Posts for Bag_of_Magic_Food

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Okay, but watch out! They take a really long time!
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The credits are slightly different, I think. But the story's still in English! That's nice. So I have no problem with the Japanese version.
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Well, I'm on the third horizontal section of CutMan's level, and I'm working on the part where I decided to shoot the Cutting Wheel ahead of time. It's tricky, though, because firing shots early can cause lagging, and how I jump on the conveyor belt can affect how fast I get across the screen. So I'll fiddle with that some more the next time I have free time to work on the movie, and I'll post an update once I beat CutMan, just like in the other threads. Oh, and when I talked about jumping over Sniper Joe, I meant jumping so that you hit his right side and get knocked to the right instead of the left. I know very well that you can't jump all the way over an enemy of that height unless it's moving toward you. Sorry if there was some confusion there.
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Oh, right, of course it depends on the emulator. Do YOU know where to find what speed it uses?
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Yeah, wasn't this just testing NesVideoAgent's ability to report forum names?
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Well, according to a bunch of pages I found on Google, Game Boy, Game Boy Color, and Game Boy Advance have a refresh rate of 59.73 Hz, while Super Game Boy has a refresh rate of 61.17 Hz. I don't know if you want to actually record games at those exact speeds when 60 Hz will probably do, but now we have some numbers.
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I thought of the first and third techniques while watching the video, but I didn't think of jumping off the rock while it was still high. Cool stuff!
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Post subject: Doki! Doki! Yuuenchi
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This is a platforming game where your character runs twice as fast as he jumps, and his weapon actually gets stronger as he takes damage. Strange, huh? The PAL version was edited into "The Trolls in Crazyland", but Helmet Boy is far superior to Naked Troll Doll Fad Boy. There really is a good dump of the Japanese ROM out there, so don't settle for the one in which most of the tiles have a miscolored pixel or anything like that. FerretWarlord finished a time-attack of the first world, but he says he won't be able to time-attack again for a long time, so we may as well let someone else take a stab at it. I thought it was fun to watch, anyway. Here's the movie: http://www.filespace.org/Hermbletont/yuuenchi.fcm And here are some notes from FerretWarlord:
Ferret Warlord wrote:
Notes: Every time you get hit, you power up. Interesting way to balance the scales. The order goes from 1 shot -> 2 shots -> 1 big shot -> 2 big shots. Unfortunately an enemy can only get hit by one shot at a time, even if both shots hit. Jumping cuts your speed in half, so jumps will have to be precise. The cool down for upward shots is 20 frames longer than forward shots. Doing an up attack on the ground will have the same animation as going forward. Starting an up attack on the ground and jumping will send the shot straight up, allowing you to get into your next shot much quicker. The 20-frames-longer thing only applies to up-attacks done in the air. When you get hit, the direction you are thrown is determined by which way the attack is facing. If the clown is facing left, he will always throw you left. Any attacks going down seem to go either way. Most of the available ROMs are bad dumps, resulting in screwed up graphics ranging from loose miscolored pixels to messed up pallettes. The only ROM I have seen without such problems is the (J) [!] version, and that's a little hard to find. Fortunately the movie seems to work fine with other versions, so you shouldn't have much of a problem. If you wish to do this, feel free to start where I left off. However, I recommend starting over so you can get the feel for the game. Tricks: Standing on the edge of a ledge seems to cancel being thrown when you are hit. This allows me to get right back up after taking a hit in the third level. The standard shoot-and-run-while-hit-box-is-closed is visibly used on some enemies. The large jump I took above the fountain was to give the spout some time to appear. In the roller coaster, changing slopes seems to slow you down a frame, so I jump whenever possible to prevent this. Future coasters have even steeper slopes, and those slow you down big time. Because of slow jumping, the pause in the first level is three frames faster than jumping over that shot. There seems to be some opportunities to hit the boss some extra times, but I ignore them for a purpose. After the second shot, a third shot wouldn't do anything for me except prevent me from getting hit earlier. Soon after the second, hitting him would prevent me from getting hit for quite a while. Future Tricks: Luck manipulation for clocks may prove important, especially for the last few bosses that provide some enemies to shoot. These bosses have a lot of slow down, and getting a clock will stop that. Proper planning of hits will be required. I have yet to decide where.
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TNSe wrote:
As for the game itself, it made me recheck what I had digested lately, as I'm not used to see such violent use of colors, and pink elephants, and blue dancing tapirs with parasols and flying whales and stars that come crashing down and a moon that .. and so on. It was like a weird dream gone bad :P
Isn't that what the game's supposed to be about, though?
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Hmm, so GBA submissions will need to specify a BIOS as well as the game ROM?
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Monthenor wrote:
Here's the unfortunate part: Parasol is so weak that it takes anywhere from 2-4 shots to kill even a minor character. The exception are the dive-bombing birds, which take one shot each.
Okay, but could you get a similar character with a more powerful weapon for that level?
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And sometimes you find stuff just by going too fast or trying to do too many things at once, like when I shot an egg while crossing it in Eggerland.
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Oh, so it IS v1.1? Good, because my v1.0 ROM appears to be corrupt.
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That's what it used to be. Now it's different.
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So is it never beneficial to use any of the other characters you designed? That's disappointing.
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I always use my old Geocities site to host movies, but I probably shouldn't give you the password for that. Have you tried searching for free webspace sites on your own?
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This movie just keeps getting sweeter and sweeter. Keep it up! I want to see this finished!
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Hey, that's pretty good! Better than what I was doing, anyway. I also had this idea to force a no-damage run by setting health and lives down to one in the Debug Mode, but maybe that's a little silly. I could probably find improvements to make in your video if I tried, but I don't feel like it right now.
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Cool. Now since 2-3 and 4-3 are autoscrolling shooters, what are you doing to make them interesting?
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Nah, it's not as bad if you lose the last level, because hey, it's the last level! You only need to redo the one level! What would be really bad is if there's an error at the beginning.
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You can probably avoid that second pause you made in your example movie by jumping off a floating block, too.
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And julianch hasn't come back to defend himself since his second post, so I don't see why we need to keep discussing this.
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Can't you take a flying leap off that row of bricks on your left there? I don't see why you couldn't.
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(sigh) It's the new version, from this topic.
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