Posts for Derakon


Experienced Forum User
Joined: 7/2/2007
Posts: 3960
No good - I get exactly the same crash as before. Thanks for trying, though. On the off chance that the problem was with the game, I tried my MMX4 CD too, and it also failed in the same way. So something's screwy with my setup. I just wish I had some insight into what exactly was going wrong.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
Actually, while Sir VG wasn't entirely serious, I do agree with what he said. It's important that TASes be entertaining even for people who don't know the game in question.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
You should create a thread in the NES games forum, dwangoac, since people don't usually look in the Workbench/Published Movies/Gruefood area for WIPs.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
And the Super Mario Bros. TASes aren't? The SMB TAS is also five minutes long...at least this one has the decency to be short to begin with. ;)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
antd: I believe that this is because frame advance auto-skips lag frames. I have VirtualBox installed on my work laptop (which is running Linux), so I installed PCSX on that. I can see all of the proper plugins now and have no difficulty detecting the CD in the drive, so that's good. However, I'm getting a crash whenever I try to run the CD (through BIOS or not) - the program resizes the window, goes blue, then crashes. I'm using P.E.Op.S Soft Driver 1.18 for the graphics, No Sound 0.4 for sound, N-Rage Plugin 0.95 for controls, P.E.Op.S CDR Driver 1.4 for CD ROM, and SCPH1001.bin for BIOS (I'd upload a screenshot, but I'm keeping the Windows VM segregated from the Internet as it's not patched or running AV). The CD ROM driver has detected the drive, is using W2K/XP - IOCTL SCSI commands as the interface, is reading in BE_2 (ATAPI SPEC 2) mode, is not caching, and I've tried all of the subchannel options to no avail. Is there some way to enable logging so I can know what's going on when the crash occurs?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
I'd say let him die. You're already not shooting for the best ending, so you may as well cause as much carnage as you can along the way.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
Edit: mz knows what he's talking about. Ignore me. We don't have any arcade TASes yet; what you probably saw was a "video-only" TAS, which, since it doesn't include the set of inputs the player made to run the game, isn't verifiable. That is, since we don't have the inputs, other people can't play the movie back on their own versions of the game. The problem with video-only TASes is that it's possible to do some very subtle things to get faster times. For example, if you removed every 10th frame from the game, it'd be very hard to detect but would improve your time by 10%. That's why the site doesn't publish such TASes (though there have been a few posted on the forums; for example, Bisqwit made a Chrono Cross TAS before PSX rerecording was quite functioning).
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
From what I've read of PaRappa the Rapper, the player has a certain limited amount of control over what the characters actually say -- getting to invent their own raps, in a sense. This is the only way I could see such a TAS being entertaining; otherwise, as with DDR/Guitar Hero, all you'd see would be an endless string of perfectly-timed inputs. Hell, you could play DDR entirely with a bot. And unlike King's Bounty, it wouldn't be entertaining.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
I think the costs involved in gearing up a factory to make NES carts would outweigh the potential sales by a longshot. Now, if they wanted to sell an NES ROM of the game, that'd be a different matter...
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
Sequel decay means that the series has gone downhill ever since X1 on the SNES, so, this being the first PSX MMX, it's also the most popular. :)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
Tails is controlled by the computer up until the second controller sends some input to the game, at which point he's put under the control of that controller. Edit: post made irrelevant by people camping the forums and chain-responding to each other after I'd loaded the "post reply" page.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
Nice run. Only problem is that the game only has...two...themes. And one of 'em only plays during the last dungeon! So I always end up with the other one stuck in my head after watching/playing this game. *sigh* Still, looks good.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
I'm using the plugins that came with the program. The ones that work, anyway. And I have my original Einhänder disc in my computer's CD/DVD drive. I've tried downloading the spuNull.dll you linked to and it also doesn't work. It's exactly the same size as the one in the download that mz provided, though, so I suspect they're identical. Edit: here's the config screen for the CD-ROM plugin:
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
No, I thought of that. It's set properly, to ~/apps/pcsx/plugins (edit: though, every time I choose to set the plugin directory, it starts from / again; this might just be an incomplete UI though). Edit again: on a lark, I copied spuNull.dll over spuPeopsDSound.dll (making a backup first, of course), and got an error: "Could not open SPU plugin Y:\apps\pcsx\plugin\spuPeopsDSound.dll". So I guess there's something wrong with my version of spuNull.dll. For the CD-ROM issue, I note that when configuring the CD-ROM plugin, there's no options for "Drive". Could that be the cause of my problem as far as being unable to load games?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
pirate_sephiroth wrote:
Derakon, it's spuNull.dll. I guess mz forgot to put it inside the new archive. (actually, in the 7z file I got from his post it is there... but who knows?? heheh.)
Oh, it's there -- it just doesn't show up in the list of available sound plugins: (It is really weird seeing a window that has OSX-style window bars but Windows-style widgets) Edit: the CD-ROM issue might have something to do with Crossover not exposing the CD-ROM drive to the program; I'm not at all certain, though.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
I decided to download CrossOver (basically a commercialized Wine) to try out PCSX. The docs say to use No Sound 0.4 as the sound plugin - where in blazes is that? I can't find any such thing on the Net and it's not installed by default. The program also crashes when I try to run Einhänder from my CD/DVD drive, complaining about an error with the CDRom plugin. Any ideas? I'm a total newbie when it comes to Crossover, mind you.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
Soulrivers wrote:
Sorry for off-topic but... 22% of the frames contained no input? O_o
As noted in the description, the game accepts input only 3 frames on foot or 5 frames in a car - if he spent equal time in each state, then only 25% of frames would need input in the first place. :)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
If I had to guess, I'd say the "select trick" is the glitch in Metroid 2 where, by hammering on the select button, the terrain becomes messed up. Of course, it could also refer to any number of other things. In the specific case of Metroid 2, that's clearly unintended play.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
Just a note for those of you considering trying to compile this on OSX - the included OSX Makefile is hilariously old. Among other things, it says: CPU = powerpc and in the CXXFLAGS has "-I$(HOME)/local/include" So, yeah, who knows what's going on there. The Linux version might be worth checking out; I'm not about to lose sleep over it though (and hey, it's bedtime).
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
Here's a quick runthrough of the NES games list for games I thought might qualify for your theme: "Warped" Arkanoid "Glitched" Legend of Zelda 2 "Any%" Metroid Monopoly "Warp glitch" Rygar
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
I think what it has built in is the IR sensor and some inertial sensors. The inertial sensors let it more or less keep track of how it's oriented in 3D space, but they drift and eventually get off-track, needing to be recalibrated by pointing the remote at the screen. The "sensor bar" (really a pair of IR emitters) provides the triangulation needed to re-fix the remote's location and orientation.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
Yes, ComicalFlop, but you also re-did Mischief Makers umpteen million times. I'm not saying the result was bad, but I do think you fall at one end of the optimization extreme, and very few people approach TASing the way you do. Personally, I'd say that improving a completed movie's time by .25% (that's a quarter of a percent) probably isn't worth the effort. Speaking as someone who's TASed about 1.5 stages of one game in his life, mind you.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Post subject: Einhänder
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
I can't actually TAS this -- I don't have a Windows machine to run the emulator on -- but I thought it'd be worth starting a thread; I have some thoughts on planning. First off, obviously play on hard. Enemies are more aggressive, shots move faster; it's not just a matter of enemies having more hitpoints. It's tricky to say what S Bonuses should be taken. At first I'd say "don't get the ones that take longer", but there's the stage 6 boss to consider - you get a sort of secret boss if you kill it the right way (and that's part of getting the last S Bonus on the level). However, most of them don't involve anything that looks particularly special, so I'd have to say avoid e.g. killing the bottom half of the Greive (assuming the alternate path is longer than the normal path, which I think it is), or trying to get lots of turret kills in stage 2. This FAQ has a list of all of the S Bonuses; I'd suggest skipping 1-3, 2-2, 2-3, 3-2, possibly 4-1, 5-2, 6-1, and 6-2. That gets 13 S Bonuses, annoyingly not enough to unlock Unknown Fighter 1 according to the FAQs (but you'll be unlocking Unknown Fighter 2 regardless, so that's all good). As far as ship choice, I think the best bet is to go for the Astraea. Reason being that it can bring the most power to bear at any given time; it's hard to beat a Grenade/Cannon combo for DPS, for example. Secondarily, since you get more points and a higher bonus gauge boost for killing with gunpods, the Astraea is the clear winner for racking up high scores. It does make planning a bit harder, though, since you frequently won't have a machinegun handy to kill the mooks. Your firing rate is limited by how quickly your shots either hit something or go offscreen. Each weapon (including the machinegun) has a certain number of onscreen shots at a time - get in close so that you firing rate isn't throttled down. For example, the Spreader can have one spread onscreen at a time, but it has very little cooldown between shots. This means you can turbo-fire it if you get into the target's face so all five bullets hit. I don't know exactly how much potential damage a Spreader pod has compared to the others, but its DPS should be excellent. Grenades, similarly, can have two shots onscreen; Cannons, one. The Blade deals continuous damage; it's pretty powerful, but I don't think it compares to other weapons which are normally limited by their firing rate. The Riot has hideous cooldown; I can't see using it for anything beyond demonstration purposes. I haven't done any scientific investigation into DPS, but here's my guess at rankings: Grenade Flash Spreader Hedgehog Cannon Juno Blade Wasp Riot Vulcan No idea where the Mosquito and Python/Ptyhon fit in there. The Cannon and Juno are both rather limited by their maximum firing rate; ordinarily they're good because the individual shots are powerful and easier to land hits with. The big problem I see with boss-killing is that some of the weapons have awkward firing angles. It could be difficult to maximize your damage potential with the Grenade while still landing relevant hits with the other gunpod, for example. This video shows someone playing through stage 5 without firing a shot. This is mostly notable for the use of the manipulator to kill enemies and bosses - they die with impressively few hits. I believe the manipulator is "armor-piercing" much like the Riot. It also can be used to block bullets. Most of the time you should have both gunpod slots full, which means no manipulator, but when you do, it's worth kicking a few things. The manipulator also, of course, gives you a way to hit things behind you when you don't have a Spreader or Grenade handy. I know I've used this on stage 2 for killing some of the robot arms on the left side of the screen. Finally, note that you can hurt things by changing your speed. Naturally. When you can, kill enemies in interesting ways. For example, taking out enemy engines causes them to crash. The boats in the first half of stage 4 can be flipped by firing a cannon underwater. The "dangling" enemies in stage 4 (and the cannon turrets in 4) can be made to flip about uselessly if you kill off their armaments. Fortunately, the game seems to be lag-free, so you should be able to play with your pals before blowing them up. I don't know that there's much of a difference, gameplay-wise, between the English and Japanese versions. The Japanese version has a level-select mode which might be useful for testing things, though. Fortunately all the dialogue is in German. :)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
Kles wrote:
moozooh wrote:
Morrison wrote:
The second quest has 'invisible' doors. You just run into a wall sometimes where a door would be if there was a door, and eventually you can run through it :)
To think Nintendo would be guilty of one of the most outrageous level design offenses… :)
Oh, come on now. In February 1986, that was A-OK. ;)
To be fair, there are ways to do this "right", and this game did it properly the first time, anyway. In dungeon 2, you can see the room that the first "invisible door" leads to, and it's clearly meant to be accessed from there; some experimentation with the wall on the other side should eventually get you through. Once you know such doors exist, it's a matter of looking at the map combined with trial and error to find out how to go forward -- and several bombable walls in the first quest require a similar approach.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
Toh! Hu! Toh! Toh! Toh! Looking nice! Keep it up.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.