I thought the raft level could have used more jumping... since there doesn't appear to be any other way to make that level any more bearable to watch.
It was a very long 10 minutes, to my mind, but I don't imagine it could have been much faster. Meh.
That was hilarious. He bounces along in that ridiculous position like he's on a pogo stick. The desync only happens in Nitsuja's FCEU, not the older version.
For great dancing, take off every 'YES'.
Cool, cool, cool, cool. Also, awesome. I'm not sure how this stacks up against Saturn's video (which I happened to watch yesterday) in terms of which one is better and not just newer, so I won't be voting just yet.
I think what we need to see now is a video of Shakespeare vs himself, controlling both characters. :)
It would be nice if the screen could also refresh when the window is resized while the game is paused.
This is actually #4 on my list of changes to make to Snes9x... just as soon as I can compile the damn thing.
Why is there all that glide code in there!? ;)
No kidding! I never figured out exactly how long the delay is supposed to be between keypresses in order to actually execute the move you're trying to do... but I don't think it's even constant.
I finished a run of this a few days ago, but it's not very fast since it was just for my own amusement. If someone does submit a run, I hope they'll use my screenshot...
I'll let you figure out why he's recoiling in disgust like that.
Edit:
Firstly, here's my run. The damn thing desyncs in beast's stage, so load the save file when you see the robot, and everything should be fine.
I did a little comparison, guesstimating the frame numbers, and found a few places where you could improve significantly. The start-end frames are roughly where the player gets control, and the frame where "mission complete" graphic stops moving.
/*-'s run:
Cyclops: 1630-7340 (5710)
Psylocke: 8960-15983 (7093)
Gambit: 17183-25380 (8197)
Wolverine: 28360-31480 (3120)
Beast: 32635-38855 (6220)
Mission 1: 39925-44120 (4195)
Mission 2: 45850-47765 (1925)
Mission 3: 48841-54770 (5929)
Mission 4: 56000-57910 (1910)
Mission 5: 59310-60670 (1360)
Mission 6: 61840-69120 (7280)
Mission 7: 69980-72748
Dromiceius' run:
Psylocke: 2350-10250 (7900)
Cyclops: 11320-18110 (6790)
Beast: 19120-25670 (6550)
Wolverine: 26560-33270 (6710)
Gambit: 34480-44386 (9906)
Mission 1: 45775-52240 (6465)
Mission 2: 53440-55790 (2350)
Mission 3: 56825-62360 (5535)
Mission 4: 63690-65635 (1945) I might have beaten you if I hadn't let Omega kick my ass! :D
Mission 5: 67030-69790 (2760)
Mission 6: 71150-78168 (7018)
Mission 7: 78985-86618 (7633)
About Psylocke's mission...
I *think* my version of psylocke's level is faster in that first section of fighting. It's probably better not to knock anybody down... until they're ready to stay down, that is. :)
There's a ~400 frame difference in mission 3. Psylocke is the clear choice for this level since she can get past those barrier thingies... particularly if you don't stop to grab that stupid X-token. Since this is the case here, you might consider replacing Gambit altogether.
The rocket part of Psylocke's "exodus" level seems to be faster than Gambit's hologram fight. I suppose it bears testing the other 3 characters for other advantages of this sort.
Gambit is probably as good as anyone against Magneto, particularly if you can figure out the best combo to use. I haven't figured out how to manipulate him into NOT flying around like the invincible bastard that he is, but I'm pretty sure it's possible to stop him from doing that.
Seems to have something to do with where you're standing... or maybe which buttons are held down? Not sure.
The exact amount of time that the bosses stay vulnerable seems to change depending on how fast they are struck, when struck repeatedly. I noticed this when fighting omega red: if I pressed the button on every other frame, I could only get two hits in, but if I added slight delays, I could occasionally get three.
I double-checked some of these numbers to make sure I did, in fact, go faster. But, my math skills are as awful and twisted as my sense of humor, so I still could have messed something up. I should also point out that I used the J version, which doesn't sync with the U version, but appears to make very little difference.
I can't confirm or deny whether the game has desync problems, since I had a few but they all could have been caused by mixing up the savestates.
Here's relatively unimpressive WIP, which I'm putting on hold for the time being, since I wanted to have player 2 jump in during the mutoid man fight, but forgot to enable the second controller. Argh.
Aha. Yes. F1 while paused. Thanks for pointing that out.
I think I've found all the help I need, so I just might add that power-on thing, if I can. I evidently have to go learn how to read first, though. :D
Damn, that was some smooth marauding you did. The last race on Draconis was hilarious. If you keep acting like a lunatic it'll probably continue to be entertaining. :)
I was going to suggest having the enemies push you around for an entire lap, but you kinda did that already.
I like this concept! This should be cool.
Maybe Tactics Ogre? The challenge could be to raise the hero's level to X in as little time as possible (where X is decided upon later.)
Or River City Ransom? Maybe a race to get... I dunno... excalibur, or some other massively expensive item. On the Hard difficulty.
All things considered, I'd rather see more work put into FBA than another emulator. There's already been work put into it, and all it really needs is frame advance. (And then I can do a 3-player run of KoTR! HA-HA!!)
Edit: I are a fool, times 2.
You should first make sure that your editing disabled ONLY the fire button rather than deleting the frames in question, or setting them to 00 (when you're supposed to be pressing the accelerator button, that is.)
Now that the obvious stuff is out of the way, I suggest you try hexing out the shot, and then hex it back in somewhere else where it won't be ugly, if you can. I'm guessing the AI acts differently depending on how much ammo you have, so if you can get rid of the bullet, that might take care of the desync.
It's a long shot, though, and probably isn't going to work.
Finished.
I went ape**** and killed 16 people in the second bonus round, and later, I nailed one guy with a stick of dynamite. Well worth it, I say.
Richard rose is a douchebag. The collision detection makes it so that even if he's standing in front of his henchman, the henchman still takes the hit.
Nonsense!
Anyway, there it is. 2-player pacifist run on hard.
I swear, you can shoot people who are standing BEHIND you, and they don't even eat the bullet! The collision detection in this game is a travesty.
i strongly suspect not... unless he throws a bomb, like one of the Smith brothers. Boy was that guy handy.
This game is even more wack than the SNES version.
Billy: Alright, ma'am.
Cormano: We won't shoot him.
Billy: Strike a pose!
My only complaint is that Cormano didn't make the Natives didn't go flying down the mountainside... so I voted yes. Good movie.