Editor, Experienced Forum User, Published Author, Active player
(296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Indeed. I can't write good descriptions for movie of games that I know next to nothing about.
You don't want to read a description says something like: "A platform game beaten in 9 minutes and 4 seconds.".
Editor, Experienced Forum User, Published Author, Active player
(296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Because the tracks in this game are rather stand-alone, there is a possibility that someone will rip a single track from this movie, post it somewhere and claim it as their own work.
Editor, Experienced Forum User, Published Author, Active player
(296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Error detected: This submission starts from a savestate! It must be rejected.
And it's a doctored savestate, too. It is different from a regular poweron-savestate in the aspect that the following memory addresses have been modified:
128 at $5D
9 at $AC
1 at $BC
It is left an exercise for the reader to guess what they do.
Editor, Experienced Forum User, Published Author, Active player
(296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Sure! https://files.tasvideos.org/bisqwit/rockman-dualfinal.avi
It's my first dual encoding. 1.6 MB.
The aspect ratio of the video is intentionally a little skewed to make it easier to view on a non-8/3 screen. (For those players that are actually aspectratio-savvy.)
Edit: Forgot to make audio stereo. Replaced now with a 1.8 MB file.
Editor, Experienced Forum User, Published Author, Active player
(296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
I am requesting more information.
Edit: And the message says that one whose account has been closed by Google, can not reapply.
[Edit April 7th: This was the reply I sent:]
Soon thereafter, I sent another message:
Editor, Experienced Forum User, Published Author, Active player
(296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Looks like I won't be receiving anything after all. Google reported that they have received "invalid click activity" and proceeded to close my account.
[Edit: I originally posted this part in a different thread at Sunday April 2nd:]
At April 1st, I received this e-mail from Google, sent at Friday 31th.
I had Google Ads on my site for 6 days, collecting about $21 of virtual money. Apparently, I won't be seeing a cent of it.
As soon as I read the e-mail, I sent a query to Google asking for details regarding this incident. Because it is still the week-end, I do not know yet what is happening.
Worst-case scenario is that they ignore me, and I remain banned from Google AdSense without exactly clue why, without receiving anything from them.
The best-case scenario is that they notice some misinterpretation in their results and fix things, and don't reset my statistics.
Nevertheless, at least this weekend didn't gain a cent.
Possible reasons:
- Someone has roboted the ad links and they noticed it. Ergo, I suffer.
- They got annoyed when I did a "wget <address>" once to observe the source code. Ergo, I suffer. (I explained this in the e-mail I sent to them)
- They got annoyed of the "Google Ads - Yay or Nay" poll, interpreting it as attempting to influence the click ratios. Ergo, I suffer.
Editor, Experienced Forum User, Published Author, Active player
(296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Luke, didn't you used to be known as Superninja?
Have you created a second account in this site (which is not allowed in the forum rules)?
Which name do you want to use in this publication? How about previous publications by your name?
I found two entries, Luke G (aka. Superninja) and Luke Gustafson, in the Nesvideos players list. I combined them now.
But before I go ahead and make another mistake that is difficult to fix, please answer my questions.
Editor, Experienced Forum User, Published Author, Active player
(296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Such a movie would actually be doable. I know how to do it, in theory.
- Track the scrolling-position variables from the game RAM of different emulators simultaneously (or sequentially, and record them to a file that is used when multiplexing the videos together).
Here are the scrolling position variables for Rockman if someone is interested in carrying out this idea:
$1B = screen number
$1A = horizontal position
$1E = vertical position (only updated in Gutsman's stomps and when scrolling up/down)
Whenever one movie gets ahead the others, pause the ahead-going one until the others catch up. During pause, the screen might be dimmed or something to indicate clearly when it's going ahead.
Editor, Experienced Forum User, Published Author, Active player
(296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Different routes make it hard to make useful side-by-side comparisons.
Morimoto's rockman: Guts-Cut-Elec-Ice-Fire-Bomb
Bisqwit's v1 (unpublished): same as aboveBisqwit's v2 (unpublished): same as aboveMorimoto's sup0010 (unpublished): I don't rememberBisqwit's v3 (unpublished): Guts-Elec-Cut-Ice-Fire-BombBisqwit's v4: Guts-Elec-Cut-Ice-Fire-Bomb
Morimoto's sup0040 (unpublished): I don't rememberBisqwit's v5 (unpublished): Guts-Elec-Cut-Ice-Fire-BombMorimoto's sup0060 (unpublished): same as aboveBisqwit's v6: Elec-Ice-Fire-Bomb-Guts-Cut
Bisqwit's v7 (unpublished): same as aboveBisqwit&AngerFist's v8: same as above
(I have received a couple of Morimoto's WIPs, but I don't remember how exactly they place in the timeline or what they contained.)
Editor, Experienced Forum User, Published Author, Active player
(296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Thank you for the feedback.
- Wily 1 boss: I took damage for fun. It's not like it matters.
- Elecman: The only thing that affects is whether you hit Elecman as soon as it stops blinking, or not. The distance the shots travel before landing bears no effect to the timing. I could have shot a lot faster if I wanted, but the shots would have went through Elecman without harming him. So I only made it sure to ensure that Elecman has a shot inside him at every instant he resumes swallowing them. Sometimes the shot travels a few pixels inside him before he swallows it, because I shot it early (but not too early, or it would have been completely through him before a hit was registered).
Editor, Experienced Forum User, Published Author, Active player
(296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
This is the source code of the emulator extension I used in the making of this AVI (not in the making of the movie). It makes the magnet beams look much more solid.
This function is placed in video.c and called from FCEU_PutImage() before any other line.
(Actually, this is not precisely the same function; the actual code uses a copy of the RAM that is updated on every NMI (to prevent it from predicting the magnet beam locations on next frame), but the difference is small and this one was easier to post.)
It has a visual quirk: the decorations in the real magnet beams go \\\\\\\\, but the decorations of this filter go ////////. It renders the beams more properly than the game, so during some zippings you may see the game's rendered beams appearing erroneously in the next screen, due to wrapping.
Editor, Experienced Forum User, Published Author, Active player
(296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
He does also move faster, because I ensured that every time*Rockman starts moving horizontally from a standstill (like coming ahead an obstacle or clearing a ladder), the subpixel part of his horizontal position is optimal.
For example, if there is a wall at positions 64...128, and Rockman is descending down from the left side of the wall, by the time he clears the wall, his X position is 63.95, rather than 63.10 for example.
You can't observe the difference from what you see within the first few frames, but you'll know that you reach some place a frame faster than normally.
Similarly, when going left, it's better to wait at 129.00 than at 129.35, when the direction is going to be to the left.
If you hold right while facing a wall, Rockman's subpixel X position will fluctuate, but the integer part will be kept at constant value. (Acceleration works even when facing an obstacle; the position is fixed separately.)
For example, assume Rockman's X speed is 1.3 pixels / frame.
When you hold right while facing a wall, the coordinate may go through a sequence like this:
50.0 (50.0 if there was no obstacle)
50.3 (51.3 -"-)
50.6 (52.6 -"-)
50.9 (53.9 -"-)
50.2 (55.2 -"-)
50.5 (56.5 -"-)
50.8
50.1
50.4
50.7
50.0
Knowing this effect, you can choose to stop movement when the coordinate is 50.9, and then start moving when it's possible for the coordinate to reach 52.2 at once. (Or rather, because of the acceleration delay, time it so that it reaches 50.9 just before the edge and immediately 52.2 thereafter.)
Of course, you need to be able to read (and interpret) the RAM to do this, because you can not see the subpixel position from the screen (pixel is the smallest display unit).
(* Actually, not every time. I realized this opportunity about half-way to the movie.)
Ps: This same thing applies to Rockman 2 as well with exactly the same numbers.
Editor, Experienced Forum User, Published Author, Active player
(296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Yup. From the top of my mind:
- Stealth jumps in Wily1 and Wily3 bosses
- Toe walking at Elecman boss
- Facing the unlikely direction after each boss kill
umm.. my top of mind is small. But there is more :)