Posts for Bisqwit


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OmnipotentEntity wrote:
File Here
I don't know this game, but it looks ok so far.
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So this is a good reason to start a new topic instead of posting in the existing one?
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I have not been following this thread, but if the question is about overclocking, I think it's suitable for something but not the content of this site. Unless your goal is to create a movie with maximum number of onscreen objects. Which is a goal better suitable for NES demo scene, not these movies.
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Zaku X wrote:
BTW, would it be possible to use the fall-through-the-floor trick to warp sometimes, like at the very bottom of a mansion? Or wouldthe screen keep scrolling down when ou fell through the floor?
Unfortunately, if you drop or walk out from the bounds of the map, you'll die similarly as if you drowned into water. However, it is still unexplored whether all of the maps are as we've seen them. It's theoretically possible some distinct maps are combined into a single map, and if you fall through a floor, you drop into the second map. But, this looks like a diminishing possibility.
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Bag of Magic Food wrote:
I've found one post from Walker Boh on October 9th saying that he might do it in the future. ...And that's all.
Indeed, that's what I was referring to.
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Truncated wrote:
Anyway, the run: every time Walker Boh posts a new submission I get this "It came from nowhere!" with 50s horror movie voiceover in my head. Did anyone know he was working on this one?
Besides that he had notified me personally, I knew it from the Simon's Quest discussion thread in the NES games forum.
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Michael Fried wrote:
I thought there was some glitch called the deborah cliff glitch that saved time but I don't see it mentioned in the description. Was it used?
It wasn't, but Walker Boh will do some more tests about it. So far nobody here has been able to use it in the way claimed - to warp into near the end of the game.
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Congratulations! I talked enough on the IRC channel already. Simply said, this video rocks.
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Things (URLs) changed yet again... The posts on this page might therefore look strange - they were automatically converted. Thanks for a few people on #nesvideos for convincing me this is the right choice :P
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Date: Thu, 13 Jan 2005 17:25:50 +0200 (EET) From: Bisqwit To: <x>, <y> Subject: Re: What's up with bisqwit.stc.cx On Thu, 13 Jan 2005, <x> wrote: > What happened with your site? > has it something to do with a registration thingy? On Thu, 13 Jan 2005, <y> wrote: > What the heck is going on with the forums? First the stx domain was > down, then there was a new one on .info briefly, linked from the front > page. Now that one is down too, and the frontpage has reverted to its > old version, but without either the new link change or the reversion > showing up on the recent changes. Even says last changed on 2004-11-19 > 13:13:10, which is obviously not correct. Had you been at the IRC channel, you'd know because things have been explained there and there's always someone who can answer. What's going on is that the ISP of stc.cx, nic.cx had terminated stc.cx without any prior warning (due to expiration or something). Yesterday, it was restored momentarily but then it cut again. It is out of my control, so I can only recommend waiting patiently. The nesvideos.info domain was a momentary solution, but because bobwhoops didn't seem to like my decision (it's his domain) and also because it will expire in September and he doesn't have the will to extend it after that, I decided to not give it a "new permanent address" status. nesvideos.stc.cx and kanjidict.stc.cx are subdomains of stc.cx, but I have no administration over stc.cx. > What's the plan? If stc.cx still doesn't work at the weekend, I'll look into alternate solutions such as providing the address from under http://bisqwit.iki.fi/ which I do have control over. Currently, the workaround is to put this line into your "hosts" file: 194.29.195.223 bisqwit.iki.fi nesvideos.stc.cx And then restart the browser. In *nix systems, the file resides as /etc/hosts, and in Windows systems, it's found in c:\windows, c:\winnt, c:\winnt\system32\drivers\etc or any of the hundred other locations you could only guess and try.
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Let's see... There are no dialog strings in the ROM which would hint towards an unseen game. But I can check the game code... As far as I know, there are four games: - Piette/Vicks/Wedge - find one - Repeat after example - Stone the monsters And - Repeat after example with revised rules (for Crono's sake) Edit: I've checked now. There are no secret games in Norstein Bekkler's lab. Counting in hex, there are 18 objects in Norstein Bekkler's lab: 00 A subroutine (incorporeal) - Function 0: Maintenance for variables - Function 3: Runs the repeating game 01 Crono (if exists) 02 Marle (if exists) 03 Lucca (if exists) 04 Robo (if exists) 05 Frog (if exists) 06 Ayla (if exists) 07 Magus (if exists) 08 Giant blue star (will move party member 2 backwards if hit) 09 Actor of the copy game (player character clone) 0A Subroutines (incorporeal) - Function 0: Checks input in the repeat game - Function 3: Runs the soldier shuffle - Function 4: Rewards the won soldier shuffle with a Poyozo doll or cat food - Function 5: Rewards with a clone or cat food (max. 200 units) - Function 6: Animates the monsters in the stone game - Function 7: Charges for the revised clone game 0B Norstein Bekkler 0C,0D,0E Part of the strength test machine (the rocks you toss at the monsters) 0F,10,11 Kilwala (monsters) 12 Poyozo Doll 13 A cat 14 Vicks 15 Wedge 16 Piette 17 Light green bush
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Problems with the registrar of stc.cx. I don't know the details. nesvideos.stc.cx is (obviously) a subdomain of stc.cx, which is not in my administration. [Edit by Bisqwit: Although the content is obsolete, I updated the post text to make sense. It was changed by a script when the forum address changed.]
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Edit: false alert ;)
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To add insult to the mockery, or something like that - it's also possible to do a doublejump from the vine, resulting in even higher/longer jump. Here's a demonstration of completing the first level with Luigi - my favourite all-purpose character in SMB2-USA. I wasn't seriously aiming for time (hence the jump from the first vine), but it gives a figure of what this trick does for time. https://filestasvideos.org/bisqwit/smb2-climbtrick.avi (2 MB) (Please rightclick and 'save as'. I'll ban those who attempt to stream it.)
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Highness wrote:
OmegaFlareX - Thanks. I didn't want the spoilers though. I wanted to see for my self.
Just get your Famtasia working. Or maybe someone else can make an AVI...
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Highness wrote:
What rom was used with that Bisqwit? It says the file is broken when I load.
Read my previous post before that.
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I found another ladder trick which is maybe not related to this one. https://files.tasvideos.org/bisqwit/mario2-hashigo2.fmv In this trick, Princess totally vanishes and she doesn't respond to any controls, despite apparently not being dead. What I did was that I grabbed the latter just 1 pixel below the screen bottom, 1 frame before she would have died. What I tried to accomplish (not seen in this clip) was to see if the shyguy that wanders at the top of the screen can be landed on from the screen bottom. Because it can be seen at scanline 240.
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https://files.tasvideos.org/bisqwit/mario2-hashigo.fmv Here's a demonstration of the ladder trick. It's a Famtasia from-now recording, and thus requires a patched version with from-now fix support.
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It's arguable where the line should go, but I think in this case it should obsolete it.
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Because the magnet beam (which is obtained from Elecman's level) saves lots of time in Cutman level - I believe it is far more than what using Cutman against Elecman would have saved.
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schneelocke wrote:
...
I would have hoped for not nitpicking. I was referring to things that cause NES games to run significantly differently in the emulator than on a real console, as in - character climbs twice the normal speed, etc. These are things that are inherent to the game programming logic, not to the emulator. I second, I did not hope for nitpicking.
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There is no such thing as a Famtasia glitch. Emulators do not do that kind of changes to games. When testing left+right / up+down tricks, don't use an emulator that explicitly forbids you doing them. Edit: I tested it with a unhandicapped FCEU and it works there too.
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Wow, that's indeed true, and a lot faster than jumping the chains / ladders. And it wasn't even accidentally discovered until now...
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To seed a new file you need to upload it to the tracker whose address is mentioned in the .torrent file (which can only be done on the tracker owner's permission) and then just launch it like if you start downloading it.
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Butter Bridge and the consequent castle were very beautifully played. I lack good compliments enough, so I'll just thank you for the latest update. :)