Posts for JXQ


JXQ
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Joined: 5/6/2005
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Or: 1) Does not collect any feathers 2) Aims for fastest time (so long as first goal is not compromised)
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JXQ
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Happy (24th) Birthday to me :)
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JXQ
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jimsfriend wrote:
I don't know how much time you gain/lose from flying in DP1, so maybe this is a bad idea.
Doing the GSP on the second time through will mean that DP2 will be saved for later as well. Even if it wasn't, it doesn't take much time to grab the feather at the beginning of DP1 and flying is surprisingly faster than running. I still haven't looked at the current run but I'll post anything here I think of that you haven't already covered in your essay complete with pictures that write in paint with the draw tool (which always makes me happy).
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JXQ
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I actually considered doing this for Super Mario World before I got involved in the SDW-120 run, for the same reasons - the cape gets boring after a while. The reason I abandoned this project is because of the discovery of the hopping glitch being slightly faster than running. With SMW (I assume 96-exit run), I found that the route is changed a bit and a Blue Yoshi comes into play quite a lot if some levels still want to be fast, Forest Secret Area and Tubular for example. And no, you can't get to the Top Secret Area, so it would really be a 95-exit run. With SDW (assuming 120-exit), there are a lot of exits that just aren't accessible with the cape. Misty Castle secret, Sky World 3 secret are two I think of, but I'm almost positive there are more. And the only Blue Yoshi is after Big Boo's Tower, which needs completion of Boo World 6, which requires a cape. I think that much of the game would end up being not explored. If anyone wants to try SMW-95, I've got some notes about the levels as to Yoshi positions, routes, etc. I'd be glad to share, just let me know.
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JXQ
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If you begin flying, and then start the hopping trick from flight, you can keep your flight speed. Maybe that's what you were thinking of. Without a cape, you can only go slightly faster than running speed.
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JXQ
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I think WIP timing needs to be turned off for this movie to sync correctly.
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JXQ
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I'm going to watch Viper7's run tonight and see if I can't find anything specific worth noting. I can think of one of the castles where you climb up fences for a while (the 4th world I think) could be faster if there is some footing you can grab, then just use the fast climbing glitch. Also, glad to hear you are working on this. Good luck! :)
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JXQ
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Does anyone else think this game is...too big for the screen? I just get that feeling whenever I tried playing it. The sprites are too big, or something. This isn't the first time a Mega Man run was submitted the same day as a Sonic run. :) Speaking of the run:
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JXQ
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Overall it was fun to watch. I don't know this game at all - a couple parts looked improvable in very minor ways (mostly in where hits were taken), but I don't know if they actually are. As such, it is still a substantial improvement over a published famtasia movie. Yes!
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JXQ
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Vatchern wrote:
It still amazes me the job that angerfist can do without using Frame advanced.
What??? I had no idea. This is indeed amazing.
Vidar wrote:
I hope it gets published.
Don't worry, it is a Mega Man game. ;-) Edit: Remember Nintendo Power had that contest for designing the next Mega Man robot bosses? Two of them (Knight Man and Wind Man) are in this game; that's why the credits of those two bosses are American while the rest are not (Japanese?).
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JXQ
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nico wrote:
anything over 1 pushes it?
I think so, because it's inherently the same game as the NES and Gameboy Tetris games, just with tighter controls. I voted yes anyway because this is my favorite of those versions.
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JXQ
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This is my favorite version of Tetris for any console ever. The control is great on it. I personally like competing on Ultra mode Level 9 in this game, (Personal best of 197,378, but I've seen scores of over 200,000 somewhere) but this run was a good demonstration of 40 Line mode. I'll vote yes, but I don't know how many more tetris runs we need. :)
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JXQ
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Yeah I can understand that, but my thinking was that the first level on non-turbo could show off things like, for example, ricocheting the yellow shield into groups of enemies. I figured by the time I got to the second level, there wouldn't be enough free time to do that anymore. With turbo mode, there hardly will be on the first level. I'll give this some thought.
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JXQ
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That run desyncs. Here is the fixed one. It seems there are more enemies in the first room when playing in Turbo mode. I'm still not sure if I want to use it though. Playing the entire game for only speed will get boring very quickly; I'm trying to play fast and also show off some of the weapons and quirks of the game. BoltR, did you ever progress farther with your run?
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JXQ
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nitsuja wrote:
Does this mean (if going for fastest time) that you would want to manipulate only 1 enemy to appear then so there are fewer enemies to kill, or does it mean you would want to manipulate 12 enemies to appear so you can reach some kill quota faster?
The latter; each room has a predefined number of enemies to dispatch. However, I'm not sure that it even matters, because enemies are entering from many entrances at once, and the gun only fires so fast. Honestly, if it requires that much manipulation, then I would just take out the "aims for fastest time" stipulation. I may end up having to do that anyway, depending on later levels, because I'm sure things could be done faster by manipulating which weapons to appear in the right circumstances.
Also, about turbo mode, I'm not sure if you shouldn't use it. ... It doesn't make your characters go faster, right?
It makes the entire game go faster, including enemies, your characters movements and all shot firing rates. So it's really the same game, just with less frames to work with.
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JXQ
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Dromiceius wrote:
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.
I get similar desync issues when playing your run, that is; fast forwarding gives me a different result than not. Well since it's not a surprise anymore, here's what I was thinking for this run - I watched BoltR's run awhile ago and although it was impressive, I thought that an entire game of that type of play would become boring to watch. So I studied how the game releases enemies. What happens is that there is a preset number of minimum enemies allowed before it will dump more into the room. This number is 8 for the first couple rooms on 2-player, I believe. When that is reduced to 7, a random number of enemies enter the room, from 1 to 12 of them I've found so far. So, although enemies aren't killed as soon as they are spotted, you can still go for fastest time by staying ahead of this trend. I want to show off some strange stuff about the game in the first level, while I still have the time to mess around - things like how the enemy speed increases, and running through groups without being harmed, etc. By the time I get farther in the game, I'll just be concentrating on shooting enemies as much as possible. I'm also not using the turbo mode BoltR used because it seems like a secret code to me that could be used for faster game completion. EDIT: I started the recording over without Volume Envelope, and pasted my old run back into it. Then I tried a bit of hex-editing just to see what I could do, and I was able to fix the run! I removed one frame between the first and second room.
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JXQ
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Thanks, that seems to be fixing my desync problem. Shouldn't have too much to redo, I don't think. I can't access BoltR's run. I used to have it but must have deleted it sometime without realizing it. The ROM info in my SMV is incorrect; I started using some other version that had a longer intro, so then I just edited the SMV to erase that delay and it didn't desync (only had 1 room done at the time). I'll eventually change that if I end up progressing in this run. I'm using "Smash TV (U).smc" with checksum 3147AD34. There's also a "Super Smash TV (U).smc", is that what BoltR used? I have no idea what the difference could be.
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JXQ
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moozooh wrote:
Hmm, isn't there a way to get his e-mail address?
Good call, I just e-mailed him through the site. Hopefully I'll hear from him someday. What does the moonwalk accomplish? I never understood the possible advantages of using it even when playing normally.
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JXQ
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I'm not sure. I could try recording myself just playing a few rooms 1-player under different settings and see what happens (EDIT), but either I'm going to get a desync and be sure it's messed up, or not get a desync, and not be sure if I did something that would have caused a desync under different settings. ---- Further edit: Made a little run of the first level (oh man I suck at this game). Anyway, it desynced shortly into the second room again, unless I fast-forward, then it made it to the room just before the boss, and still desynced. I had all settings turned on except for left+right.
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JXQ
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I wouldn't know how to test it properly because I don't know exactly where it desyncs - I just see some improper shooting shortly after the beginning of the second room if I don't fast-forward through it. (Not to mention that recording this run is a very tedious process.)
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JXQ
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I just watched this tonight for the first time in a while - I think you had two stages done at that point. But I didn't realize how far you were already! Good to know the new wave of Mega Man games is in good hands. Also, the less famtasia runs, the better!
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JXQ
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Yeah, WIP timing needs to be on, but the rest don't seem to affect play. I can create either scenario based on whether or not I fast forward with any of the other four settings on or off (although I haven't tried every combination, I don't think it's the problem). My fast-forwarding is also set to skip rendering 50 frames.
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JXQ
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Well, I have a strange problem. A little bit of this crazy run using "Smash TV (U).smc". I'm using SNES9x 1.43 v7 improvement by Nitsuja. The end of this file is supposed to have player 1 pick up a yellow shield, run it into the slow guy who borders rooms, and then the shield piece will fly into a large group of enemies on the right side of the screen. Unfortunately, the shield isn't always appearing, causing a desync. Playing the file normally causes some missed shots to happen in the second room, and play to just get lazy. Playing again, and fast-forwarding (with the tab button) until the beginning of the second room, the file syncs up more - the enemies are in the right places, and the shield appears (although I still haven't gotten it to play exactly as I did when I recorded it). I'm sure I didn't load bad savestates or anything like that (I don't think that matters with this game anyway). I wanted to work on this run in spare time, perhaps to take small breaks from Super Metroid, but these desyncs have got me holding off. Maybe this is just a game that has desync issues, like Mortal Kombat? I hope not. Anyway, if anyone has any ideas, that would be cool.
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JXQ
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Bisqwit wrote:
this thread is about making a glitchless movie.
I did miss this, apologies. My first question still remains, however.
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JXQ
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If it's tool-assisted, but glitchless, what authority decides what's allowed and what's not? And why is all this being posted in a thread about a non-tool-assisted segmented run?
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