Posts for DukeNukem007


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Well, I just did the first level...played on hard mode without getting hit and playing basically pacifist except for powering up and necessary enemies. Time including skipping through the intro is 6:08...Probably didn't beat the the necessary enemies as fast as I could but it's a decent first try...what do you think? If you get desynchs, I checked new WIP timing and volume height envelope and used SNES9x 1.43+. http://www.angelfire.com/comics/calvinator/MACROSS-dukenukem007.smv
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Highness wrote:
Yeah. It was remade for MD. Too bad I don't know Japanese. I really would like a translation of this game for MD. :D These were taken out of GoodGen Phantasy Star - The End of the Millenium (J) [!] Phantasy Star - The End of the Millenium (J) [h1] Phantasy Star - The End of the Millenium (J) [T+Chi] Phantasy Star - The End of the Millenium (J) [T+Chi][a1]
Are you saying that is the Phantasy Star 1 port? I'm pretty sure EOTM is its own separate entity, Phantasy Star 4.
Tankos wrote:
If you're willing to try it out, you can morph SMS and GG roms using Dr. SMS and re-record using Nitsuja's Modified VBA. The visuals are passable but the sound isn't quite right. It should be enough to people to play around with, though.
Wouldn't that essentially break the "using patched ROMS" rule?
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Ok, I have the right version of everything now. Sorry, I assumed it was like 10 pages back and didn't have time to search every page... Just so everyone knows, keep just the initial Volume Envelope Height Reading box open, or it still desyncs near the start...
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The thing I always found painful about Wolfenstein was no map--which is why I like how Blake Stone improved on the engine by having that, along with going back to previous floors, loads of extra interactivity, etc. I agree about Commander Keen and Duke Nukem 1, as well...Bio Menace, Rise of the Triad, and Duke Nukem II would be especially awesome speedruns.
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Can you say 8 hour Final Fantasy 7? :-P Seriously, it would be nice to see runs for shorter games...
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Phantasy Star I would be a great speedrun if you took advantage of enough randomness!! Although wasn't it remade for the Megadrive? I'd definitely prefer that for a speedrun.
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Post subject: Shooting Macross: Scrambled Valkyrie!
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Well, after pondering the idea of recording videos of my own, and considering all the ups and downs of it (the downs being that it takes a lot of patience, and that when it comes to ROMs and emulation I always wanted to keep the issue of whether I used them as private as possible,) I'm strongly considering finally doing one. Something pretty simple like an auto-scrolling shooter would be good to start--as much as I like the trend towards RPG speedruns, nothing as intricate as them yet. I'm not going to start it until after I finish class for good in 2 weeks, but going to start thinking about it now. Anyone else play this shooter based on the anime series? Very nice audiovisuals--lots of color, some digitized voices, and the tunes are straight out of the anime. (Plus the text is all in Engl(r)ish, not that you need to know much Japanese to understand the game anyway.) I figure I should play on hard mode...I'd probably want to go pacifist except for enemies I'd have to beat, since 100% kills would drive me insane, and maybe go for a no-damage run unless absolutely impossible...Any opinions on which of the three characters (not positions, which I'd be switching all through the game) would beat the bosses the quickest?
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I hadn't seen any .zmv format movies on here...so I didn't know if those submissions would work. Anyway, I'm just playing normally for the first time but found a huge way to abuse quicksaves: the Casino!!! The slime race doesn't do much (even though it's funny how it's a crude predecessor to FF7's Chocobo Race) and nor do most of the slot machines, but the Colloseum where you bet on enemies fighting each other (a clever predecessor to the arenas of FF6&7) is where it's at. You can exponentially compound tickets and use them to get massive weapon upgrades with just a few battles...coupled with critical hit abuse the weapons might do for most of the game.
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Go for pure fastest 100% without the goodies, but maybe copy the .smv at a juncture if you don't want to start over and also save the animals, maybe with the other little things like map access for good measure.
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TheAxeMan wrote:
Unfortunately, fan translations are not allowed on this site. However, this game is pretty sweet--probably my favorite one in the series. Things really went downhill in six since the plot was so disconnected and the class system was difficult to use unless you planned for it from the beginning. I enjoyed how seven gave a huge world with lots to explore and lots of secrets, but the class system was even worse--hundreds of extra fights were necessary to get the interesting moves. Anyway, could be an interesting run, using the japanese version. Not many RPGs give you a choice of who to marry and what to name your kids--I married Bianca and named my kids Luke and Leia. :)
Yeah, I know that the English hack can't be used, and as I said it's not like it'd work on SNES9x anyway...but another issue is whether the original ROM works in 9x.
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Post subject: Dragon Quest V
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Anyone up for a challenge with this game? It's a fun one, and has nice music and gameplay...the only real weakness is marginal-at-best graphics by 16-bit standards. Also, it seems that like its predecessors (but not DQ6, which is step-based like the FF games and Tales of Phantasia,) battles can be avoided almost entirely through careful walking. I imagine damage manipulation is similar to the NES Dragon Quests, as well. Only thing is that at least the DeJap translation only seems to work in ZSNES and not SNES9x. I don't know about the Japanese version and might not test because I decided to give up downloading roms as a New Years resolution. :P (Although I wouldn't be surprised if the original works in SNES9x simply because the DeJap crew re-programmed it to fit the extra script, and made it 16 mega instead of 12 mega.)
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Yeah, I looked up stuff on the game just a few weeks ago and found out it was "God Slayer" overseas. Especially in that time I can understand why so much stuff was censored, though. Was surprised it indeed had a 1989 Japanese release date, making it only the 2nd or 3rd NES 3-mega cartridge after Mario 3 and maybe Akumajou Densetsu...it was well ahead of its time.
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You do a nice job of doing the busy level-raising almost as fast as you can, and I like how you jump around the other stuff...good work, and good luck continuing to make it even better.
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Yes, even though the person who made it smacks of "too much time on your hands," I saw it a few days ago when it was linked off OCRemix and thought the way it brought "the system wars" to another level was pretty clever. Liked the sketch glitch usage in your video, as well. I've experimented with it myself and found it pretty entertaining.
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Ego Buff wrote:
According to the speed run FAQ of FF7 in GameFAQs, FF7 can be defeated in about 9 hours without save states.
Now that I checked it, you're right, and I'm also right that the PC version's clock runs too slow--if you use hi-res. (and the game itself plays faster than the PS version.)
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I agree, submit it--it's far from the longest NES or overall video on here (Star Tropics and warpless Mario 3 and I think Kirby) and looked very nice in spite of the tedious level building
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Jyzero wrote:
I suggest to wath the FF7 speedrun on sda.
You do mean FF6, right? (Off-topic I'm not sure if there's ever been an accepted "world record" for FF7; I've heard everything between 13 and 17 hours...the funny thing is even if you didn't hack your savestates, it could still be off, because the game clock runs about 50% too slow on my PC version for some reason.) Other than that, good luck once you get going...and those two links are really helpful technical analysis. And yes, the segments I've seen for the 5:27 run would be very helpful.
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Bag of Magic Food wrote:
How about the Game Boy Advance, too?
It's being remade on that as well? News to me...although of course the DS is backwards-compatible with the GBA. My guess is that Square would want to use the better platform between the two given the chance...and my guess is they also picked FF3j to remake because it's the only game in the series that doesn't have an official American release yet, with the Famicom 2 and Super Famicom 5 having at least one port apiece.
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Very nice video--good speedy movement through the first cave. Although it won't be in the Japanese final video, I liked how you entered the names very quickly, as well. :) BTW, I'm looking forward to this game being remade on the DS; I would get it just to own it legally, not to mention it should have spectacular graphics and music.
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Highness wrote:
Didn't know about the SNES version. Seems cool. :)
Looks like their is a wrecking crew for the SNES to. http://www.allgame.com/cg/agg.dll?p=agg&SQL=GIH||||16778
Yeah, it was released in '98, when the SNES was basically obsolete and the only "franchise title" left was Rockman&Forte, but it's interesting because it includes both an exact port of the NES original (no new colors and the same bleeps and bloops) and a clever, colorful VS. mode/puzzle game.
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Dan_ wrote:
You could do the SNES version, or even DOOM for the SNES. With rerecording and all that jazz, It'd look pretty cool.
Just as an FYI, Doom has problems loading save-states not from the same sitting with most SNES9x versions...must be the SuperFX2 emulation. Anyway, doing a speedrun on either of these raises a lot of problems...the PC versions already have lots of real time attacks, and are vastly superior. (I do like how the SNES Wolfenstein has an in-game map feature.) It's true that there are a lot of time-saving glitches that can be used in Wolfenstein, such as, if I recall, enemy AI being abused to lead them to open locked doors. But for PC FPSs, what about Blake Stone and Rise of the Triad? Both improved the Wolfenstein engine a good amount. I especially like how Blake Stone is nonlinear and lets you go back to previous floors.
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Yes, that game...for great justice, take off every zig... Anyone want to try this? I'd think you should play on hard mode, of course...and since it's auto-scrolling, either go for 100% kills or do pacifist except for bosses and try to weave around enemies without killing them and whatnot...
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The scary thing is that while I don't have 5 1/2 hours to spare, he said he made a LOT of mistakes. My guess is that if an FF6 video is near-perfect, the Tales of Phantasia video may remain the longest on this site.
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How's optimizing the run on the Japanese ROM version for submission going, AP?
Bisqwit wrote:
Wow, I had completely forgot that the sanctuary where Dhaos was locked in has the Retaliation music theme. I thought it's only in Ifrit's place. It's very cool. I wonder how are the voice samples going to work when I record the actual submission as AVI... snes9x generally has had some problems with the voices (most notoriously the intro song, which sometimes chops and plays small pieces as noise). The intro song will not be heard, but the introduction scene has sampled speech.
Having used SNESSOR95 to rip samples (you can do it on both roms and .SPC tracks,) I've understood how Tales of Phantasia (and also Star Ocean) use the "Flexible Voice Driver." The real reason you get scratches is the speech is split into very tiny (fractions of second) samples which are rotated on the fly to fit in the 64k SPC memory, so if you're multitasking or something and things lag by even the smallest bit they sound wrong. Incidently, that's also why many .SPC tracks of those games don't play well--only the initial samples are stored in memory, so you hear junk instead of singing in the intro music, and many instruments in other tracks are missing. To answer your question, Bisqwit, it should play mostly ok if there aren't too many other things open and you don't fast-forward too much. Doesn't he skip the intro scene (where Edward D.Morrison speaks) too? Or are you talking about the Dhaos battle at the start of the game?
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feitclub wrote:
The Japanese version of this game runs a lot smoother than the European version, although I still don't understand why the music is worse than the original NES. So I like what you've done so far and I hope someone shows me what this mysterious Wily Tower is.
I've never played the Wily Wars/Rockman Megaworld anthology, but I have listened to the .gym soundtrack on Meridian Advance and it's a matter of opinion. I like how extra channels are added, and I like the instruments, but I can understand why people would think they sound ugly. There's definitely a sense of improvement, as even the later NES Megaman games didn't even use the DSP channel, even for percussions (even some NES games use a lot of voice tracks.) Not to resurrect the system wars but I would definitely have preferred the music in the SNES's SPC700 (although this isn't always the case; Thunder Spirits sounds worse than Thunder Force 3 a lot of times, for instance.) Aside from the sound, the graphics definitely benifited a lot from the port from what I've seen. MegaMan 3 is when the graphics started looking very good by 8-bit standards, and 1&2 sorely needed improvement.
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