Posts for Heisanevilgenius


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Bisqwit wrote:
The SNES version has a low FPS (downsampled by ratio of 4, making it 15 fps), and a low resolution (around 192x160 or something), and it does not render floor and ceiling textures.
Ratio of 4? Doom has a frame rate of 35 FPS.
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GuanoBowl wrote:
Just look at the games Sony offers for the PSX and PS2 compared to those of XboX and Nintendo.
PSX and PS2 sold better than Xbox and Nintendo, which is why companies were more willing to develop PSX and PS2 games than for the other systems. As far as I can tell, that's the one major reason PS2 has so many good games. If PS3 sells badly, the big game developers will go after Wii and Xbox 360 instead. Anyway, to get back on topic: How do you plan to record both at the same time? I tried something like this as well, but since you can't control two FCEU windows at the same time (only the one that's active) the only way I could think to make it work would be to record two simultaneous movies, constantly switch windows, and advance one frame at a time for each, making sure each frame has the exact same input. Not only was it a pain in the ass, but I found out soon after I did one or two frames incorrectly and they went completely out of sync with each other (this was only after maybe a minute of in-game time, so over a period of however long the whole game takes, it's ridiculously inefficient). What's the easiest/best way to do this?
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pirate_sephiroth wrote:
The closest to "all-seeing" is Omnipresent
*Sigh* These terms are pretty easy once you look at them. Omnipotent = Omni + Potent. Potent means powerful. Omnipotent means all powerful. Omniscient = Omni + Scient. Science is knowledge. Omniscient means all knowing. Omnipresent = Omni + Present. This one should be the most obvious. Arguably, I'd say that Omniscient is closer to all-seeing. This is all extremely irrelevant, isn't it? On second thought, it's just detracting us from a thread about stupid flash games, so I guess it can't hurt. Just be careful where you point that phallic symbol, Ninja_Ganondorf.
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Is the Armos too hard to kill without the Deku stick? Should you just take it out with the sword so you don't have to worry about the time lost later with avoiding the jump slashes (to get across the Anubis room) or not preserving the flaming torch?
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Oh. Thanks for the heads up.
Post subject: Megaman X - Storm Eagle manipulation
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I was playing around with Megaman X and I found that it's very hard to manipulate Storm Eagle into not starting the fly/dive attack. Can anyone give me any tips? It seems that no matter what I do past the boss intro cutscene, the pattern is always the same. Do I have to do the luck manipulation before the cutscene?
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pirate_sephiroth wrote:
I have a blantant phalic symbol! (whatever you meant with that) And I'm not afraid of using it on YOU!
I'm sorry, but this is classic. Do you really have any idea what you just said?
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Yeah, desynced for me too. How weird. The previous versions worked fine for me. Are you playing it back from the beginning or from a save state?
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If any programmer would like some motivation, let me describe some games I have in mind. Beach Head II This is actually four two-player games in one (The CPU can play as either of the players). Game A (my favourite) has one player control an army of soldiers who need to run back and forth between cover in order to avoid getting killed by a gigantic machinegun turret. The first half of the game, the first player is on the defensive while the second player tries to pick off as many soldiers as possible and get an early score advantage. The second half, the soldiers can simply run for it, or go on the offensive as they get close enough to hurl grenades at the turret. A TAS of this game could be played many different ways. As the second player, the author could try to kill all the soldiers as soon as possible. As the first player, the author could do numerous things. A. A timeattack where he tries to get the survivors to the end of the level as quickly as possible, sacrificing soldiers in order to save time and still end up with a higher score. B. A no-deaths run, where every single soldier survives. (Conventionally impossible) C. A maximum score run, where you blow up the turret as many times as possible. (Probably not as fun to watch since the game is halted every time the turret is replaced) Commando A simple bird's eye shooter where you shoot down soldiers and throw grenades in order to get through three short levels. The game's a little easy, but I think a speedrun would be fun to watch if the player does something impressive like use no grenades, or only grenades, or kill every single enemy. Forbidden Forest You play a hunter who must venture through a forest armed with only a bow and arrow and fight a variety of monsters such as giant spiders, dragons, big leaping frogs, ghosts, and skeletons. Incredibly violent (if a frog lands on you, you splatter. If a spider touches you, it sucks your blood out) and also kind of scary. Especially the last boss who you can't even see, except for a silhouette which is hard to see, since the sky is pitch black by the time you fight him. He moves around as well. The only times you ever really see him is when lightning strikes and after this happens five or six times you can clearly see that he's getting closer. If he reaches you, you lose all your lives and get a game over. A TAS of this game might be interesting, as part of the time consuming nature of the game is that it's hard to line up a good clean shot with your bow and you often have to make a run for it, reload and then come back to fire the next shot. Fort Apocalypse You fly a helicopter to rescue captives, destroy tanks, avoid airborne mines and then fly underground through a deep underground labyrinth, until you reach a strange fortress, blow up a reactor, and then escape. The need to occasionally refuel and teleporters add some fun elements to this odd game. Green Beret A side-scrolling game where you play a soldier armed only with a knife that must take on entire armies. The enemy troops are armed with guns, and so much as touching them kills you. A fun but extremely tough game. Flamethrowers can be found in the levels but only give you three shots. International Karate Unlike most fighting games, this one's fairly unique in that it defeats the purpose of button-mashing. All attacks do the same "damage" (every successful hit is a KO) meaning there's no uber-attacks that make the others less than useful. All attacks are equally useful, but are to be used in different situations. Example, a stomach punch is better when you're up close, but a jump kick is better when you're further away. If the opponent is blocking low, you do a high attack. If they're blocking high, do a leg sweep. Since you can mix it up and use just about any attack, watching a TAS of this game wouldn't be as boring as say, a Street Fighter 2 TAS where someone might do the same move over and over again. International Karate+ Same as above, but with different moves such as backward attacks, backflips, and headbutts. Also, you face two opponents at once, meaning the fights would be more intense. Jumpman Mostly a very simple game, it can get slightly more complicated in later levels. You control a character who must jump to avoid obstacles and enemies which vary in creative ways, in order to collect all the treasures in each level. Some levels have a puzzle aspect to them. Some occasional levels have particularly unique twists, like "invasion" where you forego your jumping ability in favour of a gun with which you can shoot down UFOs, or "Dragon Slayer" where instead of jumping you hurl spears. Another is "Hot Foot" where every time you jump the ground beneath you is destroyed (meaning you have to be careful where you land) What would make this particularly fun for a TAS is that you can choose a speed from 1 to 8 (1 being fastest) to play through the levels. Everything in the level, from your jumps to the timer is faster if you pick one of the faster speeds. Speed 4 is default, Speed 2 is much more challenging. Speed 1 is insane. Lode Runner This game was released for NES too, but I prefer the C64 version since it's a little faster paced and it shows the entire board (In the NES version you were shown a closeup of a cross-section, meaning that it was harder to see what was going on elsewhere in the map. This maybe makes it a bit more challenging to record, but it also means the viewer of the TAS has a harder time following along) For those unfamiliar with the game, you climb ladders in order to collect treasures while avoiding enemies. The unique part of the game is your ability to create holes in the ground, in order to trap enemies or give yourself a quick escape if you need one. Different levels are designed for you to use this ability in a variety of ways. Example: At least one level requires you to trap an enemy and have the hole reseal itself while he's still inside so that he's killed and regenerated over a treasure that he picks up, so you can take it from him. Space Taxi A really nuts game where you control a flying taxi that must pick up passengers on all sorts of weird planets and alternate dimensions and take them to their destinations, despite really really crazy obstacles. The physics are what makes this game challenging, especially on levels where the physics are manipulated by things such as black holes. Some luck manipulation would work wonders on this game, such as getting passengers to appear at the closest possible landings, and getting them to request the closest possible landings.
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J.J. McCullough wrote:
I don't know what WIP1 checked for playback means, perhaps you can tell me.
When you play back the movie, there are various checkboxes before you click okay. One of them says WIP1 (which is what almost all videos on this site use). It should be checked. If it's checked and the video desyncs, you can try unchecking it.
J.J. McCullough wrote:
I didn't know that the ROMs themselves made a difference, but mine is called "Legend of The Mystical Ninja, The (E).smc" for what it's worth.
Here's the problem. The (E) at the end means you're playing the European version of the game. The video on this site is made for the North American version, which would have a (U) at the end. The differences between the US and Europe versions of the game are probably subtle, but enough to cause a desync.
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I did some more considering and there are some slight inherent problems with rerecording for C64 games, which I've recommended workarounds for. 1. Same principle as DOSBox or Amiga: It would likely be very difficult to record every single possible input because there's an entire keyboard that the player can use. Maybe a re-recording version of a Commodore emulator should only record joystick input, plus the function keys, spacebar, and return. (The majority of games won't use more keys than this, even for high score input) The downside to this is that a few certain games would not be playable, especially text adventures. Still, a speedrun of a text adventure would be pretty stupid. 2. Rerecording for C64 games should start at the moment the games are finished loading, not startup. A few reasons for this. First, if my above suggestion was taken, that would mean the emulator can't record the commands you'd need to enter in order to load the games (LOAD"*",8,1 for example). Second, many many C64 games are bootlegged and many many people have hacked the games to add a "BROKEN BY ELITEHACKER92" title screen prior to the game loading, meaning that if two people use the same ROM, they could have very different load times before the game starts and that would mean the video would desync. 3. Commodore emulators emulate two different rom formats. D64s are disks, and T64s are tapes. So an author would have to specify which ROM and which ROM format they're using when they publish. Jumpman.d64 and Jumpman.t64 could be slightly different. I guess this isn't really a problem since the authors are required to specify the full rom name anyway. I really hope someone would somehow be able to create a re-recording emulator for Commodore 64, as I've thought of a large number of games that I would personally love to do a TAS of, and the number keeps growing in my mind every time I think of it.
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J.J. McCullough wrote:
I hate to complain, but when I load this SMV on my Snes9x, all that happens is the character runs into a corner and stays there forever, jumping blindly. I've checked the various FAQs on this site, but I am not sure I understand the problem. Why would the video playback incorrectly?
You're going to have to be more specific if you want people to help you. What version of Snes9x are you running? Is WIP1 checked for playback? What ROM version of the game are you using? Have you been exposed to what is legally considered a lethal amount of hallucinatory radiation prior to playing the game?
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For some reason, I'd thought you picked "J" because in cutscenes and whatnot when someone says your name "J" is shorter than "A" and it would take less frames to say it. But that's kind of dumb now that I think of it. The font is fixed width and even if it wasn't, it renders letters instantly and not gradually, right? I don't have the 1.2 rom so I wasn't able to watch your M64 properly (interestingly enough it runs perfectly fine up until after you get the Kokiri Sword, then desyncs) so I was finally able to watch it when the AVI was posted in the thread (up to the silver gauntlets). I was very impressed. The new comments added sound like it could be improved much more, though, so I'm really anxious to see what it would look like with such improvements. One question, though. I'm not completely familiar with the pitfalls of different movement types but I did notice that at one point you did that sideways-jumping trick (Been a while since I played it... is it left on the analog stick while holding Z and tapping A?) which seems to be really fast. Does it save time to do this during the long stretches, like across the Hylean Fields before you get to Gerudo Valley?
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I wouldn't mind seeing a movie where the player bankrupts the maximum number of computer opponents (rather than just one). Any thoughts?
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Stop it, man. You're making us look bad. :p
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Very nice. I see no reason why this shouldn't be published.
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Well, I was impressed.
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Okay. Thanks.
Post subject: Question about Super Metroid
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I notice that in all Super Metroid runs on the site, Samus gets three or more energy tanks. Is this only so that she can do her various speed boost tricks and otherwise take damage to save time? In other words, will the giant Metroid and Mother Brain's energy draining attacks kill you if you have less than three energy tanks?
Post subject: Commodore 64 stuff...
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Okay, this is the official thread where I look like a dumb noob for requesting something that none of you has any power over and that has probably been requested before. Basically, I'm really really anxious to see a Commodore 64 emulator with re-recording support. Anyone have any leads? I like the CCS64 emulator, but it doesn't have movie recording support at all, let alone re-recording. It doesn't seem to have an open source either, as far as I can tell. I know from personal experience, however, that the emulator has slowdown and save states so it would seem that re-recording is far from impossible. It also seems the author added netplay recently, so he's willing to implement new features. Any comments? I can think of a ton of games that would be great for re-recording.
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Bag of Magic Food wrote:
Or maybe you should obsolete it now so the publishers don't have to bother publishing two movies!
Well, there's not really any point in making a new movie if the game isn't going to attract any attention, which is why I'm waiting to see if it generates interest before re-attempting it.
Truncated wrote:
It looked to me like running was faster than swinging, but you swinged all the time and ran only occasionally (even when there didn't seem to be any obstacles). But the movement in this game seems quite irregular anyway.
Swinging follows some strange rules. Swinging in general is faster, because you're usually able to move at jumping speed but without the delay that happens when you hit the ground. The speed you swing depends very much on the length of the web. A smaller length of web means that you take longer to swing across, but a longer length gives you more momentum. If I press B while swinging I can immediately websling once I reach the end of my swing, and continue with very little lost momentum. If I press A, I let go of the web, which in most cases, launches me forward very fast, (much faster than running) but if I try to websling from there, it takes longer for my web to hit its target so it's difficult to judge where you'd optimize. I should mention the really difficult part about speedrunning is that you can't turn around in mid-air like you can in some games, although you can speed up and slow down at will.
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Okay, tell ya what. If this movie generates enough interest to get published (or rejected... needs more votes either way) I'll make another one to obsolete it where I skip the shades.
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Possibly. I'd still say that it's not very fun for a viewer to watch pitch blackness for a long stretch of time.
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Good question. I was considering that, but I think there are two reasons why it wouldn't be a good idea. First, it would be all but impossible to see what I'm doing. I suppose that's the point, but I think even if I were to try I would probably end up bumping into things and not even know it. Second, it's not really very entertaining to watch pitch blackness for several minutes, is it?
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Hmm. This is a little disappointing. Oh well. I should have guessed. This isn't a very popular game.