Posts for DeHackEd


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First of all, posting of ROMs are against the rules. Secondly, the whole idea of the voting process is to decide if the game gets to be made into an AVI. Since this one has passed and been put on the published list, I would suggest viewing the published movie entry to get the AVI.
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There are other possibilities you may not have considered. Let's ignore the missed shot. It's close enough to Pharoah Man's door that fixing it right now wouldn't be that big a deal. These were recorded under two different emulators. They will produce slightly different sets of physics. Maybe the lag is unavoidable because Famtasia simulates a faster NES CPU. The AVI was recorded under the pretense of frames (rather than time... FCEU runs at a framerate of 60.1 instead of 60.0 fps). I am in no way able to judge if this is the cause of a lot of lag. Watching the movie more closely, you do technically blow up Pharoah Man first, but it takes longer for the game to award you your new weapon. The most obvious possibility is that the "debris" balls of light are on-screen longer; kopernical destroyed King Tut closer to the center of the screen. Don't give up!
Post subject: "What you did wrong"
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Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
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Good playing. Here's my (short) list of possible problems.
  • There's some slight lag riding the platforms over the spikes. It looks like shooting up a bat or two might have eliminated it.
  • In at least once place, you jump before falling down a hole to the next area. Have you compared if this speedup is worthwhile compared to sliding on the ground and simply falling in normally?
  • There's a missed shot right before Pharoah Man's anteroom.
  • You should try to be as close to the center of the boss room as possible when Pharoah Man dies so you won't have to travel as far before transporting out.
These are just judgement calls based on watching the movie at full speed. I havn't done any testing of my own. I also didn't check frame counts, and some of these might have been brought up by other people (like Angerfist's frame list)
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In that note, sometimes you can pick up stuff in the ground to move faster, but don't. You also seem to have slow reaction times. Maybe it's just me, but I think you can handle the character selection screen faster. I think I'm going to abstain from voting. I have also been looking forward to such a movie, and I think the tricks are well done, but from a speedrun persepective there are too many minor issues to overlook. The two biggest mistakes that really caught my eye were a time when you kept your feet on the ground on a convayer belt moving in the wrong direction (first room of Wart's castle), and when you were climbing a sand pit with a key; you lost all your horizontal momentum when you hit the solid wall as you emerged next to the locked door. I most certainly look forward to an improved version.
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I can accept this standpoint. But there are known tool-assisted runs that don't aim for time, yet are perfectly entertaining. I burst out laughing many times while watching the Super Baka/Crazy God Technique movie for SMB1. I can't believe someone who prefers speedruns can't appreciate something as wacky as that.
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No, it's rather difficult to pause. I've already stated how to do the trick. Pause and unpause. All blown up walls are restored. I did it on my NES. Not very frequently though. Getting myself trapped in walls is counterproductive.
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Easy. Blow walls up with the tank. Leave the tank in the destroyed walls. Move player out. Pause. You can't proceed further without your tank, and it's now stuck in a wall. You'd have to gameover yourself to get it back. To REALLY screw yourself over, pause while the human is standing in the cleared blocks. Basically, cleared tiles are restored when you pause the screen. I see no practical use for this.
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Are you saying the same SMV beats the same game in two different ways? That's not possible, except perhaps if you use v1.0 of one game and v1.1 of another, or something along those lines. Maybe (U) vs (J) or (E).
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Drag and drop the AVI onto the program's icon. That should do it.
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Overchare the Shotgun Ice and use the sled to climb up.
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I have proof that I've had 342 KB/sec at one time. To compare, the best download rate I'd ever gotten via HTTP was 375.
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I admit that it's a tough call. The sub tanks I'm missing are from Spark Mandrill's level (short backtrack or changing the route) and Flame Mammoth's (after climbing the wall in the big room, head hard left). Let's say I didnt' do all that silly backtracking. I still need to revisit Chill Penguin's level for his heart tank (circular dependency of item collection) which is no short order. I need Storm Eagle's heart tank, which at the time I would reach it, would have thrown X2 directly onto spikes or into a cramped area; I'd need to find a way to protect X2 while I make a huge jump and not waste quite so much time getting back up the platforms. I need Launch Octopus' heart tank which is out of the way. By the time I reach Boomer Kuwanger's heart tank, who knows where X2 would be. Actually collecting the Hadoken requires 4 suicides in a giant pit, so I'd need at least 4 lives (not a problem with the 1up-spewing bat), and riding the minecart has a set of motion laws all its own. That silly walking-off-the-edge gag won't work the whole time. The increased life meter means Vile has to smack me around longer during Sigma 1. In exchange, I take about 10 seconds off of most boss battles. The major exceptions are Rangda Bangda, Bospider (MASSIVE savings here), Sting Chameleon (making him come to ground level is unlikely, and also slow) and Final Sigma (immune to Hadoken). Is it worth it? At the time, I felt the answer was no.
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I'm hoping someone tries games of different genres... say, Legend of Zelda and Super Metroid. Maybe bad examples since they have extremely wide expected time to completions, but you get the idea.
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Here's my main bug list. It's everything I used which are not described on this site, with descriptions. Many of these have not be used in previous speedruns (though some information about them might be found by googling). Shoot while charging This can only be done during "cutscenes" during which you lose control of X, like boss entry scenes where their HP guage charges. Release Y during the cutscenes. The exact frame you gain control of X, press Y. During cutscenes when the music changes (boss entry -> boss battle), the game will hang for a moment extending the window for pressing Y. It's very doable on a console. The killzone This is the name I've taken to calling it. When fighting Agile, he produces very large energy waves as attacks. The projectile itself spawns very far away from Agile -- creating a gap large enough for X to fit his body! This trick works with other bosses. In my X1 speedrun, I jumped around a bit during the Flame Mammoth battle while he was shooting fire. I was trying to emphesize the killzone, but it probably never got noticed. Killing the serpent in Octopus' level This makes more sense if you watch this segment with layer 1 off. The miniboss is right at the bottom of the screen where I shoot the cyclone, and gets killed by it. Zero damage hit against Boomer Kuwanger's spikes I think the trick is to hit the wall in the air moving a relatively low speeds. To pull it off on a console, approach the wall without touching it, then start inching your way towards the wall. You'll reach a point where you can't move further right yet you don't take damage. Without pressing a direction, jump with B, and while in the air hit B again. If you make a mistake approaching the spikes and take damage (non-lethal), you can use your invulnerability to reach the far right of the wall, and then try jumping. Standing on spikes after Shouryukening Agile This is probably a combination of Shouryuken invulnerability and event invulnerability. If you miss, X will land and do his Shouryuken recovery, but die the moment you'd regain control. Moving before the refight of Overdrive Ostrich Just try moving. The Overdrive Ostrich will appear the moment you stop moving. Just holding RIGHT while you beam in will be enough to set it off. Glowing while Shouryukening Wheel Gator Mike Uyama (X1 console speedrun fame) introduced me to the "negative edge" trick. Rather than pressing Y to activate the Shouryuken, release it. The glowing means I can use the second shot from the X-Buster upgrade. Zero/Shouryuken glitch Perform the Shouryuken to get yourself in the center of the C4 Sword battle room, and you won't move to the left side of the screen like you should. When Zero punches a hole in the ground, you'll fall in with his dialog box open. Vile/Zero bug style, collide its closing with the opening of Sigma's dialog. You can move around while he charges. If you're Shouryukening when he finishes charging his HP, your attack is cut short but you're left in an invulnerability state and the colour palettes for your charged shots are screwed up. I think that about covers it. Edit: Rewording/grammar
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Tracker fixed for being over-sensetive. *kick* When playing back X1, make sure you're using version 1.1, and that you do NOT use WIP1 timing. Same with X2. That's what snes9x 1.43 FINAL means.
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Thereisnospoon wrote:
The only question I have, is why during the intro stages do you not dash in X2, I know you can't in X1, but it wouldn't interfere. Is it a style thing?
At the time, I was just trying to show off that it would work. I knew I could do it, but wanted to see both Xs moving more or less in sync, just to get the feel that it's the same input. If X2 was moving too fast the whole time, you might not get that feeling.
Wodball wrote:
For an added bonus challenge... I wonder if you couldn't manipulate all SNES MMX games? Is it possible to split the input from two to three? That might not be the main issue since MMX3 is a bit longer even with the Z-sabre. Not to mention the last bit of MMX3 where the stage is pretty fixed...
Yes, I can do it. If I can split the input 2 ways, I can split it again to make 3. Now stop giving me ideas.
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Mission accomplished. I'm making a final AVI/OGM/MKV/new-format-of-the-week and then I'll submit. Values of interest:
  • Running time: 41m 41.43s
  • Rerecord count: 14432
  • Both games terminated at once (give or take 1 frame)
  • X1 had some backtracking to grab stuff. :(
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http://tasvideos.org/Rules.html#hacked_and_homebrew_games_are_not_allowed_
This rule can be bent by special permission ― you must ask a permission beforehand before going to make a movie of a patched game.
Super Demo World: TLC fits this category, has been given the approval. It's fair game now.
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It would be impossible to ensure that no form of cheating (ie game genine codes, tampered ROM) were used or that you did not edit the movie at any point. So I'm afraid not.
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http://dehacked.2y.net/BT/torrents/MMX-and-MMX2-Agile-dead.torrent (Format = MKV, Vorbis Audio, H264 video, ~13 megabytes) Yes, I'm still working on it. Won't be much longer I suspect.
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I am fighting have blown up Launch Octopus (agian) and collected that most beautiful Dragon Punch. I take it you want another WIP by lunch.
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SprintGod wrote:
This is the only public tracker I'm aware of that has banned BitComet, and for a reason that you can't even explain properly.
  • I know an anime group that explicitly asked that bitcomet be banned due to doing bad things to torrent health.
  • I can quote one of the developpers of Azureus saying that bitcomet is a bad client.
  • No source code.
  • <TNSe> I wonder what BitComet means when it says -218 half-open connections
Pick one.
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The latest snes9x has a built in "movie" function. It saves to .SMV files. This is what you'll record with. Your state loading will be reduced to a count of the number of times you've done it (the "rerecord count"). If you're recording, then pressing load-state should give the message "Movie rerecorded" instead of "Loaded ......". Similarly, save-states will give a different HUD message. Production of an AVI comes at the end and is done by one of the encoders if the community thinks your movie is worth publishing. Don't even look at AVI making at this point.
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Desync Help? Short answer: You probably have the wrong ROM.