Posts for FractalFusion


Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
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Haha, you won with ace high against queen high. Seriously, though, this game sucks.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
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BrainStormer wrote:
I still fail to see why you made an extra jump at 0:15 when you can clearly slow down and walk through the pipe.
Slowing down costs a press.
BrainStormer wrote:
I am also aggravated at how you jump high on the flag poles when you could probably save the viewers time by jumping as low as possible (on those flag poles).
It doesn't matter whether it is high or low; it takes the same amount of time.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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I've uploaded a version with almost all cutscenes cut out: Link to video Also, to Nicovideo: Nicovideo (account): http://www.nicovideo.jp/watch/sm17462018 Nicovideo (no account): http://www.nicozon.net/watch/sm17462018 Rockman is watching you.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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Looks like the whole farm died after a night of sleep.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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Yeah, I first clicked on the encode, watched for 20 seconds, and concluded that this run was garbage. Then, I saw mklip2001's post, clicked on the encode again, watched the whole thing, and now this run is the most awesome thing ever. Sorry for judging you on the first 20 seconds, and yes vote.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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A nice TAS. The part where the first death occurred confused me at first though, because I didn't know how angel just appeared out of nowhere at a different spot. cat planet cat planet cat planet cat planet cat planet cat planet cat planet cat planet cat planet cat planet cat planet cat planet cat planet cat planet cat planet cat planet cat planet cat planet cat planet cat planet cat planet cat planet cat planet cat planet cat planet cat planet cat planet cat planet
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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That's a lot of shells. At a few points, it looks like the poor beetle is swimming in a whole sea of them.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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Voting no because I still hear stuff that isn't pause sound. :)
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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Well, that was disappointing. I didn't see any credits.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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I'd use Geiger's Snes9x Debugger: http://geigercount.net/crypt/ It supports read/write/exec breakpoint and op advance, and that is very useful. About commands, I know of these (I might have made some mistakes, though): LD(A,X,Y) - load to register, either #$ (fixed number), $ (memory address), or $,X (offset from memory address, only with LDA) ST(A,X,Y) - store from register, $ (memory address), or $,X (offset from memory address, only with STA) STZ - store 0, $ (memory address), or $,X (offset from memory address) ADC - add to register with carry flag, either #$ (fixed number), $ (memory address), or $,X (offset from memory address). If carry flag is 1, ADC adds one more, otherwise, no. Carry flag is set to 1 if there is overflow, set to 0 otherwise. CLC - clear carry flag (set to 0); almost always ADC follows it. SBC - subtract from register with carry flag, either #$ (fixed number), $ (memory address), or $,X (offset from memory address). If carry flag is 0, SBC subtracts one more, otherwise, no. Carry flag is set to 0 if there is underflow, set to 1 otherwise. SEC - set carry flag (set to 1); almost always SBC follows it. CMP, CP(X,Y) - compare register with number (CMP is register A), either #$ (fixed number), $ (memory address), or $,X (offset from memory address). It does so by temporarily subtracting the number from the register, but unlike SBC, this doesn't change the value of the register, but only sets the special flags. If register is less than the number, carry flag is set to 0; otherwise it is set to 1. If A is equal to the number, zero flag is set to 1; otherwise it is set to 0. BCC - branch if carry flag is 0, either relative (1 byte offset) or absolute (2 byte address) BCS - branch if carry flag is 1, either relative (1 byte offset) or absolute (2 byte address) (note if it does not follow CMP, the zero flag is 1 if the last operation results in a value of 0, and 0 otherwise) BEQ - branch to address if zero flag is 1, either relative (1 byte offset) or absolute (2 byte address) BNE - branch to address if zero flag is 0, either relative (1 byte offset) or absolute (2 byte address) JMP - unconditional branch, absolute (2 byte address) JSR - execute subroutine, absolute (2 byte address) RTS - return from subroutine IN(X,Y) - increment register DE(X,Y) - decrement register TA(X,Y) - transfer from A to X/Y, set X/Y to the value of A T(X,Y)A - transfer from X/Y to A, set A to the value of X/Y PH(A,X,Y) - push value of register into stack PL(A,X,Y) - pull value from stack and set register to that value ASL A - shift the bits of A to the left (multiply by 2) LSR A - shift the bits of A to the right (unsigned divide by 2) ASR A - shift the bits of A to the right with respect to signed bit (signed divide by 2) ROL A - rotate the bits of A to the left, through the carry bit ROR A - rotate the bits of A to the right, through the carry bit NOP - do nothing I think there are other functions like REP and SEP (which set the 8-bit or 16-bit modes) and XBA (swap high and low bytes).
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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What? I totally expected you to die from getting squished between the left side of the screen and the pipe. I call BS. :p
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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This video is probably a better description of what happens in this hack: http://www.youtube.com/watch?v=QXu75Gytj58
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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Great movie as always from turska. Midair IBT, not getting killed by the Bobba on the second zip, pogoing inside the ceiling (and not dying), and also a whole bunch of new tricks. I like the screenshots as well.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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Brandon wrote:
Why would the external tool have to be of my own creation?
Of course not. Just associate one external tool (say, Notepad++) with the extension, and load a file into the second external tool if need be. There exist things like shortcuts and menus to help with this. Also, any well-designed external tool should be able to load any file you wish, no matter what its name is. All open file dialogs should have the "All types (*.*)" option in there. And there are probably easier ways to go about it, such as drag-and-drop.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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Nice work, GoddessMaria15! Yes vote from me. Though, in the submission text, it says "Egg Rocket 1 - 7:19:01". It can't be 7:19:01, is it?
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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HappyLee wrote:
If you're so much interested in coins, why not watch a run of mine?
HappyLee, that is not the point. The point is that people are willing to watch a half-hour run of Mario collecting as many coins as possible (let's say, without death), just because it is an interesting goal to them. People are willing to watch a Mario walkathon because it is interesting to them. People are willing to watch a low-score run because it is interesting to them. No one says you have to make a run with whatever goals people come up with. It's just that a few people expressed interest in that type of run, regardless of whether or not anyone does it.
HappyLee wrote:
As for coins in SMB, they do not have much effect, and they are not precious because there are lots of them. Taking all those coins, but there's nowhere to spend them, how could that make any difference?
Similar statements can be made for both the walkathon and the low-score run.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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Dwedit wrote:
Is it possible for software to be as badly named as Nesticle?
Not sure what you're trying to say, but, probably not, at least when it comes to emulators. "Genecyst" is arguable though. Bloodlust Software, the maker of both emulators, did have a strange sense of humor.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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Marx, your TAS looks pretty good and technically well-done for a start. However, to be published, you will have to do better than the currently published run. If you wish, you can try to obsolete it, but it won't be easy, I think. You will have to look carefully at the published run, in FCEU(X) using input display, and see how to be faster than it. Also, this is important. Please note that the times calculated for FCEUX use 60.1fps whereas FCEU uses 60fps. So the times that appear smaller for FCEUX movies. Use the frame count to compare.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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AzureLazuline wrote:
One thing I noticed is that in the submission comments it says you can use only RAY01 in this mode, but unless I'm remembering wrong, that's false. Is it a version difference?
Sorry, I translated from asutoro's post so it might be a mistranslation. The line might be better translated as "In the 'A New Journey' mode, the other parts are not ready to be used". But I am not a Custom Robo expert.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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I can try to fix it. But only if I am able to check the run in emulator first. http://code.google.com/p/dolphin-emu/wiki/TAS_Tasks appears to be the only DTM documentation. The savestate bit is in byte 0x0C.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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Screenshots: In fact, the moon screenshot and the princess screenshot were used for the Nicovideo video thumbnails for the bad and good ending runs, respectively. May not be exact, though.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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翻訳を遅らせてすみません。 このウィキで ビュレットの様に「*」と使います。 ---- Emulator used: Dolphin 3.0-378 (more-save-fixes) !! Game objectives Scenario "A New Journey" ending. Takes no damage Only uses necessary parts. Runs away from all battles when possible. !! Emulator details * Dual core off * Idle skipping off * Progressive scan on * DSP LLE recompiler !! Comments I aim for the "A New Journey" ending. In battle, I try various things to defeat the enemy. Obtaining parts takes long, and the tempo is bad, so it is only done once. !! Explanation of parts * GUN The first basic gun has so-so firepower. But I change for the vertical gun obtained much later, since it is better. Its firepower falls behind that of the basic gun, but its homing and DOWN (decrease enemy's endurance meter) power is higher, so the number of times firing is less. * BODY RAY01 has better attack in general, and has very efficient strength. In the "A New Journey" scenario, other BODY parts cannot be used. * BOMB Standard Bomb has high power. It is suitable for doing lots of damage. I could not think of any other suitable parts. * POD Standard Pod is similar to the bomb, easy to use. * LEGS Standard Leg was a little inefficient. When able to, it is better to switch to Phaser Leg. !! General Tricks and Glitches Countdown control: The cube's number can be manipulated to an extent. By mashing A or B, or possibly holding them, the counting speed can be manipulated. To decide the first number, by pressing start button in battle setup, it is decided when the battle starts. Boss transition: When start is pressed in battle, by the timing of the cancel, the enemy's behavior is transformed in a big way. Double hit bug: In some cases, at least 2 kinds of attack can hit at the same time. It is possible, while avoiding decrease of damage (depending on combo), the value at which the endurance meter decreases is unusual. Originally, it is possible to avoid the endurance meter becoming 0. Bomb attack: By using the double hit bug, which is easy to do, the technique does lots of damage. In RAY01's body type, after firing bombs, if the attack is timed well, they can hit at the same time. No-damage hit: If hit at the time it says "KO", even though damage is 0 a hit is indicated. This is often seen in this run. If damage occurs, it is not counted.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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I made a comparison video from existing youtube encodes. Note they are 30fps. Mediafire: http://www.mediafire.com/download.php?bf1xhdh91b3o63n (~3.6MB) Youtube: http://www.youtube.com/watch?v=xKUDc_hGBes After playing around with it for a while, I'm now convinced that the run is genuinely faster than the older one, as opposed to emulation differences. Although, I noticed that the older run's encode (Dega) has 10 frames more black screen which I removed (assuming Aktan's logo is exactly 50 frames long). Edit: Aktan informed me that the logo is supposed to be 2 seconds long. Also, checking the movie files indicates that there is no start-up delay, and Dega and BizHawk start at the same time.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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Since submissions using BizHawk have been cleared for acceptance and publication, and this run is obviously better than the previous, I have accepted this run. Sonikkustar, in the future, please write more info in the submission text, so we know what's going on. It's better than rushing a new BizHawk submission.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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I don't know if this solves the problem, but make sure that all controllers you want to record are enabled in controller configuration. Also, sometimes pressing too many keys causes some keys to fail to register; you can use autohold to get around this.