Posts for Bisqwit


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Bombman is a really complex level to plan. In v4, I didn't really plan it - I just played it and backtracked if the beam number didn't go even. This image contains a snapshot of my notes of the current moment. https://files.tasvideos.org/bisqwit/bombmanmap.png I don't guarantee anyone can follow it :) The core of this planning is, of course, how to use the limited amount of magnet beam shots the best.
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Editor, Experienced Forum User, Published Author, Active player (296)
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No, the Bombman level.
Post subject: Re: I've raised the bar a little higher... + FCM + AVI
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feitclub wrote:
Speaking of which, Bisqwit, when will you SET US UP THE BOMB Man?
If you mean beating everyone's records in this thread, it won't happen. I suck at this game. Edit: Oh. Oh. Oh well. I'm actually planning it now. That's what the maps I advertised last week were for...
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Bag of Magic Food wrote:
Click on "submit movies".
After logging in.
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Deviance wrote:
I'd try it if there was some more conclusive research on the long term effects of walking around with thin corneas.
For the procedure, they make a map of the depth of the cornea. The minimum thickness has to be at least 530 micrometers or so. I had 544. The flap which will be cut is about 150-190 micrometers in thickness, and it's flipped back after the operation and it'll attach back and heal. The thickness of the cornea only changes by a few micrometers - less than 1%, which is hardly significant at all but has effect in the refraction, which is why the operation is performed. Edit: What you probably had in mind was PRK, which permanently removes 5-10% of the surface tissue of the eye.
Post subject: Re: I've raised the bar a little higher... + FCM + AVI
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feitclub wrote:
Actually, Morimoto went G->E->C->I->F->B.
No, that's what I did. Morimoto did G->C->E->I->F->B.
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SSVegetto wrote:
I still dont understand this bull shit
SSVegetto, this is not the first time your overall attitude appears aggressive to me. I strongly recommend you do something for it or I'll eventually ban you on this site. (No, this has nothing to with freenode. This is about communication and behavior.)
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SSVegetto wrote:
Bisqwit how did you get a hidden ip ?
I did?
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I agree with air__devil. It's like the world's rendering resolution has increased. :P
Post subject: Replies to Truncated's questions
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Truncated wrote:
Decided to continue this
Thanks. > At the very start of Elecman level: you turn around in one of the jumps to shoot an enemy behind you. > Doesn't this mean that you land later? I see no reason (aestethic?) too shoot him then and not later. For style, I wanted to shoot them as much as I could. Since the landing of that jump depends on the jump height, not width, turning around for one or two shots didn't cost any time. > 3650: You make a small extra jump to the right block just before the ladder. You didn't do this in your previous version > and it seems very counterintuitive. Even jumping from one block higher is better? It bothers me too, but I measured the two ways and deemed that the extra jump method is faster. > The right path trick thing: elsewhere in the elecman level you do this trick to the right side, come out on the left side, > jump, and then enter the right side of the screen again. I tried this at the appearing block place and I fell trough the wall on the left... > how does it work? Face left to begin zipping. You'll zip to the right, and when it wraps, you'll appear on the left. When you're in the left edge of the screen, you'll no longer zip. The game actually now thinks you're in the next screen. To jump on the left side of the screen, you'll have to start the jump two frames before he appears on the left side. This is the answer to your question. Press right to return to the right edge of the screen. If you now press left again, you'll zip (allowing for more jumps). To exit the wall, instead of pressing left, hold right for a while to start walking, whichafter you can press left to exit the wall. You can shorten this waiting time by holding left while performing the jump on the left side of the screen, then switching to right immediately without releasing left first. When pressing left to exit the wall, you can now press right for 1 frame, and you'll zip to the left due to the proximity with the wall edge. > At the place where you have to wait for the red jumping thing you also appear on the left side. I'm guessing > you are only visially and not actually there because otherwise it's faster to continue from the left side than to warp back to the right... Yes, when he appears in the left side, he's actually in the left edge of the "next" room (due to the zipping). In the case of vertical scrolling screens, "next" is below. > Iceman boss: Could you spend less time is paused mode (elec beam is wide) so that you're closer to the ball when it falls down? I'll have to try it. The problem is that Iceman is moving up, out of the reach of the beam. > 18600: the enigmatic wait before entering the wall. I'm out of ideas short of debugging the rom machinecode > and see which check it fails and what variable that changes so that you start moving again. I really don't have any idea what causes it. No matter where and what kind of situation it is, it always seems that I have to wait for about 40 frames before starting zipping through the wall. If I don't wait, he'll just die (due to accessing the screen bottom) when he attempts zipping. > I don't understand the Fireman battle... surely it's possible to hit him as soon as possible all the time even without taking damage? At the moment when I take damage, Fireman is just about to begin vulnerable. I have three choices: - Jump over the big blast he's shooting. Meanwhile, time is wasted, and I can hit Fireman only much later. - Keep distance. Since there can only be one Ice shot on screen at time, time is wasted while Fireman no longer blinks. - Take damage to gain proximity. Fastest way. Walking into Fireman and shooting to the right while walking him to the left (towards the center) was a very good strategy. He got damaged as fast as possible, and the Ice shots disappeared as soon as possible (less lag, less waiting for new shots). The speedup compared to the pause way comes almost entirely from lag. When using the pause trick, the sweat drops from the damaged enemy accumulate at every iteration, and objects always increase lag. When Fireman shoots at the moment of his death, there's a great amount of objects: - 7 * sweatdrops - Ice shot - Exploding Fireman's explosion balls - Fireman's fire blast - Rockman - The dropping ball Taking the sweatdrops out of the equation makes it much faster, and also it allowed Rockman to be in a better position to reach the ball faster. EDIT: I tried to improve the Iceman battle a bit (it was already on my todo list) and I managed to make it 8 frames faster. It's still 3 frames slower than in v4, but I think it's because of emulation differences. I successfully copypasted the Fireman level back in. I also tried to improve the Fireman corridor, but it didn't improve at all. So instead of -118 frames, the net gain is now -110 frames. I didn't update the WIP this time. More on the Iceman battle: - The Elec beam moves faster than Rockman walks, so it's a good idea to shoot it as early as possible. - Iceman moves up, and the Elec beam swirls. These two factors impose some limit on what can be done. - As usual, my strategy was to hit Iceman at the first possible frame and do the last hit on last possible frame. The difference came from that I did the shooting from a tall position. Getting to that position was done while switching weapons, so it only costed 1 frame. - For some reason, there occurs some graphical glitching at the end of the battle. Some Rockman clones are visible for about a half a second, and they are animated.
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Vatchern wrote:
well.. I dont see how you guys are doing it so fast...
Well, it should take 26 minutes to produce a 26 minute movie, shouldn't it?
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I recall the ice doesn't work at the bombs...
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SSVegetto wrote:
show us a picture of it Bisqwit
If only I had a camera.
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Viewer wrote:
Die, monster! You don't belong in this world.
Huh?
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schneelocke wrote:
Interestingly enough, the Game Genie ROM seems to have been authorized for distribution by the original maker nowadays
It is indeed interesting, considering that Galoob originally refused emulator authors' requests for information regarding the Game Genie codes.
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Bisqwit wrote:
Hmm, Frogsuit-Mario walks without any jumping delays.
Err, it seems I didn't fully think what I wrote. Better demonstrated here! http://bisqwit.iki.fi/kala/smb3j-frog.fcm You need to start FCEU with the "-gg 1" option (game genie emulation), and have the Game Genie ROM somewhere where FCEU can find it. In Linux, store it as gg.rom to your .fceultra directory. It uses the KKKZSPIU game genie code and chooses the frog suit as early as possible (but not at the map), and intends to keep it all the time. EDIT: I forgot to mention that you need to set the "first emulated scanline" and "last emulated scanline" to 0 and 239 respectively, for this movie to work. FCEU inconveniently saves these settings and recalls them when I don't need them... EDIT 2: Oh... and you must not use the FCEU's built-in game genie code support.
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Halamantariel wrote:
Let me get this straight ... you replaced Start and Select buttons on a controller with ... eyedrop caps???
That's right!
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Ok... I found a solution, sort of. Because of a LASIK surgery I underwent a few months ago, I have a package of eyedrops (Celluvisc), and it just happens that the caps of those capsules are just the right size to represent the select & start buttons, and they have a widening that enables them to stay inside the controller and not drop out. So I just need to adjust the length and it should be fine...
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Cazlab wrote:
Are there four buttons on those? Two orange and two black ones, or is it just what it seems? What are those for?
The orange buttons are turbo versions of the normal A and B buttons. In my controllers though, there's a sliding selector for turbo level instead of buttons.
Feitclub wrote:
I'm not familiar with the word "borked."
Sorry. Broken. http://www.urbandictionary.com/define.php?term=bork&r=d - definition 1.
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I have two NES-clone controllers, which look remarkably similar to the ones in this picture (even the console is remarkably similar, though rounder): image copied from: http://www.gamersgraveyard.com/repository/nes/pirate/images/consoles/home_computer_3600.jpg As you can see, only one of them has start&select buttons. Now, the problem is that the rubber mat which the select&start buttons are constructed from is borked. But I'd like to use them... Any ideas what to replace it with?
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Sleepz wrote:
http://members.shaw.ca/richu/rockmanSR.zip
Overall impression: Incredible! You are very good. A little comment: You apparently tried to manipulate luck in Gutsman level (at the giant jumping junk), but it doesn't really work that way :) A little comment 2: You too, forgot something important...
Post subject: Re: Rockman movie in pictures
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suraimu wrote:
I totally don't understand those pictures. Am I supposed to see something? And what's with the weird smearing there?
It's the whole animation combined to a single picture (or rather, each level into a single picture). Obviously there's some major motion-blur there, because it's all combined to single picture.
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Vatchern wrote:
since the best thing to do is to study morimoto's movie, and try to forget about bisqwit's
Even the route of Morimoto's movie was affected by the fact that he wanted to use magnet beams - not for glitching, but to speed up climbing and such. Unless you master the regular usage of magnet beams, you have to plan your own route.
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Vatchern wrote:
In the fireman level. Theres one spot where you can fall into a hole and glitch it up intop the top of the screen of the next picture in the cealing and shoot out of the other side.
You mean this? https://files.tasvideos.org/bisqwit/rockmantest3.mpg I just explained this to BagOfMagicFood earlier today.