Posts for BoltR


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Post subject: VBA Memory Viewer
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Would it possible for someone add a smaller memory viewer window where it's possible to enter a few addresses into an array of textboxes and have the value of each address printed out beside the corresponding textbox? The idea of this is so I don't need 4-5 memory viewers open to look at addresses scattered around in different locations in memory. I'd rather have one smallish window that would scale instead of 5 that take up my whole screen.
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Atleast a year back when I first looked at this game I decided that it was too slow/bad to be entertaining even with the L+R being as glitchy as it is. Although you actually managed to make it interesting enough to watch, in a Mega Man glitch type of way. However, I am glad it wasn't any longer.
Experienced Forum User, Published Author, Former player
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Yes for reasons of it being more broken than it was before.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
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Or enemy boosting. There are a few, but I do agree a lot of them wouldn't work.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
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I've really enjoyed them. Super Metroid also has a few tricks that would probably make interesting gifs.
Experienced Forum User, Published Author, Former player
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Or you could download a 'proper NFO viewer', or like... set your OS to open it with a text editor by default. Not that I think including an NFO is a good idea.
Experienced Forum User, Published Author, Former player
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That may be true, but the Crash games would be great for a run.
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So THAT is where you have been. Here was I thinking that you were dead. I'm about to watch it now actually.
Experienced Forum User, Published Author, Former player
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As BK may very well be my favorite game ever, and marshmallow's BK run is probably my most watched run, i'm going to have to say this one is probably going to end up being my favorite run on the site. Hurry up and finish it. :(
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Well, my intention wasn't to to prove that his run was actually a TAS; I haven't even watched it yet. I'm still in the middle of watching the Lufia run that was posted, and hadn't even downloaded the SM run until mikwuyma asked me a question about it earlier today. I was just pointing out that "it looks different than an emulator run" isn't a valid point of comparison. Though from the description I read on SDA I would have to congratulate hotarubi too, that is quite the time. Maur, it doesn't matter what quality of video I were to try and encode MFlatley's against, i'm pretty confident that with a little tweaking I could get mencoder to spit out something that looks very similar to it. Much more similar than the rush job which I have posted in this thread. As for the stretched out text, i'm going to go out on a limb and say that is caused by some sort of post processing done by the emulator. Filtering such as 2xSal tends to mangle text like that. Edit: Titus, hypothetically if one were to and pass out a TAS as a non-assisted run it would be local it have some errors which would be 'easily fixable', or else it might be very obvious that you have used tools.
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Even if you are going TV -> DVD you still are going to get noise in the cables which degrades and image, so i'm not going to go into that. However, even if you forget about that it will still look similar. And I shall prove it! Here are some screen caps which I took. First a cap from the SDA movie beside one of MFlatley's WIPs (First Super Metroid thing I found on my smv folder) Here they are blown up 2x so you can see some actual detail. Ok, big difference yes. The next image is a screen cap from me encoding that section MFlatley's WIP with a similar bitrate used in the SDA encoding. This is without any of the further optimizations which are used by encoders at this site, but I'm not sure if Radix/Nate use any advanced encoding options anyways. Wait a minute... that looks fairly similar to the SDA run! I had also actually taken photoshop and added some noise/blur filters to the emulator screencap to simulate an encode and make it look the same as the SDA encode too, but my power went out and I lost that picture, and didn't bother to remake it. Also, what does that really prove anyways? I can use photoshop I guess. The only thing left is the color of the two are different. Which if you ask anyone who has dealt with PAL/NTSC colors about, they will be able to give you an easy answer for. NTSC color emulation isn't accurate, it may not even be possible (A joke acronym for NTSC is 'Never the Same Color'), so an emulator will NEVER be the same color as on a console. However, if a TAS was played back on a TV to be recorded with a VCR/DVD/Whatever to be submitted to SDA it would get the NTSC color effect and will look different from the emulator.
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Saturn wrote:
Well, at first the picture is much different than from emulated runs. Then, the game sound is also somewhat different...
Those are hardly methods you can use to make a decision. You can tweak the colors using the computer, and then display it on a TV and record it with a VCR. The VCR will mangle the color, quality and sound further. As for the 'SDA method' I doubt that there is one; it's probably just the Super Metroids runners judgement. I don't know what kind of method you could possible have.
Post subject: Re: That new Super Metroid speedrun on SDA
Experienced Forum User, Published Author, Former player
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Torgen wrote:
The description talks about the arm pump dash... doesn't that require single frame accuracy? How could you arm pump 30 times per second on a real controller in real time?
Ok, seriously. Why does everyone seem to think that? What is it about the trick that makes you think that?
Experienced Forum User, Published Author, Former player
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Firepower 2000?
Experienced Forum User, Published Author, Former player
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I'm going to vote yes to this. It's a game which I played (rented) while I was younger, and while I managed to collect all of the pages individually, the attrition required for me to collect them meant I never actually completed the game. Even though I am voting yes; assuming my memory serves me correctly, I believe it could be improved, possibly by a fair margin. I seem to remember the pages appearing at random as you walked around the street; meaning it would be possible to manipulate how much time you were forced to run around looking for the page. It might possibly be done by walking short differences left and then right. I say this not knowing if it's even possible, however I am almost completely positive that I have on numerous occasions beaten a stage to receive a page, and when I got back to the street there was another page waiting on the screen for me to jump on. That being said, the mini-games themselves seemed well done and aren't something that I see being improved upon by any noticeable margin. As for the heads. I just avoided them rather than trying to keep jumping over them. Also, I found Virtual Bart to have more enjoyable mini-games.
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I recommend running a search on a site such as google to find the hardware required to dump the ROM from your cartridge yourself.
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And remember, you can kill yourself at the end of the level to get even more points! Oh wait..
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
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Link is broken; as a result it links to a ROM site.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
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You already canceled it, don't worry about it.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
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Location: Alberta, Canada
It doesn't really matter what the rerecord count says. It's simply that a count of 2 tends to raise red flags to people.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Yeah, same for everyone in IRC. As for the run for what I saw before the desync: It seemed pretty well done; not a run with just 2 rerecords. However, you could have done better in quite a few places with lag reduction. There were quite a bit a few places where you flew just over a bunch of enemies which you could have killed to stop the game from lagging. There were also places where you moved straight up/down instead of moving diagonally. This looks like it's a lot slower than moving diagonally would be. That being said, it is an improvement of a run which really needs updating...
Experienced Forum User, Published Author, Former player
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Zurreco wrote:
In the US, kegs are the weapon of choice, but rarely anyone outside of college buys them.
Ahh, so warm, flat, and watery eh? ;p
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
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This thread spurred me to go out and buy beer.
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Joined: 8/12/2004
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Location: Alberta, Canada
You can't really compare frame times at all from the published run, as MOST of that 45 seconds is because the published one is lagging. Edit: This is how my WIP was 40 seconds faster in game time, and like four minutes faster real time despite having extra cut scenes.
Experienced Forum User, Published Author, Former player
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tdk wrote:
You see, when you work on fusion for over half a year and have to keep starting over, you go crazy, and you want to get the run done as soon as possible with any means possible, which means I won't be posting my wip (so you won't learn any new "tricks").
Signed.
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