Posts for DeHackEd


Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
I went through it once, and here's my list of obvious suggestions.
  • Make sure you hit everything at the earliest opportunity. It looks like some of the pigs were moving around too much before being whacked.
  • The bi-directional slam looks effective, but wouldn't it be faster to knock them both down and then do the one-hit-kill on them?
  • Couldn't you kill yourself faster in the bonus game if you collided with the rats?
  • On a similar note, you could also collide with more black pins/dominos to do it during the second bonus round.
  • During the Rat Race, you start heading in the wrong direction for a brief moment on many occasions.
  • Overall, it's a bit boring to watch. You just stand there most of the time and don't do anything while you wait for some event. For example, on the first level waiting for the Lava Bombs to land on you. Don't just stand there, run around a bit. Panic! Entertain us!
You don't need to memorize the entire layout of the game when you play. That's what the slowdowns, save-states and pause buttons are for. Do it a few milliseconds at a time if you have to. The SMV will play back at full speed, and it'll look much better. Don't be intimidated if the microstorage script shows a rerecord count of 2000. It's to be expected.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Use 1.43 Final FODA might be using 1.43 WIP. Maybe that's why it won't play back.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Well, if I am to be objective (and possibly a little harsh), I'd say you've got a lot of work to do. You do take hits which seem unnecessary. In fact, you even die during the final battle. You miss a lot of attacks and that slows you down. You also don't do anything particularly interesting. The rerecord counter reads 2. This means you've only loaded state twice in making this video, unless you've edited the SMV by hand. In my Mega Man X run (which is only 2 to 3 minutes longer than yours) I used over 10,000. In less than 5 minutes of playing time Bisqwit used over 4,500. In a time-attack, you don't save-state and redo each level individually. You save-state several times a second if necessary and load any time anything sub-optimal occurs. Don't be discouraged by this daunting task. Your playing suggests you know how to show the game who's boss. Take it to the extreme. Plan out exactly how you're going to smash every single enemy in the most optimal fashion and then carry it out. I don't know anything about this game in particular, so I can't make suggestions for route optimization. Is it possible to skip the bonus levels? Are there glitches you can take advantage of?
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Just put up the SMV file in any web space you own. Preferably zip'd to save space. If you don't have any, you can upload it at my hosting script.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
See Using Emulator Tools on the web site for key bindings. When you're playing back or recording a movie in read/write (not read-only), loading a save-state created from this movie will cause the emulator to switch to record mode and seek to the specified location. This is re-recording. I recommend playing snes9x no faster than 30% speed most of the time, but for real precision, learn to love Frame Advance. Once you get the hang of it, you'll never to back.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
I can produce an AVI if people want it, but given the list of improvements I doubt this will be published. Still quite an entertaining run though. So many classics still need to be done.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
I have the Game Boy (original) version of Star Wars, and aside from a few different colours it's basically identical to this. Having played the NES version of this one as well, that asteroid field was the scarriest part of the whole game. Very smooth playing. Also, you also left Leia for dead. :)
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Yes, that was the reason not terminating the movie when Bowser was beaten. Unfortunately, Mario has nothing on John Cleese. :)
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Well then... X-Buster against the Bee Blader. Yeah, I probably should. I'll put that in my list of things to do. Use of invulnerability: The first time (last segment in Sigma 1) it saves a lot of lag... go watch your video again. Almost any outstanding shots will lag that area. The second time I neeed to pass through a single shot. In conclusion, using the fully charged Chameleon Sting might be a sissy's tactic, but if it saves me time I'd make X wear his underwear over his armor. Boss X-buster dash: I've noticed that dashing isn't needed, but it doesn't hurt. I think it makes the video look a little better. Pit dropping: Maximum height isn't always possible, but I tried my best. Plus it isn't always necessary - only when the time required to fall will be more than the time required to move horizontally. I could only see one instance where I could have done a bit better. As for clipping the lip, the lip is wider than you might think. X's falling sprite seems to have an odd center. Give it a try some time.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Spark Mandrill is also 60 frames. Ignore the whole "frozen in ice" visual thing and just pretend the AI suddenly decided to stand still for no good reason. Rangda Bangda is also 60 frames, but each component has their own timer. If you blow up one eye, the other is immediately vulnerable. Edit: 1) About the lift in Boomer Kuwanger's level. I misread your question. You have to wait for the lift to come into place to scroll. The glitch was my getting hit... 2) I dusted off the old SNES and tried the X-Buster shot glitch. I was able to pull it off, though practice is advised.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
My offical response. X-Buster charge: Release Y during the sequences where you can't control X. He'll keep charging. The moment (or very slightly before) you gain control, press Y. The window of opportunity is narrow, but wide enough that you should be able to pull it off on the console. Elevator glitch. You know, I have no idea. I did it entirely by accident, and was ready to rerecord over it before I noticed what had happened. I couldn't even reproduce it on subsequent trials. The dialog bug. You have to reach the gate without touching the ground. Take a look at this. Also, try playing the movie and terminating playback in the anteroom and wait a moment. Dash jumping over the floor. There's also a slight annoyance that jumping from a dash seems to stall me for a frame. Getting as much horizontal distance as possible makes me feel a bit better about doing that. Boss Baiting Not much I can say that would be useful here. Almost all bosses have an invlunerability period of exactly 60 frames. Chill Penguin seems to have 70 when I blasted him with the X-Buster. Vile has 25 and Velguarder has 24. The only comment about the AI I can make is the Bospider may be provoked to drop spiders while moving if you jump while it moves. Everything else which seems to be random probably is.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
I hate to say this, but I'm going to have to report a bug. I also told Bisqwit this. I guess nobody's really tried it yet. snapshot.cpp, line 1079 -WRITE_STREAM (buffer, strlen (buffer), stream); +WRITE_STREAM(buffer, 11, stream); You can't use strlen anymore. This will make this patch get over the movie length limit.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
I checked the source for 1.43 WIP and final. Those bytes are ignored entirely.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
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.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Can we get the source code, or at least a diff? I'd like to see what the difference is between wip1 and final movie playback is that causes desyncs.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
The problem is that this won't work unless everyone watching the movie has the same patch. Even movie playback has this UP+DOWN/LEFT+RIGHT protection.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Here's a copy of the SMV in a single long movie. http://dehacked.2y.net/tilus-chronotriggerJ-ver4-glued.zip It works with any save-states (including the ones included in tilus' ZIP) from the last video. I tested it for 5-10 minutes past the glue point. Looks okay. Edit: true to its name, the movie length bug will prevent you from using save-states to seek forward/backward with this video without modifying snes9x. Let me rephrase that: you can't make new save-states with this SMV. Old ones work.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
I'd say something's crashing so you should probably avoid clicking it until Bisqwit checks it out.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Show-off... Sorry, can't vote anything but yes. I was laughing a little through some parts of it. Bravo.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
This didn't work for me. I tried it with tilus' Chrono Trigger WIPs and it still desync'd, just at a different position but still relatively near the same place it desync'd without the change.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
So what are you asking? And my answer to the original question is 'yes'
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
XShm is enabled in my patch. The random frame skipping is just to ensure the X server only has to render about half the frames it normally does so it, thus increasing how much CPU snes9x gets. Making it random was just a gimmick so that regularized patterns wouldn't look funny. I just wanted to speed up the turbo function.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
I randomly NOT display frames so as to decrease the CPU usage by the X server, and I re-enable XShm (your original snes9x patch turns it off) to speed things up as well. It does make a significant difference on my system.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Actually I made something similar... It has a lot of your changes as well.. heh... Changes: - Stream dumping (for making videos) - Key display dumping (like yours) and frame number to stdout - SHIFT+2 asks number of controllers and whether to use snapshot/reset - Bisqwit's fix for the snapshot movie limit - Better turbo function (with TAB) - Frame advance keys (backslash and [ and ] because my keyboard sucks) - A few new command-line options for movies Can't live without frame advance. :) About \ as frame advance... on my keyboard it sometimes won't work because different keyboards have different limits on what keys can be pressed at once. Might that be what's affecting you?
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Try using this server: 67.111.204.190 port 6667 That's what I'm on, and it seems okay.