Posts for Dromiceius


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Gunty wrote:
The first thing I did was building a simulator, which turned out to be able to simulate ~500000 battle rounds per second.
Could you post the code for that? I'd like to see how it works.
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KRocketneo wrote:
So your playing at hardest level instead of playing at easy level?
Most consider the advanced difficulty is impractical for a TAS of this game. The movie would be essentially the same, only twice as long.
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For future reference, you should upload smvs to microstorage. Much faster than downloading a 5 meg video. About frame advance, and any other questions you might have about using emulators, check the FAQ. http://tasvideos.org/UsingEmulatorTools.html#frame_advance_ (Basically, you hold down whichever keys you need held down (-> and B, for example) and press the frame advance key... which is '\' by default, IIRC.)
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Nekketsu Kakutou Densetsu beaten in about 1:20:00. There were lots of rematches, especially against the final bosses. (A few times, I had to kill my AI partner so I could eat him.)
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It's neat that Deus Ex breaks most of those rules. No limited invulnerabilty, no assumed weapon training. Body armor is temporary. Enemies have ammo.
Most enemies will run right towards you, no matter how much you are firing at them (although there are some exceptions to this).
I think that's the exception rather than the rule. Consider Quake- even the canned meat will zig-zag toward you rather than charging head-on. Maybe replace that with the Law of Gibbing- deal enough damage to a living thing, and it will magically explode into chunks, even if you hit it with a crowbar.
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We have somehow forgotten Super Mario Kart. For shame.
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Beautiful. Lots of (seemingly unnecessary) destruction- this run and the pacifist run complement each other well. Yes vote.
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I'm confused. Would using the attack command cause the enemy to do something different than if you had used a boomerang?
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Great tricks, but the fighting looks like it could have been faster. A standing attack does less than a jumping attack, which does still less than a running+jumping attack. ...I think. I'm pretty sure you could have used that. Testing with the cheat search indicates that a punch does 2 damage, while a flying jumpkick did at least 5.
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Soldiers of Fortune- plays like True Lies, or the overhead levels in Contra III.
The Peace Keepers is also kinda interesting due to the character variety and huge number of different routes.
Ooh. I forgot about that one. It's pretty easy (especially the Japanese version, Rushing Beat Shura, where you get 30 continues for some reason) but it has multiple endings depending on which path you take... I think that's how it worked, at least. It's fun.
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I've had some crashing problems in FCEU using certain fullscreen settings, as well. Looks like anything other than 320x240 fullscreen and the "centered" modes terminates the program, (24bit or otherwise,) probably because I have crappy hardware, old drivers and whatnot. If anyone's actively working on FCEU, they might want to throw a little more error checking into that part of the code. No big deal, really.
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The Effort-Acknowledgement Disproportionation Theorem - The more effort a poster feels he has put into a post, the less likely it is to be read by the people he wants it read by. Conversely, if the poster puts little effort into the post, this will be the time when people are most likely to read it.
One rule I've learned: people often fail to make the distinction between not being replied to and not being read.
The Rolling Bandwagon Effect (also known as Euphrates’ Cancer) - In a forum or website with favoritism voting, a person/item with negative points will continue going down even if there's nothing wrong with them/it, and a person/item with extremely high points will keep going up for the same non-existent reasons.
Ironically, the prevailing opinion in some places I've been is that this effect does not exist.
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The cheat tools. Hit the boss, search for "less than" values in the cheat search window, and repeat until the list of addresses has been narrowed down enough to pick out a few addresses that look like an HP values.
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I think I got it... 7E12EC. In snes9x, click cheat -> search for new cheats and scroll down to that address. Click it, then click "watch".
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Mlandry wrote:
you should watch this, it's the best SNES game, you should try it! *edit : guess I should mention I usually play with a lot of savestates and I go power-level in the forest, get every item thats possible to get (even those near-impossible ones)
Sweet. I was playing through this a couple weeks ago, but got stuck... and now I can see the ending without going through the unnecessary hassle of getting un-stuck. :D
XKeeper wrote:
I'm getting un-rusty :) My entire first half of this (pre-100 lines) was horrible.
I still can't get past about 125k. I did however beat TMNT. A collection of asinine blunders that somehow completes the game.
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Mortal Kombat 2. The whole thing is one big glitch.
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Rudora no Hihou?
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Sho(u)dai Nekketsu Kunio Kun for SNES. It's a mix between TMNT style arcade beat-em-up and RPG, kinda like SoM. It's only partially translated, but the Engrish is funny. It's quite long, and pretty laggy like it's precursor River City Ransom (which you should also try.) I suggest getting a walkthrough unless one of you can read Japanese. Nekketsu Kakutou Densetsu (NES) is sort of like 2 on 2 Street Fighter (cooperative) that feels more like a side-scroller. Great fun. NARC for NES and MAME is also good. (Especially the MAME version. Prostitutes being stolen by clowns!) :D NES, MAME and SNES each have a version of Smash TV, which will take awhile to beat, just because it's so damn hard. NES, N64 and MAME have Rampage, which is good, stupid fun (or just plain stupid, if you play by yourself.)
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Not bad. I didn't have any problem with the green rooey zipping around.
Jaysmad wrote:
I am currently at the first boss. I am wondering what would be the fastest way to kill him. When he is on fire my bombs explode as soon as they touch him but i think hitting him while there is a counter over his head kills him faster. If anyone has an idea please tell. I will find out eventually but i like having other people's opinion.
Hmm. I'm not sure I understand the problem, but are you watching the boss' life value in RAM? I think that would answer any uncertainty.
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I'd love to see the second route, too... that level near the end, with all those pillars and motorbike-type things. T'would be cool.
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The constant spinning was kind of annoying, but it was nice seeing everything getting annihilated. I voted derdabadedaberda. :)
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I think a reasonable way to estimate would be to set "skip rendering 0 frames in fast-forward mode" Start a movie in fast forward, and see how many frames it processes over, say, five seconds.
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Gunty wrote:
I'm not sure if you understood what I meant, but the idea would be to recreate the enemy AI in your own program, so you wouldn't need to use the emulator at all. This custom AI would be faster for bruteforcing purposes since it doesn't calculate useless things like graphics, sound etc.
Ah. I was close. :D I think I can just edit the Snes9x source so that it won't process audio or video... which will cause desyncs, I imagine. It's still all speculation at this point, so it's worth a shot.
Maximus wrote:
Not really sure if this is accurate, but SNES9x seems to indicate that I get about 59 FPS for NTSC games and around 49 for PAL. (Running a P4@3GHz w/2GB RAM & Radeon 9200SE@128MB)
Sorry, I meant without throttle or skipping frames, as Gunty described in the above post.
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Gunty wrote:
I think your best bet would be to actually dissamble the rom and try to simulate the game. This would make programming much more easy and of course faster.
You mean... program my AI to form strategies against the enemy AI? The thought had occurred to me, but the problem that arises is that a logical counter is not necessarily the fastest way to beat the game. Or more generally, that logic can't be trusted when there are so many possibilities. That, and disassembly is a pretty big task (not that programming an AI isn't. :D) If you look at what Mnrogar and co. have done with Final Fantasy VI disassembly, it represents a lot of work done by several people.
I wrote:
What sorts of framerates do you guys get? [in Snes9x]
This question still stands, if anyone wants to answer it and give their system specs... I doubt there's any proper way to benchmark, but a rough estimation of what I should expect would be very informative.
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Tub wrote:
enough babbling, here's Super Metroid 99% in 1:59. Now I wonder if anyone will watch 2h40 of mediocre playing..
I enjoyed that... well, there's still 20 minutes left, but it's not bad. Super Metroid is one of those rare games that has so much ambiance that it takes awhile for it to sink in.