Posts for Bisqwit


Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
That's ... WILD. I like it a lot. Seems to desync for some people. Note that you need the SMB2 ROM PRG0 version (not PRG1). Ps: Are you sure there are no other places where the fall-through-floor trick could be used? The logic, as for where it leads from different places, seems to be interesting.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Sleepz wrote:
It's not working. I don't think I'm doing right. Can someone make the changes for me.
What is not working? I don't see you submitting the movie again... What I mean is that the movie used to begin with: 46 43 4D 1A 02 00 00 00 00 00 00 00 It should begin with: 46 43 4D 1A 02 00 00 00 02 00 00 00 That is, change the byte at address 0008 to value 02 (was 00).
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Sleepz wrote:
Done. You get to see first :)
Its header indicates "begins from snapshot". Use a hexeditor and put byte 02 at position 0008 in the FCM. Then you can submit it.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Sleepz wrote:
Is there a way to fix?
E-mail the zip to me and I'll check. Most likely it is that your movie begins from a snapshot, or lacks the "begins from reset" flag in the header.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Sleepz wrote:
7:54. 4 seconds longer than estimated. I was expecting up+down to save more time on the last two levels, and on 7-2 it didn't save any time at all since you have to now wait longer at Birdo.
Have to wait? Was there a birdo that needed to be killed? I thought there was only the one who automatically drops her key... What is there waiting for it?
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Highness wrote:
*sigh* I wanna see this run Bisqwit.. Please have mercy on our lost souls and complete this in order to let us have our peace. ;)
I think VBA has taken a higher priority now... Simply because I don't want people to make futile movies with the current rerecording patch. And since I can't stop them... And there doesn't seem anyone else volunteering for it...
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
No update, but I still know what I'm going to do. I just need... time.
Feitclub wrote:
I hate to be "that guy," but is this still in the pipe? And do any of your tricks still work in Rockman 2?
I don't know what you mean. Do you mean whether I have tricks in sleeve that could help Rockman 2? I had one, and I introduced it to Finalfighter before he finished the movie. I'm not completely certain whether he actually used it. (Pressing up+down at the top of a ladder.) Do you mean whether the Rockman 2 movie publication somehow changed my plans? No, I already knew everything that is in it.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Phil wrote:
I will let this job for you Bisqwit :P
Didn't say I'm going to do that. :P
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
BoltR wrote:
Adding this would either increase the size of the avi, or lower the resolution of the game area would it not?
It would be cool if it could be included in the first few seconds, and then the interior zoomed to full screen at 1-to-1 size.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Possibilities are open. I dislike the idea of including sound settings in the movie file. Much better I'd like it if the emulation didn't depend on the settings...
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Zurreco wrote:
So mod team, how goes the coding? I haven't really heard anything about the progress with the code in a while.
I started hacking the VBA code based on Shane's patch, but it's another busy week again so you can expect developments again the next weekend. I wrote the movie module based on snes9x's code (so you can expect a similar file format, too), but it's not yet bound to the actual game functions. As for all the hacks shane did to the game (removing flashrom functionality, removing rt clock and so on), instead of removing those functions, I disabled them with #ifndef so they can be better analyzed later. Shane's code had no comments whatsoever so I don't quite know why he did all that he did.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Makou wrote:
I have read (though never been able to perform) that a single Crash Bomb, if placed properly, can take out Wood Man. If this is the case in the Japanese version/Difficult mode, then it would likely be faster than running up to him and using the Air Shooter.
So how about testing it?
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
I'm pleased that you submitted this movie. I look toward to watching it. :)
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Bag of Magic Food wrote:
What's so special about it?
Nothing more than that it's when I first used /& programmed computers.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Phil wrote:
<Acmlm> 1992? I am wondering myself, why 1992?
<Bisqwit> Acmlm: 1992 is a special year I stick to my (C) notices, and the PHP error is related to warning flags I enabled recently...
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Sleepz wrote:
Gigafrost, my smb2 run is almost finished, and it will show you how to do the first world 7.5 seconds faster.
Woah!
Post subject: Re: Question about nesmock
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Sleepz wrote:
I been converting fcm files to fmv for editing previous levels, but when I convert them back to fcm, the Replay input now shows "Recorded From: Savestate" instead of Reset
Actually, nesmock makes them all "poweron"-based, not "reset"-based. Maybe FCEU shows a different interpretation in the "Replay input".
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Gigafrost wrote:
- Noticeably improved the 1-3 climbing sequence (33 frame ahead at this point) - Mouser was 224 frames faster!!!
Awesome! But I still wonder what's up with the throwing sounds you seem to get when exiting certain doors.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Michael Fried wrote:
If by some chance I don't get bored soon I'll continue on to the end of world 1.
Please use FCEU instead if possible.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
FODA wrote:
When you dont have the leaf and you have P-speed you can maintain p-speed by jumping even if you stop moving horizontally at max speed. But when you have the leaf, the jump stops horizontal acceleration in the air, you start to fly at the horizontal speed you currently are when starting the jump. So, i cant jump to maintain p-speed when i have the leaf.
I see. I tried maintaining the P-Speed, but in doing so I reached the white block 30 frames slower than you (because the initial jumps start slower). https://files.tasvideos.org/bisqwit/smb3j-leaf-test.fcm - FCM here.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
What did you do in level 3? Why didn't your stopping-the-ducking reset the timer that enables to go through the white block? When I tried it, breaks were not allowed in it. Also, why exactly does the P speed stop when you take the leaf?
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
FODA wrote:
here is the mushroom on 1-1 test run
I was particularly surprised how fast you got the mushroom, and even maintained the P-speed. As for the leaf, are you sure you can't use a route like this?
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
FODA wrote:
the video must be with 99 lives or then no video at all
It's not a requirement... but it's nice. Creativity is a requirement. I specially appreciate if it has wide variety of tricks and shows that Mario is a thinking, curious and creative person instead of a bored or monotonous person.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
julianch wrote:
Are you going to do a Hamer bros suit run?.
Huh??
Post subject: Re: Super Mario Bros 3 (by FODA)
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
In 1-3, I doubted two things. - Getting the mushroom - Starting the waiting at the white block In both cases, it looked like the jump curve could have been flatter... But I'm quite sure this was just an illusion, because I trust your ability.