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.)
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.)
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.
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.
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.
Soldiers of Fortune- plays like True Lies, or the overhead levels in Contra III.
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.
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.
One rule I've learned: people often fail to make the distinction between not being replied to and not being read.
Ironically, the prevailing opinion in some places I've been is that this effect does not exist.
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.
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
I still can't get past about 125k.
I did however beat TMNT.
A collection of asinine blunders that somehow completes the game.
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.)
Not bad. I didn't have any problem with the green rooey zipping around.
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.
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.
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.
Sorry, I meant without throttle or skipping frames, as Gunty described in the above post.
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.
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.
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.