Posts for ElectroSpecter


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That file seems to be different from what I was looking at before (for example, at 83/D20C, instead of saying $1DF8, it says $48). Also, I'm going to risk showing my ignorance and profess that I don't even know how to use a batch file and I can't run it from the command line. :/ Sorry to be such a pain. I'm gonna still try to figure out how to make it work though.
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Man, I run Windows XP and the DOS emulator won't run the program. :( I think the key to the problem lies in finding what triggers values 7E1DDE - 7E1DE7 to switch from 9 to 0. I'm assuming that asking for the disassembly of a ROM isn't really against site policies (seeing as there's a Mega Man disassembly here by Bisqwit himself), so if you could send the txt file my way, I could try to figure it out myself, which would actually be kinda fun, because I want to learn this stuff.
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I haven't changed any of the key mapping at all, and i load state with Shift+F1 :/
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Can frames be saved during the scoring screen if you waste a lot more ammo during the level? It looks like you regain your ammo in between levels anyway (as far as I can see)
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Ok, quick update, I found a semi-decent disassembly program (though I can't get the disassembly in a txt file, which would be convenient). Anyway, I sorta figured out how some of it works, and I found another piece of helpful info. 7E1DE9 is a counter of how many "active" eyeballs are on the screen (either getting ready to emerge from the slime or already out). The address is read at 83:D209.
Post subject: Problem with loading states and slowdown.
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Perhaps I'm missing something obvious, but whenever I load a state while playing a game, the frame rate drops and stays that way. If I load a state again, it will drop again, to the point where games become unplayable. Even if I close out the program and restart it and load the state, the game will still play at the abysmal frame rate. I have to actually start the game over. Is there anything I'm doing wrong specifically? I know it doesn't have to do with performance problems with my computer. Thanks in advance, any help is greatly appreciated.
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Dromiceius wrote:
So... you know how to read disassembly, but don't know where to look?
EDIT: I just realized that a ROM image isn't the same as a disassembly of a ROM. In fact, I don't know how to disassemble a ROM, but I'd like to learn how. Unfortunately, I can't find tutorials on it or anything. BUT, I did discover that values 7E1DE7 - 7E1DDE are the true/false values for the eyeballs. They all start at 9, and the moment an eyeball decides to come out, the value turns to 0. Now, I really don't know what I would do with this information, but I'm sure it's of importance to the search. The frustrating thing is, there's got to be a whole lot I'm missing. For example, depending on which frame the slime reaches the top of the vertical passage, different amounts of eyeballs will come out at different times. Also, I think some of the eyeballs are "linked," meaning that the next eyeball in the sequence won't emerge until it's linked eyeball has been defeated (I specified this because I thought at first the game just put a general limit on how many eyes could be out of the slime at one time). And negjay, thanks for the support!
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OK guys, here's the deal with Ovnunu (I know I've already explained this elsewhere, but bear with me): His slime pulses up and down during the phase where you kill the mini-eyes. Whenever he reaches his lowest point of the pulse, the game checks to see if the mini-eyes are all dead. If they are, he comes out. If not, he goes into another pulse cycle. Each pulse cycle lasts about 300 frames. Now, in my current run, this phase lasts for about 1200 frames (4 pulses). As I hypothesized earlier, it may be possible to shorten this phase to 900 frames (3 pulses). I've gotten quite close with random testing, but it's unfortunately quite tedious. What I'm wondering is if anyone is willing to help me find out what causes these eyeballs to come out and when (the memory addresses, or if some as-of-yet-unknown RNG *shudder* is the cause). The memory watcher feature built into the SNES9x just isn't working for me (maybe because I suck at watching RAM and am used to the ROM). So any help is appreciated. This would knock 5 seconds off my run if we can harness the power of the eyeballs! Oh, and in return, I'll give you a Dark Demon no damage concept demo. Deal?
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I say you should do 2 players. I love synchronized playing when there's 2 or more players in a TAS. And yeah, the J version worked.
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What version of the ROM are you using? I'm uh... pretty sure it went out of sync fairly quickly. Unless you die three times on purpose?
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negjay wrote:
Well... that or maybe 100% runs of the previous two games in the series.
Gargoyle's Quest for Game Boy and Gargoyle's Quest 2 for NES, right? I've completely beaten 2 for NES (I actually learned about it after playing Demon's Crest for a few years), but I'm not too familiar with the Game Boy one. Maybe I'll give them a go. I seem to remember 2 being pretty short (shorter than DC) EDIT: I see the GB version has been done already.
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Doom 64: I use the mouse to look left and right, click to shoot, scroll wheel to switch weapons, WASD to move around and Q and E to strafe. And it works sooo well too. Feels like a natural PC FPS. Of course, this is only when I'm not TASing.
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It's funny, I never actually got the good ending until very recently. Back when I was little, I found everything in the game except for one Life Vessel (the one when the forest burns down; who would have thought to go back and look for one there?) and I figured, "Well, the game wouldn't penalize you for missing ONE Life Vessel, so this just must be the ending." That missing space where the last crest goes always bugged me, but I was resigned to the fact that the programmers just didn't put it in. Imagine how excited I was when I found out that there was a better ending and new gargoyle. Anyway, yeah, it would be pretty weird to do an any% run of this game.
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Wow, so you can skip the entire story with Arma! This wouldn't be too hard of a movie to pull off fairly quickly. I'm probably going to touch up my current movie over the next long while, but I may do an any% run.
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JXQ wrote:
Ummmm I don tremember if I conment ed on this fmovie but it's godo and fun anlso I am drink
I, too, had a few drinks at the time of viewing last night, but I wasn't drunk. Or drink. Haha.
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Hey Zurreco, do you have a path for an any % run by any chance?
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Wow. What a wacky game. It's already being published, but this would be a definite Yes vote for me. I also thoroughly enjoyed the music playing in the 34,000s (frames).
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I don't think this would be a bad run, though it seems kinda slow. The mode 7 graphics and music seem to do quite well in the game, however, which may make it entertaining regardless. I'm going to agree with Moozooh and request that you not just find a spot and sit there. I'm sure you can find something to do (kill as many enemies as possible? all of them? I've never played this game, so I don't know how versatile and capable the spaceship is). I'm also going to agree and say that Microstorage is the way to go when uploading WIPs, but I disagree with not using YouTube at all. ROMs are insanely difficult to find (or I just suck at it and there's some crazy treasure trove of ROMs out there and I'm just not in on the secret), and spyware infested ROM sites scare me, so finding some game I haven't heard much about sounds daunting. Sure, the quality suffers when you upload to YouTube, but if you hadn't used YouTube, I would never have been able to watch the WIP and comment on it. If you have the time, I say use Microstorage primarily, and YouTube if you have the time / patience.
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It was borderline Meh and Yes for me, but after reading the submission text, I definitely got more than a chuckle. Voting yes.
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EDIT: Nevermind, mystery partly solved. I should be fine.
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Nothing before that, no. The only major change was that I just re-recorded the Crawler fight, since I couldn't be bothered to resnyc it. The fight is actually faster now, I believe.
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Cancelling this and throwing up a new submission, as the change is large enough to warrant one.
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I updated the run, which adds some new fixes. It's 1866 frames faster, or 31.1 seconds. Should I cancel the publication and submit the new movie? This seems too big a change to just ask Bisqwit to swap out the movie file.
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negjay wrote:
If anyone feels like attempting a concept demo of the superboss challenge you should probably do it while taking no damage, since that'll make it a whole lot more impressive. Personally I've still never actually beaten him without using at least three ginsengs. Now I feel dumb though for always hitting him with so many charged shots. =/
I am currently working on a quick Dark Demon demo (alliteration yay), and it's extremely difficult to optimize shots while not getting hit, due to how huge and fast he is. Not to mention this means no hitting him while the lava flows (unless this is avoidable somehow). Also, I had NO idea you could charge up with the Ultimate Gargoyle.
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I'm halfway done with the fix now; believe me, you've done more good than harm, even at a late stage. I may have to finish tomorrow though, as the game seems to want to desync on me. If I'm estimating correctly, this will save a little more than 1700 frames, or almost 30 seconds.