale, I beat the 7th dungeon (shieks hideout or whatever), and it was on sale after that.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
Gunty wrote:
  • Using the US ROM.
The reasoning for using the E version over the US version was that there are graphical glitches present in several places during the game, which would detract from the viewer entertainment (at least in my opinion). Also, since you're going to use the US version, why not just use the level 0 glitch?
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
I figure its been a couple of months, so it's worthwhile asking: Have you had any success in adding rerecording thusfar Bock?
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
there are no wimmins on t3h intarwebs.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
AKA wrote:
I've been trying to get the C stick to behave like a mouse look but as I said earlier the input doesn't register in the configuration or doesn't move at the right speed and often becomes once its pressed
i'm not quite sure why, but i also had issues using the c-stick for basically anything with my sj13, so for the time being, since i have an awesome (official) usb saturn pad, I just tossed it in my cupboard along with my ps2 > usb adapter + ps2 dualshock. Realistically though, the perfect controller for emulation purposes would actually be the n64 controller, it has enough buttons for anything. All it needs is a slight redesign for more comfort (something more like the gc controller in terms of hand grips), and a gc/wii analog stick hax'd into the control instead of the piece of shit it was originally made with. I honestly wonder why nintendo actually didn't revise that and make a stronger stick before the 64 went 'out'. I'm also one of the control using TASers on the site, I couldn't possible see doing it with a keyboard being a viable way for some games.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
Actually, I've played a demo of this long ago, but last I heard of it it was crushed by nintendo. Unless this is a DIFFERENT OoT 2D than the one I'm familiar with.
Post subject: Re: Super Monkey Ball Jr. demo run of Master difficulty.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
LSK wrote:
Is this worth turning into a full run?
Personally, I say no. The game is a pitiful excuse of a monkeyball game, as it's extremely slow paced and the controls are slow to respond. I suppose its because I own one of the GC versions of it that I think this way, but eh. I'd more than likely vote no or meh on a game like this if it was submitted, given how visually unappealing it can be.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
moozooh wrote:
Besides, since DeSmuME is open-source, anyone knowledged enough can start improving it now.
While I'd personally love it if that were to happen, I still think its too early for it. Not only is the emulation still lacking in some respects, many games still dont work properly (nsmb for example crashes after about 5 seconds before you even start playing, when it gets to the 'sup sram' part, where it previously just went 'oh hey, no sram' and displayed a 'you can't play the game' message). Also, the emulation speed is as slow as a snail, playing with frame advance would probably still lag somewhat (now with audio). Still, who knows how things will turn out.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
Maximus wrote:
This may or may not be a feature request (since I'm not sure if the issue is actually just a settings problem on my end). Fix Gens so that it doesn't re-initialize the entire screen when the application is started or closed (it currently "blacks" out the screen whenever I start/terminate the app).
Upthorn wrote:
24-bit & 32-bit color support
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
Bisqwit wrote:
Where did the topic go?
Canada, it would seem.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
Macman wrote:
Truncated wrote:
you lose both your weapon upgrade and special weapon (up+attack).
I can understand losing your final upgrade (flaming whip/spear) but I don't recall losing your special weapon unless you actually die. Oh, and up+attack doesn't use the special weapon in this, since there are 3 buttons on (most) Genesis controllers. :P
by default the controls are as such: A - Attack B - Jump C - Item C+up - Item Special Thus 4. Anyways, I'd still rather see one done with spear dude over whip guy.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
L4yer wrote:
Some other nintendo denied what was said.
That would be the Nintendo that effectively screws over half the world (aka Nintendo of Europe), by delaying games by many months, aswell as charges a considerable amount more for games than its ntsc counterpart/s.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
KaitouKid wrote:
Oh goody. I actually need the Light Jade? xx;
No, thats the evil part. Even if you use the light jade, its STILL pitch black in these two particular rooms. To be honest, I think this game would make a reasonably interesting run to watch, as long as it was pulled off right. Oh yeah, I'd say with the heart jewels, save them for when you need healing if its possible, I think it'd be more useful than using them right away.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
KaitouKid wrote:
The Ice Palace is HELL. Slippery floors suck. Obviously it won't be as big a problem slowed way down, but still. At least the enemies operate under the same physics. Unfortunately, that makes them move all the hell over the place. ><
Think the Ice palace is bad? just wait until the dungeon two after it, not only is it as confusing as all hell, it has rooms that are pitch black that you actually need to navigate through somehow. I never always ended up just making it through them with sheer luck and the ghost spell.
Forget this. ><
Noooooooo! But really, did you pick up the cape/armor that increases your walking speed in the ruins? While the amount of damage you take would increase by a ton, it could well prove faster overall than jumping, which I think is faster than walking initially.
Post subject: Re: Mega Man X glitches?
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
The Brookman wrote:
very weird =/ I dunno if this has happened to anyone else or not, but it's really strange.
This is a version 1.0 glitch, and only present in it. Using it, you can actually beat the game without the dash upgrade, although its kinda pointless (and pretty damn difficult) to do so. I've done it many times, but i'm not quite sure exactly what triggers it, hitting chill penguin but not actually damaging him and having the bullet bounce back is a cause of it last I remembered.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
Dark Fulgore wrote:
You can't morph into Rain, Noob Saibot and Smoke...
Really? that's so lame, at least 2 of them would've made entertaining fights, and smoke would've made for a funny "FINISH HIM" with his DESTROY THE WORLD fatality.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
This wasn't too bad, but the thing that saddened me the most was the lack of character variation at points, you ended up using kung lao more than most others, and completely overlooked some characters (rain, smoke *even though he's a scorpion clone basically*, noob saibot). Kano probably would've made an interesting fight, although his fatality was nice. Overall, it kept me entertained so it gets a yes.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
CtrlAltDestroy wrote:
No, I'm referring to the final star after beating Bowser 3, the one which causes the game to end.
Actually, he does get that star. At least he did when I just finished watching it. Totally a yes vote, loved bowser 2 :)
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
McBAIN wrote:
Watched your WIP. Could you please next time give us a savestate from the point of where you continue? Fatforwarding in VBA is incredibly slow compared to the SNES and Genesis emulators, and fastforwarding to the point of where you continue almost took 10 minutes. :(
I give a hint: have the frame counter showing, and make a savestate yourself near the end of the movie. voila! instant easy resuming point for the next movie.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
On the last submission I voted no. On this submission, it gets a well backed yes from me. There's no longer massively long waiting periods while you set up glitch fatalities, infact at some points it looks like the harder AI helped you set them up easier, or at least funnier to watch. The you vs you fights were far better, this time it wasn't completely one sided for the first 2 matches, and was rather entertaining for the entire period of it. More normal/alternate fatalities/finishers were cool too, like the double friendship, obviously. Also, the glitch fatalities weren't performed in a spot which made you unable to see the full extent of it, thus making them somewhat more entertaining to me at least. Overall, good job fixing up practically every issue from the previous version :)
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
nitsuja wrote:
I think its main use would be in places where you would need to wall-jump 2 or more times. You could substitute the first one (or every other one?) with a double-jump, which gets you immediately ready to do another wall-jump from the same wall.
hmm, that is a good point. still, if the speed required to double jump isn't that high and is possible to obtain from another double jump from the first, then it'd be extremely handy in some stages where there's quite a lot of vertical areas to scale (one in particular comes to mind, but I dont know if it'd be possible to double jump up the spike shaft without losing it and dying). Still, I suppose it wont be possible to test until an emulator can even actually play the game, let alone frame advance and other such lovely things.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
nitsuja wrote:
Has anybody else noticed that the old-style wall-jumping (glitch) from the early Mario games is still possible in NSMB? It would be funny to see someone ignore the intentional wall-jump move to save time by jumping straight up at a wall.
Indeed, not only its it there, its also easier to do than before I'd say. I've done it at least 15 times in nsmb, as opposed to never in the originals. Hell, its saved me from falling down a pit and dying. Somehow though I dont think it'd be possible to do it consecutive times, which is where it's main use would come from I'd think (although would it even prove useful at some parts? you'd lose speed that you would've kept from otherwise walljumping).
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
AKA wrote:
I seriously doubt we'll ever see a cam hack of the full version, but did Nitsuja use it while making the movie, as anyone knows trying to optimize zipping glitches in any Sonic game is a nightmare never mind doing not being able to see Sonic for 90% of the game and unless you have a bot that brute forces every input then you'll never trully know if what you've done is optimal.
Obviously he did, otherwise the movie wouldn't have been as crazy as it was. I have an avi (for myself) of the camhack version, it's damnwell crazy I tell you, not to mention generally blindingly fast.
1 2
20 21 22
32 33