Posts for BoltR


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Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Phil wrote:
An auto-scrolling level that lasts 5 minutes is somewhat exaggerated. And like nitsuja said the FPS is pretty low at some places which isn't good. This what I called bugs. Imo, using the word "demo" is a good choice and I am sure waiting the final product would have been a better choice. It's true that they added cool things but it needs more work.
That IS the final version (v1.1). The fact that it is called "Super Demo World" has nothing to do with it being a demo. It is called that because the game is a working demo of what could be done with the author's program: Lunar Magic. The lag isn't fixable by making a better hack, the SNES is just not fast enough to handle that many sprites/animations at the same time. You never run into this problem in SMW because there aren't 15 Koopa Troopers and 45 breakable blocks on the same time at once. You cannot fault a game for pushing the system too far and creating lag, MANY other games do it.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Yes, this run does look well done from what i've seen. Unfortunately it desyncs for me at the beginning of the jail level, so I cannot be the one who publishes it.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
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Shouldn't you loop back now and do the rest of the desert levels before the pyramid? Doing the pyramid next means you need more moves extra to get back to the levels you have skipped.
Experienced Forum User, Published Author, Former player
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In terms of overall movie length I would say ~60% done. In terms of workload, I think after I complete what i'm working on now, I would say it is ~90% done.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Err sorry, I was refering to Fabian's run. At the beginning of Misty 3.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
jxq2000 wrote:
Well, the difference is the amount of lag in this game is off the charts. For example, I lost 90 frames in two different levels on my 15-exit run due to lag at the expense of entertainment. That's three seconds, which is tougher to ignore than five or so frames lost in order to pick up a shell from a stomped koopa.
I disagree strongly. When you lose 3 seconds because of lag, assuming the viewer can see no obvious reason for the lag, such as 20 enemies on the screen, it's easy to ignore. There is no "mistake" to see. However, when you waste 5 frames to pick up a shell for no reason at all, people can see the pause, and will ask questions about it. When you paused to pick up the shell I instantly thought "Why does he need that?". When the time came when you used the shell to jump over the pit, when you clearly didn't need to I thought "So he wasted time to pick up a shell, for no reason?". Sure you killed a few koopas with it, but you could do the exact same with the spin jump. This 'mistake' stood out way more than the 'entertainment' gained by killing a few more koopas.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
jxq2000 wrote:
I suggest giving it a shot, it uses Super Mario World's engine to its full potential.
Actually the author added additional ASM code. So it's phsyically more advanced than vanilla SMW.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
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Here. I was too lazy to put error checking into it, so entering letters where it expects numbers will cause bad things. So just don't be dumb. ;p I juggled datatypes and it can now go higher than 10d6. I tested with 13d8 and it seemed to work fine. Not sure what it can go up to now. Though it does take a quite a while to calculate numbers that high.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Last night I wrote a program to do it in C++ which just used recursion to do it. However it has a fairly low limit to how many dice can be rolled because of the way I sum up the numbers. I beleive it only does up to 10d6 fine.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
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Location: Alberta, Canada
jxq2000 wrote:
Much of the diving is necessary anyway in order to get a high enough lift, but not all of it is. For example, it's avoidable in the first half of Desert Star World, but the level would be very boring.
Keep in mind there is a glitch to get extra height while flying, which flag used in the ghost house during his run.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
A few days ago I got bored and recorded a bit of this game. You can get what I accomplished [URL=http://nvdata.pilif.ch/SuperMonkeyBallJr(U).rar]here[/URL] . The levels should be perfect now, as I was alot more daring than yaqs (In most cases a few seconds faster). A few of the levels might be improvable by a fraction of a second, such as level 1-2 and 2-2 because I think that bumping the edges (You will see) hurt me more than it helped me. I don't plan on ever finishing this. I have other runs to work on. Maybe someone will get inspired though.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
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Location: Alberta, Canada
You might find it easier to run Shadow of the Ninja (The U version) instead... what with having an extra 10fps. There is also a submission done for Shadow of Ninja which you could compare with.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
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Location: Alberta, Canada
Xaphan wrote:
Shaq Fu is also quite lame and has been submitted (by OgreSlayeR I think)
And that run just happens to have one of the highest confidence ratings of the unpublished movies. ;p
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
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Currently the page is automatically generated to say "Download AVI". It is not possible to change it through the edit page function. The ones which do say "Download MKV", Bisqwit has manually changed.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
No, but now I must bug him to see it also...
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Dump it from your game, i'm sure you can find instructions on how to do it somewhere on the internet.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
The major problem with a run such as this one is that it is really easy to reproduce without the use of savestates. You just need to try a few times. There is no 'wow' factor.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
If you type bisqwit.iki.fi into alexia it gives you the ranking for iki.fi (Basicly a huge DNS provider for Finland). Which is ranked 50000.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
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The third save is left over data from a different run of his through the game. It doesn't really have anything to do with the run. It is suppose to go through the intro sequence.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
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People seemed to like the previous image so I have made a few more. Holding jump (old image): Holding jump while running full speed: Pressing jump for 1 frame (minimum jump height): Pressing jump for 1 frame while running full speed:
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
That should end the arguement. However, just asking people is an extremely inefficient way of doing this. As if you want to emulate the movement as close as possible your going to need to get people to take make similar pictures for each length of a jump that the A button is held. Up until you come up with an acceleration algorithm which is close enough to correct. It would be way WAY faster to just download the emulator and test for yourself. Getting it to work isn't very complicated, and i'm sure people would be willing to explain how.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Bladegash wrote:
Real time or game time?
Both, and that is with nearly perfect (it may be possible to get it one or two frames faster) bomb jumping. I suppose it's time for me to stop being lazy, and give an update on the position of my run myself. I have a WIP which reaches Tourain, and as for the question of which is faster: Kraid or Ridley first. I beleive I have the answer. Upon reaching Tourian with my Kraid run I am 35 seconds ahead of my currently published run. Now, the Kraid run has a ton of tiny movement optimizations over the Ridley run, but I beleive they could really only speed up the old run by a MAXIMUM of 10 seconds. This is not a final time however, I think I might be able to change my route a little and gain another 10-12 seconds ingame time. So i'll be looking at doing that over the next few days (or weeks).
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
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Some people might like to know that leaving the room with grip and going to the left - like one would normally do - is faster than than backtracking and going to the right by about 150 frames.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Even though you caught me on IRC a while back, i'll post it here too. I still am working on this run, but I have been very busy lately, and haven't been working on it lately. The new version is 911 frames faster where the new and the old published routes divide, and ~160 faster than my last version at that point.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
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~685 that I remember (I have an old screenshot of like 585), next time I download a video off this site I can take a screenshot if you want... Fastest http was 1106KB/sec from archive.org.
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