Posts for DeHackEd


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Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
I'm not certain exactly how much faster than my trial run this is, but my in-game time for the trial run was 0:43, compared to the 0:42 in this run.
Was this the one from the old version VBA (before nitsuja took to hacking it, and its movie format was rejected)? Because I still have a copy of that.[/quote]
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He got the Rock Candy somewhere en route to Booster's Tower if I'm not mistaken.
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Grab the game, apply the translation patch, and then play it. Maybe you'll change your mind. I think any RPG where you don't know what's going on will be boring. Being in a language you don't understand is just pouring salt in the proverbial wound. If Chrono Trigger were not the hit it is, I think people would be horrified by a 4+ hour run.
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Super Street Fighter 2 w/ Ken is in H.264 format. Legend of Zelda is in XviD (MPEG4/DivX compatible). http://tasvideos.org/CodecProblems.html I second the use of VLC. It's a great standalone player.
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Your ffmpeg installation might be old (around a year old maybe). H264 supports a lot of features which we've started using recently. Anything made in the second half of 2005 should be adequate. See Codec Problems if you need an update.
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Basically, yes. But the emulators don't normally support movie playback from the command-line, plus you need to load it with the right ROM as well. There are a few kinks that would need to be worked out. I'm pretty sure that nesmock eats the MD5 field of your ROM unless you explicitly tell it not to. Maybe fixed in a newer version, but as a result I'm fairly sure that mine and Angerfist's movie won't work in this program at all. But good luck. Convenience is always worth the effort.
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Your statement intrigues me and I wish to learn more.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
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I still intend to improve my old run. This is what my highway level looks like. I havn't committed myself to the Vile "fight", but I seem to be satisfied with everything up to it. With the Vile battle, it's 10 frames faster than graveworm's movie (microstorage #385)
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The definition of ALL (100% run) would be all 8 heart tanks, all 4 sub tanks, all 4 armor capsules, the golden armor upgrade chip, and all 4 Ride armor suits. That's a lot, with some serious backtracking dependencies. Route planning alone would be brutal. (And Zero's saber. That's possibly backtracking as well)
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.. Looks fine to me. On a partially related note, I put this movie on archive.org for direct HTTP downloading. That way you can watch it on a proper movie player and not a CPU-guzzling piece of crap flash plugin.
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If you loaded a savestate too far in the past by accident, you can't simply load a savestate in the future to undo your mistake... .. on Famtasia. This "bullet-proof' recording protects you from this. When you load-state, the emulator also imports your whole movie history. It's for your own protection. Snes9x does the same thing. On that note, it also has a uid in each movie so that you don't accidentally load a save-state from the wrong movie. But if you make backups of your SMV, it can't tell the difference between them.
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Is that a yes or a no?
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Likely the only person who can help you is nitsuja. He hasn't replied back and I don't know why. As a tendency, a message that's been left alone is unreadable (you message is only slightly so) or nobody who has seen it knows the answer.
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Personally, Mega Man X luck manipulation can be really tricky. For that one scenario, I probably saved just before the battle started. Knowing what frame number it starts on, all I have to do is shoot at the right moment. Several possible battle styles were available; I could have climbed the left or right walls, jumped at different times, etc. so I kept my options open. Once that's out of the way, events happen like clockwork. Always keep a savestate handy well before the event in question occurs. It gives you a reaction window and enough to work with should luck manipulation be necessary. Beyond this advice, I suggest you just try it. Get a feel for what kinds of events affect luck. Learn to spot a boss' behavioural clues. Practice is the best teacher.
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Start browsing backwards. It's in here somewhere. I have dibs on the Any%/Minimalist run. FractalFusion has been elusive about his 100% run lately... I don't know if he's doing anything else or how well he's progressing....
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For the mostpart, bosses have a small number of attacks. Chill Penguin, for instance, has his invulerability sliding, Shotgun Ice, Jump to Player, Jump to Make Blizzard, and Make Ice Penguins. Under certain situations, some of these options are not available (eg. can't make penguins if they're already there). There are a few exceptions. Some bosses are hard-wired to start with the same move. Storm Eagle won't fly off as soon as the battle begins, and Armored Armadillo will always start by rolling around, etc. As long as Chill Penguin is alive, he does one of these things. When he finishes (or gets hurt and stops what he's doing), he picks one at random and does it. Example of desired behaviour during the Chill Penguin refight. In order to save a whole second off the battle, I needed him to Jump to Make Blizzard as his first move. Once that was done, simply preventing him from sliding was sufficient. These random decisions are available to be tampered with. HOW to tamper with it is an exercise for the reader. Good luck.
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I don't understand the question. Doesn't snes9x have AVI making already?
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I originally had troubles with Mupen64, apparently due to the fact that the emulation runs in a different thread and GTK is a little sensetive about its threads. But I am able to save/load savestates successfully, so some kind of reset mechanism should be possible. Do you want access to a unix machine for debugging? I can arrange something if you want to do testing.
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(Also serves as an edit counter) 1. Keyboards work, but for analog input, you need another way. Is a mouse possible? 2 & 3: Dunno 4. No. You can mess with the speed all you like.
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That's my AVI. See the Codec Problems page.
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AVI version of the test run to date. [Torrent]
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Not enough. When the game asks for the current time (maybe in milliseconds, maybe in increments it decides) it'll get its answer. Most games are designed to handle a system that's a little too slow (Doom does) and counteract by skipping slow operations like rendering. A lot of game physics can be done in 15 milliseconds when the screen doesn't need to get updated. To simulate slowdown, you need to simulate the system clock and run it at a slower pace. Console games have the vertical refresh as a kind of timing source.
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You should see the history of Super Mario Bros 2 speedruns as an example. It started with a mostly glitchless run. The double-jumping glitch was discovered. The route changed from worlds 1,4,5,7 to 1,4,6,7. New ways of handling 6-2 were discovered, more glitches were discovered, etc. I have 7 different SMB2 runs which obsolete each other. Maybe more exist. Should the first 6 have never been published? Do we have proof that Phil's current run is unbeatable?
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If I want a plot synopsis of a game with a lot of text like Chrono Trigger, I'll read the five-minute version.
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