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Walker Boh wrote:
Yeah. I think it's the wall in the second of those pictures he meant. I doubt it's possible to get up there.
So now you just need a levitation cheat code and a wall-passing cheat code to quench the curiosity. :)
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Well... as for what's on the right side of these screens -- we have no idea. Btw, funny how a "lake" in Castlevania 2 is smaller than a "river".
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Walker Boh wrote:
It would be cool though to see what's on the opposite side of it but I doub't that is possible.
Very likely there's nothing but dark there, just like in Mansion 3 (Brahm) where you fall through the floor, exposing the darkness. Edit: Oh, did the original poster mean *outside* the mansion? Hmm.
Post subject: Re: question
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samplank wrote:
When you go into the castle beneath the lake that you kneel by with the blue crystal, there is a wall at the edge of the screen, 2 blocks wide by like 5 blocks tall. I've never figured out what it's purpose is, if there is one. If i had to guess, it would seem that it's GOT to be there for some other reason than to bug the sh*t out of me...
Which one? Rover mansion, perhaps? Have a look at the maps at this page. http://www.gamewinners.com/nes/Castlevania2SimonsQuest.htm
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Probably, they made a mistake.
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Bisqwit wrote:
CoolBumpty wrote:
I have no clue how this wasn't calculated by Morimoto if this does end up working.
I'll ask Finalfighter for his opinion in this question....
He answered at the soramimi board, in Japanese. (Sorry, I can't translate it.)
ロックマン2に関してですが、 バブルマンステージ R←1292→M+1+2 ↑ 当時の計測では差がかなりあった ↓ ヒートマンステージ B←1746→R ヒートマンにはRでは ダメージが1しか当たらないので かなり時間がかかるのです しかし、今の私の技術で バブルマンを「M+1+2」で攻略した場合 差は非常に微妙だと思いますが 時間的に勝つ可能性は確かにあるかもしれません
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In May 2005 The statistics were skewed. Some referer-spammer started attacking my site early in the month, and is still doing that. Roboting hits on my site with nothing else in purpose but to deliver poker site references to my access logs. More about that here: http://spamhuntress.com/spampop/ Also, I've been uploading anime to some friends so the bandwidth counters are skewed as well. This month, BagOfMagicFood was only 17th, losing to WalkerBoh, who was 7th. I was 1st. But again, the statistics are skewed, so the ranks can be different. In May 2005, we had 38 new submissions and 23 new movies.
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Windows version added.
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Vatchern wrote:
well....... i think it would be entertaining to put into a TAS :)
Too bad it causes a 1 frame lag when the head gives a bonus :) Edit: I tested a bit, and I could duplicate the effect. When I killed a robot (by shooting its head), the bonus was there twice. It applied to all bonuses given by the robots. Probably explains why it creates that lag in first place. So far now, we know it applies to those robots in the beginning of Ice Man level, and my theory is it's because they consist of two parts that are killed at exactly the same time. Are there more of similar kind in the game?
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Vatchern wrote:
so.. was one of the orange thingy's invisible?
Rather, positioned in exactly the same location as the other.
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Vatchern wrote:
Have u watched that movie and seen? how is it possible to kill 2 enimies there?
The robot consists of two parts. The body and the head that likes to go flying.
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Vatchern wrote:
Wierd.. this time it happened on one of those orange balls..
Without analyzing the RAM I can't tell for sure, but I think you just killed two enemies at the same time.
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Phil wrote:
Give some doc that tell how to compile it under Windows.
1. Install mingw32 2. Compile: gcc -o nesmock.exe main.cc md5.cc -O3 Substitute "gcc" with the name of the gcc command in mingw32. Possibly, if you have cygwin installed, you can compile it with simply "make", but first you must add -mno-cygwin to CXXFLAGS in the Makefile.sets file. I think. I have tried neither way in Windows.
Post subject: New release: version 1.2.0
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I released a new Nesmock version. It now allows manually specifying some text and number fields that otherwise would be lost in the conversion.
$ nesmock --help
nesmock v1.2.0 - Copyright (C) 1992,2004 Bisqwit (http://iki.fi/bisqwit/)

Usage: nesmock [<options>] <inputfile> <outputfile>

Transforms NES movie files to different formats.
 --help, -h     This help
 --offset, -o   Insert delay at <frame>,<length>
                Example usage: -o 14501:1
                Delay length may also be negative, in which case
                existing frames are deleted instead of copied.
                Frame numbers are relative to the original movie.
                Short syntax -o 10 uses frame number 0 by default.
 --set, -s      Set <var>=<value>
                Note: All movie formats don't support all values
                      or may have length/type limitations.
                Available vars:
                      PAL         0 or 1
                      RecordCount 0..n
                      EmuName     string
                      MovieName   string
                      ROMName     string
                      MD5         string (can be a 32-char hex or a filename)
                      FCEUver     0..n (example: 9812 (=0.98.12))
                Example usage: -spal=0 -srom="Mario Bros.nes" -smd5=mario.nes
 --version, -V  Displays version information

Supported formats:
  FMV  (Famtasia 5.1)        - Read & Write
  FCM  (FCEU 0.98.12)        - Read & Write
  NMV  (Nintendulator 0.950) - Read & Write
  VMV  (VirtuaNES)           - Read

Example:
  nesmock -o2 smb1a.fcm smb1a.fmv
Example use:
$ nesmock -sfceuver=9812 -sromname="Chip 'n Dale Rescue Rangers (U) [!].nes"
          -smoviename="Chip'n Dale two-player tool-assisted speedrun; performed by Bisqwit alone"
          -smd5=chipdale.nes 1.fmv chipdale.fcm
Converts 1.fmv to chipdale.fcm, with the following settings: - rom name = Chip 'n Dale Rescue Rangers (U) [!].nes - movie name = Chip'n Dale two-player tool-assisted speedrun; performed by Bisqwit alone - md5sum = calculated from file chipdale.nes - fceu version = 0.98.12 Get it from: http://bisqwit.iki.fi/source/nesmock.html So... who will compile the Windows version? Because the command line support in Windows is somewhat unsane, certain strings can not be passed to nesmock in Windows version. Cygwin mends that problem, but what would mend the I-want-only-click-click people?
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Calist0 wrote:
Thank you very much, but I already know this site, and you can't link from there directly, so the link is 'dead'. :)
Well how about going to that site and navigating it yourself? Or maybe you need other maps? In that case I can't help you...
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I suspect you just got two refills in same place, and picked one of them. Also note that 1ups don't stop Rockman.
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Spider-Waffle wrote:
I think you're missing the first screen of cutman in that map.
Hmm... You're right. It was conjoined with Gutsman level. The mapmaker failed to notice scene change, just as it did with Wily1->Wily2. Will be fixed some day. But despair not. The first screen of Cutman is identical to the second screen. Edit: fixed.
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No ladders or walls are required for the trick. It only requires that the first screen (that starts the chain) has a ceiling that can be zipped through, and that the consequent rooms all have a nice clean sky in the top of screen (bottom of screen doesn't matter - it may even be lethal).
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Spider-Waffle wrote:
I'm curious to know how you plan to handle the last 3 screens of that column.
Using the same trick I planned for the Bombman tunnel (but discarded). Want to participate in planning more than before? Draw maps, count the number of beams (remember to consider jump height and maximum beam width) and the amount of juice left. Map templates here: http://bisqwit.iki.fi/jutut/nesvpic/rockman/
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Spider-Waffle wrote:
I guess your ruling out zipping in the spike room with floating platforms in wily1, and that small tunel before the lader..
Yes, both very unfortunately. But I'm still in the hopes of inventing something else there... > What about doing vertical screen wrapping at the last column of wily2? I'm going to do it. I just hope the magnet beam contains enough juice to pull it off :) This time I may need to plan out the magnet beam usage for the Wily levels. Last time I didn't plan it at all.
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Spider-Waffle wrote:
They don't "apear" but are they "there" maybe?
Even if they are "there", Mega Man doesn't interact with them.
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Spider-Waffle wrote:
Can you spawn item1,2 or 3?
No - they'll never appear even though the weapon power is drawn.
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Spider-Waffle wrote:
I understand that, but can you interact with objects on the screen you're actually in (that's not being displayed). Maybe go as far to kill the boss like this.
No. They are not spawned until visible. (With exception to magnet beams in MM1, I think - but MM1 has its own problems - namely, can't move to the right in the next screen).
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Spider-Waffle wrote:
Also, what happens if you don't re-enter?
If you don't re-enter, you can't interact with onscreen objects (other than getting damage from them) because when you shoot something, it actually goes to the next screen (where Megaman is), not to the screen that is displayed (and where the objects are). > I question the screen he choose to re-enter on, I think that might be the second best, but the screen after the one he re-entered on looks like it would save considerable time from being able to go from the left edge to the right edge. I can't comment on that, but remember also to consider the laser beams, the power left in time stopper and whether the screen edges are actually transparent. > Small thing, but it really seems like you should leave the first screen with the yellow bars that kill you on the left side of the bottom platform, as was done in Morimoto's previous run, so that you don't have to walk across to the left on the next screen. I did not understand this.
Post subject: Re: Frame recession
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FCEU savestates are about between 10-300 kB in size (FDS saves are bigger), with average size around 20k. For frame recession support for a 30 minute movie (108000 frames), this would mean 2.1 GB worth of savestates. For 100 frames, it would be just 2 MB. Perhaps nobody has just thought of the need.