Posts for Bisqwit


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nitsuja wrote:
EDIT: Actually I have no idea which screenshot Upthorn was talking about, because he linked to something that will change whenever the current screenshot changes.
knsonic2nz2.png is the one he posted. knsonic2nz.png is the one I posted (and you substituted with a better quality version of the same shot). I updated the URL in upthorn's posting to point to the one he meant. (Precise history: 1. I posted knsonic2nz.png 2. He posted knsonic2nz2.png 3. He posted knsonic2nz.png, overwriting my file, and linked to this at the forums 4. I renamed his newest file into knsonic2nz2.png, and put back my own knsonic2nz.png -- movies page still linking to upthorn's file, but upthorn's post now linking to my file 5. JXQ posted, possibly reading my shot (that was now shown in upthorn's post) as Upthorn's and Upthorn's shot (shown at movies page) as mine (because of mandatory contrast) 6, Nitsuja replaced knsonic2nz.png (my file) with a better quality version, and changed the movie page to feature it instead of knsonic2nz2.png. Movies page now shows my shot (optimized by nitsuja). 7. I edited Upthorn's post to link to his own file insted of mine )
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upthorn wrote:
I went ahead and posted it. If people are upset, I'll change it back.
I find the colors in that screenshot afwul. I liked mine better.
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hopper wrote:
This run gets a star
Confirmed.
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JXQ wrote:
Please, PLEASE tell me this was a derailment of another topic that was moved
Precisely so.
Post subject: Re: Save State request. (sorry for the request part)
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You ask on forums, you shall receive your answer on forums. Because this is not a bulletin billboard :) I think your question is best helped by providing you a cheat code that allows you to freely select the stage. Go to the cheat code editor, and create a new cheat code, and enter the address as $0031 and the value as 7 (or 6, I forget which). Enable the code. Then start the game and select any stage. It will enter Wily stage. You also should probably poke 255 into $005D, to give you the full weapon list.
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moozooh wrote:
Umm, so when is this run going to be published? I think 43 yes votes pretty much settle it.
Already working on it.
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I'm not a Sonic fan, but based on a quick preview, I say this movie is awesome.
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Different game, different rules. But I agree it's a little quirk movie that could be published as a concept demo.
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Hmm, desynched at me at 22:30 when I tried to make an AVI. Replaying to see if it does that again... Edit: happened again, at same spot :-/
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Good point, JXQ.
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EATATJTOES? Yes vote. You managed to do something different. Less mindless wobbling around than the other contesters so far. (You had a pattern.) Also, I didn't know that this game has warps. Also, who would have guessed that a death could be a shortcut in this game under any circumstances.
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pirate_sephiroth wrote:
SXL wrote:
please don't use the "code" tag to blah blah blah...
I do it because I don't like referers.
I like them, so please use instead of [code].
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Why did you cancel this submission? From what I read from the description, it could be quite interesting.
Post subject: Visual commentary of Cutman stage
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JXQ wrote:
Nice work guys. Watching the memory could be the next big thing to hit TASing since frame advance.
And so it has :) The Cutman stage is probably the most confusing stage of this movie. I created this illustration that explains precisely where Megaman is going and why. Besides the fact that it looks cool, it should help understanding the Cutman stage of this movie better! https://files.tasvideos.org/bisqwit/rockman1tas-cutman-explained.png The image is 3329×2145 pixels wide and tall. It has comments written all over it explaining various pieces of the puzzle.
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Boco wrote:
NES hardware has sprite collisions built in, so I imagine cases where hitboxes and sprites aren't equal are rare.
NES hardware only has sprite-0 vertical scanline hit built-in. It is mostly used for split screen/parallax/palette effects, by triggering an IRQ when a certain scanline is being rendered. Inter-sprite collisions, and horizontal collision checks of all sorts, must be done with software. It also has means to indicate whether 8 sprites on the same scanline were rendered, but barring special cases, it cannot be used for collision checking. The lack of hardware sprite collision checks is precisely the reason why collision checks bear only a superficial resemblance to the onscreen object (either the hero can safely hug the enemies, as in Solomon's Key, or the hero can die from merely smelling the enemy, as in Astyanax). In Rockman 1 and 2, the collision check is done using bounding boxes stored in the game ROM for each different pose of each of the objects.
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okiyama wrote:
this is a translation FROM A FREE ONLINE TRANSLATOR, so it is most likely not 100% accurate.
Triple redundancy FTW. (Two other machine translations were already posted in this thread; the latest before your post was much better than this one.)
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Weird game. The weapon of this guy seems to be an electric guitar that shoots cherries. Also, somehow, I expected that the last screen after the "you survived your mission" screen would show a shipwreck. :) But the musics of this game are quite annoying.
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AKA wrote:
I would like to be able to strip the graphics down so all you can see is the hit boxes
Hit boxes are usually mathematical constructs that are not rendered in any way. There's no way to "see" them unless you can locate the relevant less-than and bigger-than comparisons from the game code and translate them to screen coordinates.
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I can't cheer for "improvements" that come from selecting a shorter name (since that's already common knowledge and generally does not improve the entertainment value of the movie), but I can cheer for improvements from shorter battlecries, because that's something extreme. :)
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xoinx wrote:
Hmmm, if it's possible to do this, then why not include an option to revert to single column layout if some of you still heavily oppose it? I guess this has been brought up before, but was just wondering...
It's on my todo list, but it's not easy to do because of how templates work in phpbb...
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works
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As far as I know, the Linux version of snes9x has no applicable "sync sound samples with CPU" setting to set/unset. The Linux version has a different sound<->operating system gate than in the Windows version.
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Hmm.. it desyncs at me on the second stage. Reptile beats the crap out of Shang Tsung. But I did enjoy the first two fights. EDIT: It actually desynced in the second round of first stage, because it didn't do a fatality there. I got the movie to play in sync when I added -fakemute and loaded the movie after a few seconds of the intro. EDIT2: Nope, now it desynced in the second round of Jax fight.
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Hmpf, it hopelessly desyncs here. It doesn't even pass the logo screen. A couple of times the intro begins, then it reverts to the "press start" screen.
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I updated the files again to match the current templates.