Posts for Bisqwit


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Bablo wrote:
Would it be possible to hex-edit it in? Edit: The clawgrip boss thingy, that is.
That would be great. However, it would most certainly break the randomness and timing of all the consequent boss battles (Birdo*N, Fryguy and Wart), and possibly minor enemies too. Nevertheless, I recommend that the author tries it.
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kolechovski wrote:
The last couple pics show the sliding bug. Each of the 2 movements last 7 frames.
Basically, it is the same result as if you poke... umm, 12 (hex $0C) into the RAM address $0400. This is the sprite number of Rockman slowing down after running. You can try other values as well: they are documented at http://bisqwit.iki.fi/jutut/megamansource/maincode.txt . (Search for MegamanSpriteNum). This particular situation probably happens because you let go of direction buttons just before the boss dies (which sets up the "slowing down" state), but you hold them again while Megaman is paused. When the movement continues, the game does not continue slowing down Megaman because you're holding arrow buttons, but it doesn't set the running status either, because it missed the frame when you started pressing a direction button.
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I know Foda complains about it again, but because - This movie will definitely be published anyway - I want to watch it - Saving the movie as AVI while I watch it is faster than doing those steps separately (in fact, saving it as AVI while I watch it is faster than merely watching it, because it enables turbo by default when making an AVI) , I'm processing it now.
Post subject: Re: #993: fuzi2's SNES Star Ocean in 1:53:13
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Congratulations Fuzi2!
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kolechovski wrote:
in the Wily stages, you screen-wrap your way past the bosses
Yes. In fact, I tried this technique a long time ago, and it crashed for me. Then Finalfighter demonstrated it and it didn't crash. I copied him, and it didn't crash. I've had plenty of crashes with the first Cutman battle during the making of my hack game for similar reasons. > If the game would actually try to bring Elec Man with you, would the game really crash, or would it just pull stunts similar to MM2, where the boss gets all glitchy? Check out these videos, it has something related to your question. http://tasvideos.org/forum/p/69581#69581 > why does the boss lifeline change color during screen switches? Technical limitations. There are two possible palettes for use by enemies in these two games (Rockman's body and his face(and energy bar) use the other two) . When the screen scrolls, the game sets new palettes according to the enemies that are defined for usable in that screen.
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I'll save you my rambles about logarithmic nesvideos quality scales on which I think this movie is around 70%, but let's say that I hope someone takes the task of improving this movie. It looks too obvious to me (even before I read any comments in this thread) that it can be improved. Generally, not just in certain well-defined spots. With better precision and planning.
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Blublu wrote:
http://fast.filespace.org/blublu/SolarJetman_U_level2_finished_again.fcm
[img_right]http://bisqwit.iki.fi/kala/snap/solarjetred.png[/img_right] Looking good so far. The first stage was a bittle lacking in excitement, but the second stage was very interesting. I was particularly surprised about the way you approached the red-hole -guarded teleport from this direction, through this narrow hole: I also liked the way you played the second cyberzone.
Post subject: February 2006
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In February 2006 - Globally on my webserver, there were 2528718 hits, 41.8 GB of traffic, with average of 3762 hits per hour. 1.3M hits in the name of Mozilla, 1.1M in the name of MSIE. In this month, there were a few days with some downtime problems. Turns out that a possible reason was the ADSL modem overheating. It has been more stable now that I improved the airflow of the modem by removing its cover. Total unique sites: 105930 In February, the total monetary amount of donations received by the Nesvideos website doubled. The server-upgrade budget has now been 17% donate-paid. Many thanks to those who donated! Many thanks to those who will :)
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kolechovski wrote:
what about the second Wily level, when you climb down into the room where the clone appears? After the screen scrolls down, and the battle music starts, you drop off, so isn't DOWN being forced there, too?
You're right. Wily2 has it too.
BossRoomArrivalKeymask ; at $9380   (C,I,B,F,E,G, W1,W2,W3,W4, dummy)
        .byte $00, $00, $20, $00, $10, $00
        .byte $00, $20, $00, $00, $00
kolechovski wrote:
still haven't found a way to force the screen to scroll up without being in front of the ladder.
Neither has anyone else. You need to have a ladder either at the top of the screen, or the bottom of the screen (in which case you need to be standing on a magnet beam with BeamY=11, which forces RockmanY=251). > I'd like to know what would happen if you fell back down, but weren't next to the ladder to grab on to. Would you get stuck at the bottom, with the game trying to constantly make you climb forever, or would it try to make you climb those first couple seconds, then give control back to you after Elec Man's lifeline fills? Looks like fron the video you showed, you would regain control, but I'm not sure when the forced input gets disabled. You'd fall to the bottom. The game gives back the control when Elecman is done with his pose, which is some frames after the meter has filled to full. However, the game may crash soon thereafter, because boss fights weren't written to handle screen scrolling.
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This is one of the most off-topic threads ever on this forum.
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FODA wrote:
Imo, whoever encoded this and double dragon should encode higher priority runs that are on the queue.
Imo, FODA complains a lot about publishing lately. It's all a matter of perspective.
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badrad wrote:
Still haven't heard from bisqwit on the "Watch now at Google Video" links.
No… What you expressed in the e-mail seemed to be different from what has been discussed in this thread. I’ll consider this suggestion.
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FODA wrote:
what is a washbear?
Literal English translation for the Finnish (and German and Swedish) words meaning raccoon. He meant raccoon.
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fuzi2 wrote:
I played over the movie from Parji temple, and it is about 2 seconds faster than previous version. Should I upload it?
It would be nice. What did you change in the temple?
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nitsuja wrote:
If it did, and if some of the movies on this site (Gradius?) are any indication, somebody would figure out a way to dodge all the raindrops in a downpour (for fun) and record it.
That'd be one of the ideas.
Post subject: Re: kolechovski's tricks
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kolechovski wrote:
http://www.geocities.com/kolechovski/MM/rockman_bugs_fce.zip
I will explain your movie. Upon the movie start, you're very high on the ladder. When you switch weapons, it'll scroll into the boss room because of mere proximity to the screen upper edge (*). When you enter the Elecman room, the game forces that the P1 controller holds the UP button. However, because Megaman is currently performing a transformation, he is unable to climb. Therefore he'll fall out from the room. The battle continues nevertheless. However, when the screen scrolls down, Megaman recovers from the transformation, but he still has the forced UP button. Therefore, he'll automatically climb back into Elecman's lair. Upon entering Elecman's room, the battle starts again, because the room is programmed to start the battle when entered. After dying, you demonstrated the trick I tried explaining to AngerFist a few days back: that you can prolong the transformation indefinitely by hitting START during the transformation. You also demonstrated the vertical early ladder grab. During the battle, the gutsman blocks appeared to be hollow. That's because the game remembers the status of the blocks when they've been taken. However, I don't know why it rendered them although they were taken. This is a visual glitch. As for the "skating" glitch -- I can't improvize an explanation for this one, but I know there's a forced delay when the boss is killed and after that delay it recovers the P1 input and Megaman's current sprite in some weird way, and that this trick is of no practical purpose. Besides Elecman, the only other boss fight that has nonzero forced P1 input (all other fights have forced idle) is Bombman. Bombman's room forces P1 input of DOWN. I don't think transformation can be used to cause a similar glitch in that room. This trick is restricted to Elecman's lair, but it bears no usefulness. Basically, it just forces the battle to continue outside the boss's room, which is something the game does not accept well. For another example of this, see http://www.yuko2ch.net/rockman/r1w3.mpg. *) Or, because you're close to the screen upper edge, and you're on a ladder, and not in "falling" state. The game deduces that the only other option is that you're climbing.
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Magnet-beam related findings. Background information: There may be at most 5 magnet beams at the same time. Everyone knows that. Each magnet beam possesses the following properties: * Screen number where the far edge of the beam is anchored in * X position within that screen (0-255) * Y position within that screen (0-255) * Length (0-65) * Life (0-156) * Cycle position (0-16) When a new magnet beam is created: The beam is initialized with Length=1, Cycle=0 and Life=156. As long as B button is being held: The Life value will hold in 156. Every frame, the Length increases by 1, until it reaches 65. It won't grow longer after 65 frames. When B button is released: The Life starts decrementing. It decrements by 1 at every interactive frame (not during pause or vertical scrolling). When the counter reaches 0, the beam disappears. The beam does not disappear when the screen scrolls. Beam length The unit of the Length is 4 pixels. * A magnet beam that has length of 8, is 32 pixels long. * A magnet beam that has length of 24, is 96 pixels long. However, the beam is composed of 16-pixel units, one of which is displayed at a time. The Cycle Position tells which portion of the beam is displayed. The Cycle Position increases by 1 every frame. When this formula evaluates into True, the Cycle Position is reseted to 0: (Length*2 == CyclePos*8). The maximum width of the beam is 17 units. However, due to 8-bit arithmetics, the 17th part of the beam is seen at the same position as the 1st part. Note: It takes 198 frames to walk the distance of 272 pixels (207 frames if you hop the way), but the beam dies in 156 frames, which means that the only way to utilize a full-length magnet-beam to its fullest potential is to zip. Beam anchor position A weird property of the beam is that it is anchored in its middle, not in Rockman's weapon. Even weirder is that the anchor position seems to fluctuate. When the player holds B, every frame the magnet beam position is adjusted in the following way: Temp = (BeamLengthBeforeGrowth*2+16) If (Temp & 7) == 0, Then Temp = Temp + 8 If Megaman looks to the left, Then BeamXpos = MegamanXpos - temp If Megaman looks to the right, Then BeamXpos = MegamanXpos + temp For lengths 1-65, the X position of the beam is therefore adjusted in the following ways:
 1: +24[1]M   11: +36[3]    21: +56[6]    31: +76[8]    41: +104[11]M 51: +116[13]  61: +136[16]  
2: +18[1] 12: +38[4]m 22: +58[6] 32: +78[9]m 42: +98[11] 52: +118[14]m 62: +138[16]
3: +20[1] 13: +40[4] 23: +60[6] 33: +88[9]M 43: +100[11] 53: +120[14] 63: +140[16]
4: +22[2]m 14: +42[4] 24: +62[7]m 34: +82[9] 44: +102[12]m 54: +122[14] 64: +142[17]m
5: +24[2] 15: +44[4] 25: +72[7]M 35: +84[9] 45: +104[12] 55: +124[14] 65: +152[17]M
6: +26[2] 16: +46[5]m 26: +66[7] 36: +86[10]m 46: +106[12] 56: +126[15]m 65: +146[17]
7: +28[2] 17: +56[5]M 27: +68[7] 37: +88[10] 47: +108[12] 57: +136[15]M
8: +30[3]m 18: +50[5] 28: +70[8]m 38: +90[10] 48: +110[13]m 58: +130[15]
9: +40[3]M 19: +52[5] 29: +72[8] 39: +92[10] 49: +120[13]M 59: +132[15]
10: +34[3] 20: +54[6]m 30: +74[8] 40: +94[11]m 50: +114[13] 60: +134[16]m
Note: The second "65" is when the beam no longer grows. The number in [brackets] is the beam length in units. Add 1 and multiply by 16 to get the carrying width of the beam. (32 at minimum, 272 at maximum.) m = nearest distance of beam for each length (important when operating on next screen (different than displayed)) M = biggest distance of beam (often the optimal choice for zipping)
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Boys, boys… the more relevant information the submission text contains, the better! Don't complain of anyone's submission text being too long. It might be too short, but never too long (unless you intentionally attempt to falsify this statement of mine).
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kolechovski wrote:
Well those discoveries were quite refreshing! I am still wondering though, how the Y position causes the false intro of the Elec Man battle, specifically, making the screen scroll up at that point.
And chance you could make FCEU movies? It is troublesome for me to start Nesticle, as it's a DOS program and it'd require to run another emulator to run it.
Post subject: Re: thanks
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cideprojekt wrote:
thanks for sharing, I had/have no idea where to even start w/ this game. I love the soundtrack to this game, also.
You're welcome, but please note that this is a super speed-oriented movie. It ignores major plot points in this game and uses shortcuts that are very unlikely to work in normal gaming. Do not use it as a walkthrough :)
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adelikat wrote:
are you saying this for ALL rockman games? and If so, this info should be posted in those threads as well.
I don't have ROM hacking knowledge of Rockman 3-6 yet. But I did verify, the precisely same thing goes to Rockman 2 too. (Speeds are the same too.)
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Sorry for the lack of updates! Yes, as some people here already know, a new Rockman movie is being made. I’m playing it, and AngerFist is also contributing. We’re currently in the middle of the Iceman stage. The progress can be followed, or at least deduced, from the usual location: http://tasvideos.org/Bisqwit/RockmanMovie.html Sorry, we’re not releasing WIPs yet. Yesterday, I made some discoveries regarding this game. It really helps when I have these tools ― it actually surprises me too ― that report some things regarding the game. * It tells precisely each frame what speed Rockman is moving and accelerating in each direction * It tells when the game lags * It tells when an enemy has been hit (and the number of remaining hitpoints) * It tells when an item has been picked * It tells the location and extent of each magnet beam (so I don’t need trial&error to see where it reaches) * It tells when the screen starts scrolling All this is very useful in measuring and comparing different ways of acting. It also saves effort, because I don’t need to do so much trial&error when I get the results earlier in a human-readable form. I will attach the source code later in this post. Discovery number 1: Y speed and position fluctuates when walking a lift/beam Rockman’s Y speed and position are in constant fluctuation when he’s walking on a beam. It is stable when he walks on ground. This was recorded while walking on ground: . Playing frame 11806 - rockman Y=116.00 (−0.75) . Playing frame 11807 - rockman Y=116.00 (−0.75) . Playing frame 11808 - rockman Y=116.00 (−0.75) This was recorded while walking on a beam: . Playing frame 11970 - rockman Y=33.17 (−6.13) . Playing frame 11971 - rockman Y=33.30 (−6.38) . Playing frame 11972 - rockman Y=33.68 (−6.63) . Playing frame 11973 - rockman Y=33.31 (−6.88) . Playing frame 11974 - rockman Y=33.19 (−7.13) The number in parenthesis is his Y speed. Apparently, the whole time he walks on a beam, his Y speed increases as if he was falling, but the beam forces him above it. This explains why Rockman suddenly falls at high speed when the beam stops carrying him. He falls at the speed he would fall if he had been falling the whole time he walked on the beam. When he walks on normal platforms, his vertical speed is a stabile −0.75. The maximum speed is −12.00, as shown below. . Recording frame 11990 - rockman Y=33.25 (−11.13) . Recording frame 11991 - rockman Y=33.38 (−11.38) . Recording frame 11992 - rockman Y=33.76 (−11.63) . Recording frame 11993 - rockman Y=33.39 (−11.88) . Recording frame 11994 - rockman Y=33.27 (−12.00) . Recording frame 11995 - rockman Y=33.27 (−12.00) . Recording frame 11996 - rockman Y=33.27 (−12.00) Btw, this also gives away the formula of Rockman's fall-acceleration: 0.25 added to YSpeed every frame, and YSpeed added to YPos every frame. So, the significance of this discovery? Well. Sometimes you want to set up a beam en-route down from a zipping. The beam has to be placed on exactly the right height of course, but the options you are given depend on the speed you fall. By adjusting the time you spend on the beam, you can also adjust the speed you fall, and therefore, ultimately, the positions you can possibly put a beam on during the falling. Discovery number 2: Game forces a limit on Y coordinate… sort of. Background information: The Y coordinates of the game go so that 0=screen top, 239=screen bottom. Because the datatype used to represent the coordinates is just 8-bit, it also acts simultaneously as a signed datatype. Y coordinate −1 is therefore equal to 255, and −2 is equal to 254, and so on. (This is the reason why you can grab a screen-bottom ladder from the screen top.) Y coordinate −8 (248) indicates a dead character. Normally, when Rockman jumps from a place that's near the top of the screen, the game prevents Rockman’s Y position from ever decreasing below −4. However, he can land on a magnet beam that forces his position to be −5. That is precisely the height that it needs to be in order to zip through screen top. However, if he tries jumping on a magnet beam that forces his Y position be −3..−5, his Y position will instantly become −8 (which indicates a dead character), and therefore he will die. That is, unless the screen can scroll below. Discovery number 3: Walking speed, jumping speed How Rockman walks and jumps, these have been an issue of question for a long time. We have calculated that Rockman moves 1,1,2,1,1,1,2,1,1,2, pixels per frame, and so on. We have also made theories that certain jumps slow down Rockman (7-frame jumps slow down 1 frame, 14-frame jumps slow down 2 frames)... It’s time to throw out the window, this nonsense. First, some background information. In Rockman 1 (also in Rockman 2), there are the following variables defining Rockman's position and movement speed. * Screen_number. This is an unsigned 8-bit integer. * X_position, Y_position, X_speed, Y_speed. These four are decimal numbers that contain a 8-bit integer part and a 8-bit decimal part. Every frame, the game does this to Rockman’s position: X_position = X_position + X_speed Y_position = Y_position − Y_speed If X_position overflows, the carry will be added/subtracted from/to the Screen_number. When Rockman walks, his X_speed is precisely this value 1.375. When Rockman jumps or falls, his X_speed is this value: 1.312. From the screen, you can only observe the integer part of his position, but the game actually tracks a quite precise subpixel position. This means: * When walking, it takes 73 frames to reach the distance of 100 pixels. * When falling or jumping, it takes 76 frames to reach the distance of 100 pixels. Obviously, this means that now we have a good reason to encourage Rockman players to do as small jumps as possible and as few jumps as possible. Note: The X-speed during jumping/falling does not depend on the height or speed of the jump. All jumps work the same way. Discovery number 4 In the Iceman stage, after the shutter, it is faster to not jump after the shutter to regain motion fast. The combined ”Rockman stands still trying to start walking” and ”sliding on the ice” is faster than the jumping movement. The difference is a mere 1 pixel, but it's a difference nonetheless. So, the source code. * Megaman and magnet beam meters (file=movie.c):
    void FCEU_DrawMovies(uint8 *XBuf)
    {
     if(frame_display && current != 0 && last_frame_display!=framecount)
     {
       extern unsigned char RAM[0x800];
       double RockY  = (unsigned short)(RAM[0x600]*256 + RAM[0x620])/ 256.0;
       double RockYS = (signed short  )(RAM[0x680]*256 + RAM[0x660])/ 256.0;
       double RockX  = (unsigned short)(RAM[0x480]*256 + RAM[0x4A0])/ 256.0 + RAM[0x460]*256;
       double RockXS = (signed short  )(RAM[0x4C0]*256 + RAM[0x4E0])/ 256.0;
       unsigned Beam1Y = RAM[0x5F0];
       char msg[512];
       sprintf(msg, " - X=%.2f%+.3f Y=%.2f%+.3f\nBeams:%u,%u-%u; %u,%u-%u; %u,%u-%u; %u,%u-%u; %u,%u-%u\n",
        RockX,RockXS, RockY, RockYS,
        RAM[0x5D5]*256+RAM[0x5C5], RAM[0x5F5], RAM[0x5D5]*256+RAM[0x5C5]+16*RAM[0x5A5], 
        RAM[0x5D6]*256+RAM[0x5C6], RAM[0x5F6], RAM[0x5D6]*256+RAM[0x5C6]+16*RAM[0x5A6],
        RAM[0x5D7]*256+RAM[0x5C7], RAM[0x5F7], RAM[0x5D7]*256+RAM[0x5C7]+16*RAM[0x5A7],
        RAM[0x5D8]*256+RAM[0x5C8], RAM[0x5F8], RAM[0x5D8]*256+RAM[0x5C8]+16*RAM[0x5A8],
        RAM[0x5D9]*256+RAM[0x5C9], RAM[0x5F9], RAM[0x5D9]*256+RAM[0x5C9]+16*RAM[0x5A9]
         );
       
       FCEU_DispMessage("%s #%u%s",(current<0) ? "Play" : "Rec", framecount, msg);
       last_frame_display = framecount;
       return;
     }

     if(!MovieShow) return;
     
     FCEU_DrawNumberRow(XBuf,MovieStatus, CurrentMovie);
     MovieShow--;
    }
* Action indicators (file=bisqbot.cc, called from X6502_RunNormal):
    static bool sound=false;
    if(PC == 0xD54C) sound=true;
    if(PC == 0xD56E) sound=false;
    if(!sound && PC == 0xA238) FCEU_DispMessage("Damage from enemy %02X (%u points)\n", Y,A);
    if(!sound && PC == 0xBEDF) FCEU_DispMessage("Enemy %02X hit with weapon %u (%d points left)\n",
      Y, RAM[0x5F], (signed char)A);
    if(!sound
    && (PC == 0x9FE8)) // horiz scrolling
    {
        FCEU_DispMessage("Scrolling routine at PC=%04X A=%02X X=%02X Y=%02X\n", PC, A,X,Y);
    }
    if(!sound
    && (PC == 0x925D)) // scroll prev room
    {
        FCEU_DispMessage("Scroll previous room at PC=%04X A=%02X X=%02X Y=%02X\n", PC, A,X,Y);
    }
    if(!sound
    && (PC == 0x92A6)) // scroll next room
    {
        FCEU_DispMessage("Scroll next room at PC=%04X A=%02X X=%02X Y=%02X\n", PC, A,X,Y);
    }
    if(PC == 0xC912)
    {
        FCEU_DispMessage("Boss %u damaged with weapon %u (%d points left)\n", RAM[0xAC], RAM[0x5F], (signed char)A);
    }
    if(PC == 0xC833)
    {
        FCEU_DispMessage("Acquire item %u\n", A);
    }
    
    if(PC == 0xD4B1) FCEU_DispMessage("LAG detected\n");
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DK64_MASTER wrote:
Quick question: Why did you put a message regarding SpikedHumor after the fight with BDD? Did they steal a run, pass it off as a legit speedrun, and claim it as theirs? Why at that location?
I got angry because of this page. spikedhumor.com/articles/9936/Emulated_Mario64_Highlight_Reel_re_encode.html No particular reason for that location. I just selected it because it's somewhere in the middle of it. I considered doing this practice for all published movies from now on (or at least ones of the famous games), but on the second thought, it might be in vain because I don't think these movies will be much in the interest of Spikedhumor after all.
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This movie desyncs for me. Here, precisely. I'm using the WIP option as it should be...