Posts for Bisqwit


Post subject: Rockman (Mega Man 1)
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Many people have been hoping to see a Rockman movie that doesn't use the pause trick. The idea of the pause trick is that is suspends all moving parts while the boss takes his time blinking. When the blinking ends, pause is cancelled and the objects (most importantly the shots) start moving again, making damage again. This saves time, because you can shoot as fast as you'd hope. People think the pause trick is lame, because it makes the battles easy. The boss can't do anything except take hit. I'm now fighting Cutman in this game. I've calculated: With pause trick, - You have to wait 5 frames to get closer to Cut Man, because if you throw a brick too far, it won't hit twice (the brick has really weird bounding boxes). - You are in the center of screen, so you'll have an optimal catch on the object that drops from ceiling. Without pause trick: - You have to wait for a few frames for the brick parts to fly out of view (before that, you can't pick another brick). It's ok, it happens while Cutman is blinking. - When you pick the brick and immediately throw it, Cutman stops blinking. You will waste 8 frames, because Cutman is vulnerable for 8 frames and not being hit. - After Cutman destructs, you are not in the center of screen - you have to walk. You'll lose about 5 frames more when compared to the optimal catch. What do you think? Should I use the pause trick here or not?
Post subject: Patch vending machine updated
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Added in the Famtasia patch machine Edit: updated for the compatibility patch.
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I like quite much all glitches.
Post subject: How about a game video demonstration movie site?
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Therealssjlink wrote:
4.Except for the boss fights, It really would look like a video walkthrough.
I'm thinking that having a subsite for walkthrough type of movies wouldn't be bad after all. Such section would make a place for artistical game movies from RPGs and other games where the player could actually go and talk to irrelevant people and show funny occurances. Such movies could be even a few hours long, as long as they are created in the "undo all obvious boring mistakes" spirit. Well, just an idea...
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Just a tiring day.
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Freaksh0w wrote:
How long did it take you to get each creature to drop a full heart when you were working up right at the beginning to get the Holy Water & White Crystal?
From 2 to 5 tries per each kill.
Post subject: Re: Mega Men
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devindotcom wrote:
I was just curious, what do you guys think is the best Megaman/Rockman title on NES/Famicom? Personally I like Megaman II but that's kind of a sentimental attachment. I haven't played the others nearly as much. Their boss robots seem progressively weirder though...II has the classics IMHO.
Opinions: -Mega Man 1- Difficult but simple. Most of the music is really good, while some don't exactly fit the game (Cutman, Fireman). Weapons are maybe too powerful and Capcom realized it afterwards. In the later games, the weapons waste more energy so you can't use them as much. The robot masters follow loosely some elemental chart to create circular power relations: bomb (paper? ;) ), guts (rock), scissors(?), electricity, ice, fire. The bosses have stories behind them: each had "originally" some useful purpose. -Mega Man 2- Easy, except when difficult. Weapons were now dulled out versions of the robot master weapons, but that didn't much matter. Musics were excellent. The Items were nice additions, and their usage was clearly defined enough. The password system ruled. The robots were new and it was fun to find out how to beat them - how do they react, which weapons to use. -Mega Man 3- Musics had a completely different tint than in the previous ones, but they were mostly acceptable. The robots were a little exotic and some started wondering how did they invent them, but it was quickly accepted. Sliding ruled. The game had some shady red character, whose identity was never quite clearly revealed. Contradicting things happened. Apparently there was a story, but nobody told me what it is. The game was easy at first, but the length made it difficult to beat. -Mega Man 4- Musics were again the Mega Man 2 style. Good, good. New robots, even more difficult to beat, but the weapons you got from them were dulled again. Who's Cossack? The story of this game had apparently some creative addition when compared to the previous ones - a small excuse to get to play more levels. -Mega Man 5- This time the musics were all very complicated. The composer has been feeling very adventurous. Suits well the robots - they are all very obscure too. Unfortunately I never quite much played this game, so I don't really know. -Mega Man 6- I have played this one even less than MM5... My favourite is Mega Man 2.
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qFox wrote:
you can just get rid of the pictures and make it plain text, the forum i mean. i dont think anyone will care much let the avatars be loaded from a different location (or are they already?) etc
Avatars are on each user's own servers. And the style of the forum layout is not that easily editable. Many things will break if images are removed, as already seen a couple of times. Plus, I don't really want to. :) But I wasn't talking about the forum.
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Thanks for all this feedback. What I'm most concerned with is what kind of interface would be the best for anonymous casual users, while keeping both the number of clicks and the size of pages to minimal.
Michael Fried wrote:
> Bandwidth is a very concrete factor for users and for the server - it must not explode. I thought BitTorrent solved the bandwidth problem.
Webpages are not loaded with BitTorrent. The nesvideos main page is currently about 100 kB in size. Some user-agents support compressing (only 20 kB to download + images), some don't. It's loaded about 20 times per minute. This means average 8 kB/s of outgoing traffic all the time. At spike times it might be three times more, and at quiet times (weekends, middays) it's three times less. Having multiple subpages of frequent access means that there will be more traffic; more page loadings. This is what I meant.
Post subject: Re: is the shortcut intentional or not
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I don't recommend asking them at all. I believe the "shortcut" is just a bug that has been ignored in the "hope nobody notices it and if they do we don't care" way. It's not something they would like to talk about - it's an error in the code, but a very minor one. Fixing it would have been too much problem and would have induced more problems (i.e. more chances to get stuck in the wall so that you have to reset the game to get out). The level designer probably hasn't remembered (or cared) to consider it when making the level.
Post subject: Wizwar feedback
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WalkerBoh, I promised to give you feedback of your Wizwar movie after I got the AVI done, but then I didn't... Sorry about that. I just forgot all my thoughts about it.
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The USA Battle of Olympus also runs in my Famtasia without problem.
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Lezard wrote:
Don't worry Michael Fried, i feel like you, i can't believe that nobody has liked any of my MOVIES!
I don't hate 'em, but I don't like 'em. I haven't seen 'em. ._.
Post subject: Site reform plans
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Site reform plans I've been thinking of various ways to reform the nesvideos site. This message describes some of my thoughts in unsorted order. Current problems - There's no easy way to know which authors have contributed most or to search by author - More and more movies are going to have various different versions, and there is no single good way to say which movie is the right one to represent the game - Listing all same-game submissions under the same entry makes the entry long and hard to read - Creating a new entry for each movie of the same game clutters the list - There's no easy way to download all the new movies since your last visit - Updates to the site depend too much on one webmaster - Handling of the submissions depend too much on one webmaster - There is no mechanism to include long explanations for movies, yet people would be interested in seeing detailed explanations of tricks used Things to note - Not all submissions can be accepted - having the top quality is a requirement for the site to stay interesting - Bandwidth is a very concrete factor for users and for the server - it must not explode. Ideas - Turning the site into a Wiki - anyone could edit any content, all changes would be archived so things could be swiftly restored in case a vandal shows up - Categories - for different types of movies, for different games - Search / grouping facilities: list movies by authors, list movies by games, "show all movies of Castlevania 3" - History: "Show all past versions of Solstice movies" - Voting system for various aspects of movies - Sort by name - Sort by rank (from voting system) - Public submission queues This kind of ideas are running in my head. Not all are necessarily worth implementing.
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Uddoman, Uddoman! :) There are also Quickman and Crashman movies ready. But everything might still possibly change.
Post subject: testing again
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six times edited test
Post subject: Re: Convert .fmv to .vmv files
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blip wrote:
Converting an .fmv to a .vmv is slighly more complicated than converting in the other direction. Before you convert, you need to make a movie that was recorded from reset. It's easy though, just go to Options->Movie in VirtuaNES, and check the box "Start a record from reset". Open the ROM, record a movie, stop the movie, then exit.
Why's that? To get a savestate to the beginning? I believe you could make a generic at-reset save state. All games are reseted in the same way, and the RAM/VRAM/register contents don't really matter.
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rght+left / up+right isn't Famtasia specific. I know only one emulator that doesn't allow it: VirtuaNES. I looked at its source code and found that it has it explicitly disabled. If you attempt to press right+left or up+down in VirtuaNES, it clears both buttons. It is explicitly written in the source code. But if you have Visual C++, you can download the VirtualNES source and fix the problem and compile VirtualNES yourself and have a version that eliminates this problem.
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Cool.
Post subject: megaman3 wrap glitch = dame
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Megaman 3 doesn't have a ladder wrap glitch. You can't grab a screen-top ladder from the bottom of the screen - or you'll die or scroll instead. you can't grab a screen-bottom ladder from the top of the screen - maybe you just need to jump a lot higher than what you can do with Rush Jet. Probably neither do the later ones, but it should be tested nevertheless.
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Freaksh0w wrote:
However, things like the glitch in Megaman 2 where he gets stuck at the top of the screen and scrolls all the way through the stage, to me, is cheap.
Despite what it may seem, that kind of glitches are extremely difficult to perform. They requires high accuracy both positionwise and timewise. You can't miss by 1 pixel or even 1 frame in timing, because making a TINY mistake like that makes the whole trick ineffective, causing you to get either permanently stuck in the wall/ceiling or just go through it like nothing special was even supposed to happen. Have you ever even tried the 5*pause+quick scrolling trick in the Bubbleman level of Rockman2? I have, and I have still not succeeded despite I understand technically how it's done.
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/me votes for patience
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No. I can not guarantee that it stays. The current address will stay valid as long as the site exists.
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Sjoerd wrote:
If you want to be sure your run gets published, don't do a game that's already been done.
Both choices are equally uncertain. Doing a movie of a new game: - Your movie might be uninteresting, because it's bad or the game is bad. Beating someone's movie: - Your movie could be less interesting than the existing one. Beating your own movie has the highest chance to get published, because I usually trust that the author knows what he's doing for his own movie.
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feitclub wrote:
EDIT: Just watching your "pending" FMV. Awesome work, Bisqwit. The Dr. Wily levels should prove a real challenge as your weapons won't automatically refill.
Indeed. I'm going to use the weapons the same way as Morimoto did, but the real problem comes from the use of the magnet beam. Energy updates are really scarce in the Wily levels, and the last time I tried, the robots weren't willing to give any either. Looks like I have to do some dances there too like I did in the Cutman and Bombman levels.