Posts for BoltR


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Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Ugh, please no about the gift run. It would be useless to watch, it would envolve manipulating the floors to get one with an exit which is close to you, and then just killing yourself at the boss when your level 1. Infact, you can see what I did to prove the point here: here
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Ok I redid most of it AGAIN. The boss didn't want to be manipulated into what I made it do last version, and as a result I leave the room 2 frames later. Again the hives are also less smooth, but they seem to get worse and worse each time I do them. I jumped up and down infront of the second to keep myself from getting hit. Even with those two spots of bad luck, I came out 21 frames faster.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Ok I redid almost everything from the beginning of the game and managed to get another 101 frames out of it. The main reason was I found that in some situations it's better to walljump, and others it's better to jump off the top of a block. Unfortunately this means I have to test each jump I do to see which is faster. I did an item screen probably ~10 frames faster, and managed to climb the first cooridor ~25 frames faster. New strategy on the boss let me defeat him faster, and also leave the room faster. I had trouble making the hives smooth, so there is a small unnoticable delay before fighting the first one. While the first hive is slightly slower than last time, I beleive I managed to finish off the second one quicker. Next stage of the run is going to be extremely tedious. Those little bugs can be surprisingly random...
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
I just clicked the option and it said "Your movie can now be editted" or something similar to that. It looked like it was recording but it wasn't. I already redid everything that was lost so it's not that bad. Good job so far though.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
The "Read-Only Mode" option under Tools->Play is broken. I used it a while ago and recorded a few rooms to find out none of it was saved.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
No it's not, this is something I just started today. I haven't worked on that in a while now, and i'll only tell what it is when i'm done and and I think it's good enough to submit. Edit: I'm now up to near bomb. I had to pause a tiny amount to get some missles, but it was worth it against the hives.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
I've started an any% run. Not much to say yet, other than what i've done so far can be seen: here The savestate was just there for the people on IRC, if you haven't seen the video yet you can just ignore it. As per usual, suggestions would be appreciated.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Frame Advance hasn't been implemented yet I don't beleive. I don't think there is a pause function yet. Unless I missed something, which I suppose is possible. I just remember pagefault saying it would be a lot of work.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Doesn't even display them in the Load Game dialog, sorry I should have specified that.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
No, I couldn't in the last one either.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Then is it only me that cannot load JMA files with your improvement?
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
nitsuja, do you think you could add JMA support? I beleive Nach gave you a patch to do so on the previous page.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
GSGold wrote:
Um, how are you planning on skipping the 1%? It's in a what I believe unavoidable place.
A way to skip it was found maybe a month ago. Megafrost would it be possible for you to set the sound output method from Gameboy to Headphone in your next version? I think it gives a nicer sounding sound, and it will only waste probably 20 frames at max to make the switch.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
It works fine for me without the graphics package... just with a pause at "Fight".
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
I would use the NES version, as there is already a published run using it. I also don't think there is any real difference, other than the color on the SNES version is horrid. What is the point of the first run? To try and make it seem like it's tool-assisted with using the minimum amount of save states? The fact that you are even using them at all kinda defeats the purpose of that...
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
For Kraid I suppose you mean this. No I didn't bother to optimize it at all, and no I didn't really try to hard to kill it on the first time he opens his mouth. I figure it might be possible though, but then again to me it seems he just gets his mouth jammed open and he cannot be hurt.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
suraimu wrote:
Well, without breaking or seriously modifying your controller, none of the LEFT+RIGHT or UP+DOWN glitches are possible on the actual game hardware.
I wouldn't call it a serious modification, all you need is a screwdriver...
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
DeHackEd wrote:
I smacked together a small script a few weeks ago that can share a similar role. http://dehacked.2y.net/microstorage.php It only accepts SMV and FCM at the moment, but it automatically extracts fields from the file to create an information page, and allows a free-form text comment field.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Oooh another run by Teri, I cannot wait to watch this.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Yep, this emulator is Q's. The man who is working on the Sonic 2 run. I like it :)
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Now for something fun which is totally useless! Yay!
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Loading a savestate while watching a movie will start recording from where the loadstate was, provided you don't have the "Read Only" box selected in the movie play dialog. Simple sulution would be get yourself another copy of the movie and replace your old one with it. If your going to loadstate remember to you "Read Only" checked when you start the movie.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
nitsuja wrote:
For movies of games that support super game boy, do you think the SGB border should be included in the movie (for when it's converted to AVI)?
Adding this would either increase the size of the avi, or lower the resolution of the game area would it not?
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
michael flatley wrote:
What is inverse walljumping?
The ability to jump towards the wall instead of away from it while walljumping.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
16) Inverse Walljumping (my trick)
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