Posts for JXQ


JXQ
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Joined: 5/6/2005
Posts: 3132
I like AKA's idea of hiding the votes as well. I figured it was impossible to do on these forum polls, so I never bothered to ask about it. I don't have a problem with anyone voting for their own run. I would have voted for mine if I had liked it the best. Who authored which run is not important; the final products stand on their own. This voting was just for fun and a little community discussion, both of which I think were accomplished, so it feels like a success to me.
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JXQ
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Posts: 3132
I will attempt to explain the macro feature's syntax. First, the macro must be defined, which is done under Input - Edit Input Macro. Each button corresponds to its plaintext representation during "show controller input", which includes: <, >, v, ^ for directions. (Less than, greater than, lowercase V, carat) A, B, X, Y, L, R for standard buttons. S, s for start and select. Start is the capital S. Other syntax that is used for macro building: () (parenthesis) are used to group more than one button on the same frame. [] (brackets) are used to group part of the macro together and repeat it several times within each total macro loop. . (period) indicates a 'blank' frame where no buttons are pressed. | (pipe) indicates a different starting point for the macro to loop. Without this character, the beginning is the default looping point. ! (exclamation point) indicates to end the macro instead of looping it. Here are some example strings: S^.^v.v<><>BAS! - The konami code (pressing "up, up, down, down, left, right, left, right, B, A, start"), and it does not repeat. Note that there is no character for indicating "go to the next frame" - it is assumed. Parenthesis must be used to group more than one button onto the same frame. [Y]6 [(Y>)]5 - Presses Y for six frames, then presses Y and "right" for five frames, and repeats indefinitely. The space is ignored (but can be used for readability). This is part of the key sequence used for 6/5 in Super Mario World. [(>A)]11(<A)(<)(<A) - Presses "right" and A for 11 frames, then switches to "left" and A for a frame, then releases A for a frame, then represses A for a frame, and repeats. This is a 14-frame right-side walljump macro for Super Metroid. Second, the macro must have a hotkey defined, which is done under Input - Customize Hotkeys - Page 6 (new page). Each macro number corresponds to which player's macro you've filled out on the Edit Input Macro dialog box from earlier. When a macro is "activated" with its hotkey during recording, the controller input given for it begins to cycle automatically as frames are advanced until the hotkey is used again to disable the macro. There is a radio button on the Edit Input Macro dialog box, which is for selecting the "user input mode":
  • Setting this to None will not allow any user input during a macro.
  • Setting this to Overwrite will add any button presses that the user gives on any given frame. (AND logic)
  • Setting this to Toggle will add any button presses that the user gives on any given frame, unless the button is already pressed by the macro on that frame - in that case, the button is "toggled" off. (XOR logic)
This feature is excellent when part of a process can be automated and part of it cannot. An example of this is 6/5 during Super Mario World, where jumping can be added in manually as needed. --- Ideas for improvement to this macro feature:
  • The ability to define more than one active macro, and have separate hotkeys for them (rather than separate hotkeys for each player - instead, these could be set in individual macros, if desired).
  • The ability to save and load macro sets, and the ability to name macros.
  • The ability to "remember" the point a macro should be when a state is loaded in mid-macro (perhaps this is as easy as comparing (current frame - loading frame) to the (macro length)?)
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JXQ
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Joined: 5/6/2005
Posts: 3132
Well the "TAS of 2007" voting has ended. Here are the results: (They're also put into above post) TAS of 2007 31 votes - [817] SNES "all items" Super Metroid (JPN/USA) by JXQ in 1:10:45.02 31 votes - [1017] N64 "0 stars" Super Mario 64 (USA) by Swordless Link & AKA in 05:47.37 13 votes - [826] Genesis Sonic 3 and Knuckles (any) by Nitsuja in 34:22.02 4 votes - [981] GBA "100%" Metroid Zero Mission (USA) by Dragonfangs in 1:01:43.7 4 votes - [1022] NES Super Mario Bros (Japan/USA PRG0) by klmz in 04:58.53 All the voting had a really great turnout, and it went much better than I thought it would. Thanks, everyone! How about next year? :)
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JXQ
Experienced Forum User, Published Author, Experienced player (750)
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Posts: 3132
Developing a route for this game is a big part of TASing it. It will require a lot of macro- and micro-testing and it's nothing that can be done with certainty by someone in a short time. As the one TASing this game, you should be testing against any route given, because it could have errors, and you would presumably be the most familiar as you progressed through the project. Short version: Determine the route yourself, as this is a central part of TASing the game.
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JXQ
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Posts: 3132
I will try out this macro feature. I'm excited :) I noticed yesterday when playing some 2-player games that setting up input for controllers 2-5, and turbo input for all controllers, still has the "screwed up listening for input" bug that you fixed for controller 1. Also it would be neat to add up, down, left, and right, to those turbo dialog boxes (though this is not urgent, since you can assign them turbo in another way). Thanks again for all your dev work, Gocha.
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JXQ
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Nice job guys, I'm voting yes. This looks very polished and there are several surprising shortcuts. Around frame 20000, when you destroy the left pipe to the cute animal roaster, and the bluebird decides to fly into it anyway, I laughed :)
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JXQ
Experienced Forum User, Published Author, Experienced player (750)
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I've watched all four of these again (not including NES Super Zzzzz Bros.) and I think that this was an excellent list. I don't think more nominees would have helped the process; in fact, I think the large amount of nominees in some categories harmed the voting. I liked my Super Metroid a lot, though I greatly prefer the no-cutscenes AVI, which has spoiled my attention span even farther than TASing already has. Super Mario 64 was very good as well; not so much for the 0-starness, but the stylistic choices made were very nice. Sonic 3 has always been a little too glitchy for my taste, but it's still a very good watch. However, I'm voting for Metroid Zero Mission. There's so much available in what the main character can do that perfecting those abilities is very fun to watch, and the style and movement was excellent throughout. It also reminded me of how good of a TAS that Super Metroid: Redesign would make, and I'm looking forward to that. (I'm sorry if it's weird that I didn't vote for my own movie)
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JXQ
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One thing I noticed with beta-8, which is extremely minor, is that the messages for loading a state, saving a state, read-only toggle, etc. do not display when the emulator is paused (until the frame is advanced), where it used to display these messages immediately in previous versions.
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JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
I would prefer date of publication to version number, because version numbers rely on the obsoletion chain, which can be inconsistent between different games. For example, 2-player Contra by adelikat obsoleted 1-player Contra by Genisto. On the other hand, 2-player Battletoads by FODA did not obsolete 1-player Battletoads by Phil & Genisto. If we call adelikat's "v2" and not FODA's, it most reliably refers to being the second publication in the obsoletion chain at this site, without regard to if it is 1-player or 2-player. If that is the information that is put in the filename, the intent would be more clear to by including the movie publication number instead. Still, I think date of publication is the best option. | Defeats all on-map non-hidden hammer bros. |
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JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Could the rationale behind not using capital letters or spaces in the filenames be disclosed? Sub-Terrania TAS by JXQ.avi is much easier to read/parse than subterrania-tas-jxq.avi, for example. I also want to bring more emphasis to the counterintuitive version number in the publication's filename. Without knowledge of either of these particular movies' history, it's a guessing game as to which order these movies were created in: supermario64-tas-1star-mr_roberts_z,rikku.avi supermario64-tas-16stars-aka.avi supermario64-tas-16stars-spezzafer.avi supermario64-tas-1star-aka_and_swordlesslink.avi supermario64-tas-16stars-aka_and_swordlesslink.avi supermario64-tas-1star-rikku.avi supermario64-tas-0stars-aka_and_swordlesslink.avi supermario64-tasv2-16stars-rikku.avi superdemoworld_tlc-tas-jxq.avi superdemoworld_tlc-tas-skamasta,fabian,jimsfriend,jxq.avi superdemoworld_tlc-tas-mrz.avi superdemoworld_tlc-tasv3-jxq.avi
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JXQ
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It would be convenient to be able to select individual hotkeys for each state being saved and loaded, rather than having a generic save and load button, with individual state selection buttons. Example setup for this would be to use 1 to load state 1, Shift+1 to save state 1, 2 and shift+2 to load and save state 2, etc. (Unless this is already available and I've missed it somehow.)
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JXQ
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Posts: 3132
I've updated this utility to version 3. Updates:
  • M64 support. I tested "pasting" the Mario 64 0-star onto the 1-star, and vice versa. Both worked, though the estimated ending frame for the 0-star -> 1 star was a few frames short. Besides that, I haven't tested this format, so there may be some bugs in it. Different controller setup will disable pasting; different plugins will give a warning.
  • Default value to copy until the end of the input movie. I tried to make this intuitive as possible for whatever values someone might enter. If the input starting frame is blank, and a value is entered, "All remaining" will be placed in the duration field. This can also be deleted and filled in with a specific number like before.
  • A couple UI changes.
FCM still doesn't support offsets (M64 does). Pending that, and bugfixes, I don't think there is too much left to do. Suggestions are welcome, though. I could implement MMV.
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JXQ
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Upthorn wrote:
How about having the user enter the ratio of input frames/real frames after editing?
Eloquent it is not, but the most accurate solution it is. The good(?) news is that I just tested, and if the real-frame value is shortened, the movie does end early. So I think I will ask for the number of frames, and if the user doesn't know, try to estimate it with the ratio method.
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JXQ
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AKA wrote:
In order to do this universally for every N64 game you'll need to find a way to read the real frame count from the header format.
The dilemma is that this header value is what I need to replace with a new value that represents the new length of the movie, which looks to be estimatable, but not certainly accurate.
Yes, there seems to be a bug where the last 5 seconds go missing on odd occasions.
I remember hearing a bit about this before, it sounds like an emulator bug during ending a recording, nothing that I could detect or fix with this utility, but perhaps it's caused by a faulty real-frame value. I'll test out the hacked-frame-count thing later today to see what the emulator does.
Controller input doesn't matter too greatly. The only problems I've had with this is when someone uses a controller and enables the rumble feature. To be on the safeside its probally best to only allow controller inputs to be the same. On the side note I would avoid preventing users from hexing input when they have different video plugins.
Ah, I forgot about plugins. I suppose what would be best is to warn the user if anything doesn't match, controllers or plugins, but still give them the ability to do copy-pasting if they really wanted.
Mukki wrote:
It may be worth noting that whilst frame rate differs between games and may cause problems I have seen frame rates differ within games themselves. For example, in Majora's Mask the game in open play runs at 20fps, the start menu runs at 30fps and the song of soaring screen runs at 60fps.
I got this impression from the M64 format page. My only idea is to get the ratio of (real frames / input frames) for both movies, and average them on the new pasted movie depending on which percentage was from which movie. What I'm ultimately trying to avoid, is to have someone use this utility and end up with an M64 file that is submitted and gives an incorrect time, without the author even realizing that the time is incorrect (because the movie could still play in its entirety, for example, if the emulator treats it similary to FCM).
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JXQ
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Posts: 3132
I'm working on implementing M64 today, and I have a couple questions about the format that hopefully those with N64 experience can answer. For this particular format, I'm going by Input-Frame count, rather than actual frame count. I'm told that this is the way to go for accuracy when hex-editing M64 files. Currently, when a segment is pasted late enough that it extends the length of the movie, I update the frame counts in the other formats. For M64, I can update the input-frame count with accuracy. However, as the real frame count is not always consistent with the input-frame count, I don't know of a way to make it accurate. The reason it is (possibly) important to make both accurate, is due to the way that submissions are handled by the script on TASvideos. If you've read one of my complaints about FCM, one problem is that the amount of frames given in the metadata of the movie file doesn't have to correspond to the actual number of frames given by the controller data - so you can fake-out the submission script by hex-editing that value. This is one of the reasons I wrote FCMFix. Anyway, I would imagine that the M64 submission script looks to this same value to get its time (I have no idea how else it would get it). The emulator also might stop playback when it hits the frame given, even if there is more controller data. (SMV does this, for example) The best "solution" I have come up with at this point is the following: When opening the files, calculate the ratio between regular frames and input frames for both files. After psting, if the new movie's input-length is longer, re-"calculate" (estimate) the number of actual frames by multiplying the new input-frames by this ratio. Obviously not perfect..but hopefully close in most cases. I'd also throw in a pop-up advising the user to re-record the end of the movie to ensure a correct frame count. I'm also putting in a check to make sure that all the controllers are set the same (same number, same rumble pak/memory card settings..). Does this sound like a valid safeguard? Or are there scenarios where you may want to copy data from one movie to another with different controller settings? Blahblahblah..I'm talking too much. To summarize, I have the following questions: 1) Is there an accurate / semi-accurate way to calculate the real-frame count based on the input-frame count? 2) If the real-frame count in the metadata is set at a shorter value than it should be for the particular movie, does the emulator stop short at that frame? Does the submission script display the wrong time? 3) Does preventing pasting between two files with different controller settings sound like a good safeguard? Thanks for any input :)
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JXQ
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You can also enter the value into the Ending Frame field, and it will auto-calculate the duration (instead of the other way around). Perhaps I should change the default for the input movie's ending frame, though. I do agree that in many cases, the desired range is through the end of the input movie. Currently these defaults have been lifted from the Input Animators, so they probably don't apply in the same way.
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JXQ
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I KNEW I WASN'T CRAZY 13 years ago when I heard this sound effect in World 8's fortress <3 Xkeeper, do you know what determines if you get the extra tune on the 1-up? Or is it just random?
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JXQ
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Version 2 is completed, now with FCM support. I anticipate some errors, but I've tested it in quite a few weird cases and gotten good results. What a horrible format. I'll try M64 support next, assuming I don't have huge corrections to make with FCM. If you find a problem with an FCM the following would be extremely helpful for debugging: 1) Input FCM 2) Output FCM 3) Frame ranges and durations used Thanks for any feedback :)
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JXQ
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Posts: 3132
upthorn wrote:
About TAS of 2007: Why aren't the winners of the "lucky tas", "glitchy tas", "funny tas", and "innovative tas" included as nominees.
My judgment call on this was that the non-system ones were somewhat "niche" qualities of a nice TAS. Some runs had a standout performances in one of those categories, and recognizing them was my intention with those categories. Ideally, I think the best TASes strive to be all of these together as much as possible, for maximum entertainment throughout. And with the individual system voting, there was no restriction on which "type" of entertainment to go for when nominees were chosen. It was simply asking everyone to "vote for the (system) TAS of 2007," whatever that meant to the individual.
About TASer of 2007: Shouldn't the nominees to this category have been determined based on the winners of the other categories, as with the overall "TAS of 2007" category?
I justified that decision with the point that arkiandruski brought up earlier in this thread: For overall TASes, I think the winner from each catergory could be nominated. Overall TASers should be nominated separately because there are some big ones who don't necessarily shine on a single system. Good points to bring up though. If my ideas don't reflect the community as a whole, they can always be adjusted for future votes.
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JXQ
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The voting for TAS awards of 2007 went very smoothly. Thanks to everyone who participated, and congratulations to the nominees and winners! Here are the results: (hopefully the formatting is not too confusing) Speedy TAS of 2007 19 votes - [802] SNES Biker Mice From Mars (USA) by Baxter in 05:12.62 12 votes - [919] GBA "Maxim Version" Castlevania: Harmony of Dissonance (USA) by Comicalflop in 00:24.3 8 votes - [886] N64 Wetrix 64 (USA) by Deign in 00:49.72 6 votes - [969] NES Legacy of the Wizard (USA) by Lord Tom in 13:44.23 6 votes - [972] SNES Mask, The (USA) by Randil in 06:39.8 Glitchy TAS of 2007 27 votes - [826] Genesis Sonic 3 and Knuckles (any) by Nitsuja in 34:22.02 9 votes - [941] SGB Pokémon Green (JPN v1.0) by Primorial#soup in 04:24.53 8 votes - [1036] SNES "100 CDs" Rockman & Forte (JPN) by parrot14green in 42:19.82 7 votes - [822] GB "warp glitch" Zelda: Link's Awakening (USA/Europe v1.0) by Soulrivers in 04:00.5 6 votes - [824] NES "glitched" Legend of Zelda 2 (USA) by Inzult in 06:13.08 5 votes - [934] SNES Mortal Kombat II (USA v1.0) by Samhain-Grim in 22:43.68 2 votes - [813] NES Widget (USA) by CtrlAltDestroy in 05:48.83 2 votes - [883] NES A Boy and His Blob (USA) by Aqfaq in 01:57.95 1 vote - [955] NES "item glitch" Dragon Warrior 3 (USA) by dave_dfwm in 57:28.27 Innovative TAS of 2007 20 votes - [871] NES Mega Man 3, 4, 5 & 6 (USA) by Baxter & AngerFist in 39:06.92 16 votes - [892] SNES "small only" Super Mario World (USA) by thegreginator & skamastaG in 1:19:55.65 12 votes - [817] SNES "all items" Super Metroid (JPN/USA) by JXQ in 1:10:45.02 7 votes - [784] NES "4 Player" Nightmare On Elm Street (USA) by chupapi in 16:15.75 7 votes - [1013] NES River City Ransom (USA) by adelikat & JXQ in 12:55.38 3 votes - [848] SNES Super Mario Kart (USA) by Huffers in 23:10.88 1 vote - [799] GBA Silent Scope (USA) by mmbossman in 05:29.28 Lucky TAS of 2007 14 votes - [1004] Genesis Shining Force (USA) by DarkKobold in 2:08:40.07 10 votes - [868] NES Legend of Zelda, The (USA PRG0) by Phil & Baxter in 24:04.05 9 votes - [950] SGB Pokémon Blue (USA/Europe) by Primorial#soup in 1:18:58.78 6 votes - [1024] GBA Castlevania: Aria of Sorrow (USA) by zggzdydp in 12:06.73 3 votes - [766] NES Mike Tyson's Punch-Out!! (USA PRG1) by adelikat in 17:50.0 3 votes - [834] SNES Vegas Stakes (USA) by hero of the day in 03:30.93 2 votes - [931] NES Dragon Warrior 3 (USA) by dave_dfwm in 1:50:36.18 1 votes - [901] NES Castlevania (USA PRG1) by Phil. Côté & Morrison in 11:20.5 Funny TAS of 2007 20 votes - [1013] NES River City Ransom (USA) by adelikat & JXQ in 12:55.38 13 votes - [897] Genesis Altered Beast (Japan/USA,r2) by foda in 05:53.3 6 votes - [934] SNES Mortal Kombat II (USA v1.0) by Samhain-Grim in 22:43.68 6 votes - [1014] NES Journey to Silius (USA) by klmz in 09:32.03 4 votes - [1026] NES "2-player" Chip 'n Dale - Rescue Rangers (USA) by dragonxyk in 09:29.22 2 votes - [876] Genesis Splatterhouse 2 (USA) by Aqfaq in 14:15.5 GBx TAS of 2007 11 votes - [981] GBA "100%" Metroid Zero Mission (USA) by Dragonfangs in 1:01:43.7 9 votes - [863] GBC Zelda: Link's Awakening DX (USA) by Chef Stef in 1:09:49.93 7 votes - [995] GBA Castlevania - Harmony of Dissonance (USA) by zggzdydp in 14:04.85 6 votes - [950] SGB Pokémon Blue (USA/Europe) by Primorial#soup in 1:18:58.78 5 votes - [1024] GBA Castlevania: Aria of Sorrow (USA) by zggzdydp in 12:06.73 4 votes - [821] GBA Castlevania: Circle Of The Moon (USA) by Cardboard in 21:51.08 3 votes - [949] GB "any%" Metroid II - Return Of Samus (USA) by Cardboard in 45:08.42 2 votes - [947] GBA Kirby & The Amazing Mirror (JPN) by mugg in 26:11.52 Genesis TAS of 2007 20 votes - [826] Genesis Sonic 3 and Knuckles (any) by Nitsuja in 34:22.02 11 votes - [945] Genesis Gunstar Heroes (USA) by arkiandruski in 35:28.92 3 votes - [958] Genesis Rocket Knight Adventures (USA) by Upthorn in 27:18.13 2 votes - [845] Genesis Vectorman (USA) by mmbossman in 11:41.75 2 votes - [880] Genesis Dynamite Headdy (USA) by emu in 33:22.82 2 votes - [954] Genesis Comix Zone (USA) by xoinx & XYZ in 09:34.88 N64 TAS of 2007 37 votes - [1017] N64 "0 stars" Super Mario 64 (USA) by Swordless Link & AKA in 05:47.37 19 votes - [963] N64 Legend of Zelda: Majora's Mask (USA) by Mukki in 2:14:03.08 15 votes - [850] N64 "120 stars" Super Mario 64 (USA) by Rikku in 1:39:02.13 6 votes - [1007] N64 Goldeneye 007 (USA) by Rising Tempest in 29:58.27 1 vote - [975] N64 007 ? The World is Not Enough (USA) by Wyster in 31:29.53 NES TAS of 2007 17 votes - [1022] NES Super Mario Bros (Japan/USA PRG0) by klmz in 04:58.53 9 votes - [1001] NES "warpless" Super Mario Bros. 2 (USA PRG0) by adelikat & Cardboard in 19:39.93 8 votes - [901] NES Castlevania (USA PRG1) by Phil. Côté & Morrison in 11:20.5 5 votes - [1014] NES Journey to Silius (USA) by klmz in 09:32.03 4 votes - [828] NES Ninja Gaiden 2 (USA) by Scumtron in 09:14.32 3 votes - [762] NES "Grant path" Castlevania 3 – Dracula's Curse (JPN) by Samhain-Grim in 28:57.55 3 votes - [830] NES Super C (USA) by Baxter & Adelikat in 12:20.02 3 votes - [951] NES Darkwing Duck (USA) by AnS & Randil in 10:59.5 1 votes - [991] NES Bucky O'Hare (USA) by AnS in 22:13.6 SNES TAS of 2007 26 votes - [817] SNES "all items" Super Metroid (JPN/USA) by JXQ in 1:10:45.02 17 votes - [892] SNES "small only" Super Mario World (USA) by thegreginator & skamastaG in 1:19:55.65 10 votes - [848] SNES Super Mario Kart (USA) by Huffers in 23:10.88 5 votes - [1036] SNES "100 CDs" Rockman & Forte (JPN) by parrot14green in 42:19.82 4 votes - [898] SNES "any%" Donkey Kong Country 2 (USA v1.0) by Arnethegreat in 41:49.02 3 votes - [793] SNES "any%" Super Metroid (JPN/USA) by hero of the day in 40:57.85 1 vote - [809] SNES Mega Man X2 (USA) by FractalFusion & Graveworm in 31:42.45 1 votes - [934] SNES Mortal Kombat II (USA v1.0) by Samhain-Grim in 22:43.68 GBx TASer of 2007 14 votes - Cardboard 12 votes - zggzdydp 4 votes - Soulrivers 3 votes - Dragonfangs 0 votes - MUGG Genesis TASer of 2007 25 votes - Upthorn 7 votes - Aqfaq 5 votes - nitsuja 3 votes - JXQ 3 votes - mmbossman 2 votes - emu 1 vote - adelikat N64 TASer of 2007 34 votes - Mukki 10 votes - Swordless Link 7 votes - Rikku 6 votes - AKA NES TASer of 2007 23 votes - adelikat 15 votes - Randil 11 votes - Baxter 6 votes - xipo 1 vote - Phil SNES TASer of 2007 34 votes - JXQ 15 votes - hero of the day 4 votes - Parrot14green 2 votes - arne_the_great 2 votes - Samhain-Grim 1 vote - Fractalfusion Rookie TASer of 2007 33 votes - Cardboard 12 votes - xipo 5 votes - klmz 5 votes - zggzdydp 3 votes - Deign 3 votes - Soulrivers --- TAS of 2007 31 votes - [817] SNES "all items" Super Metroid (JPN/USA) by JXQ in 1:10:45.02 31 votes - [1017] N64 "0 stars" Super Mario 64 (USA) by Swordless Link & AKA in 05:47.37 13 votes - [826] Genesis Sonic 3 and Knuckles (any) by Nitsuja in 34:22.02 4 votes - [981] GBA "100%" Metroid Zero Mission (USA) by Dragonfangs in 1:01:43.7 4 votes - [1022] NES Super Mario Bros (Japan/USA PRG0) by klmz in 04:58.53 TASer of 2007 31 votes - adelikat 11 votes - JXQ 5 votes - Baxter 5 votes - Randil 4 votes - Cardboard
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
QuickHex v5.1 This utility is used for quick pasting one segment of a movie file onto another file in another location without needing a hex-editor. Currently supported formats: FCM SMV (1.43 and 1.51) GMV VBM M64 MMV I believe the program is self explanatory. The input file (file to copy from) is on the left, and the output file (file to copy to) is on the right. Select the frames to copy and the frame location to paste, and click Insert. The "Offset" button will insert blank frames before inserting the copied data. This can work in many games with frame rules or areas with different "states" depending on the frame of arrival. The offset value is currently not supported with FCM. An automatic backup is made by default of the original file before pasting, of the name "Originalfile_QuickHexBackup#.ext". (This can be disabled, if desired) If you have suggestions or bugs to report, please post them here.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
What I think Rridgway is referring to is: In this video, in 5-1, Mario takes a pipe that warps him to 4-2.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
I am absolutely thrilled that these UI and other minor fixes are being applied to 1.43, more so than I would be to have 1.51's emulation corrected. Thanks very much, Gocha.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Boco, do you really need to be such a bitch?
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Phil, I thought your project was paused due to SNES9x 1.51 problems? We'll be waiting on that for a long time, so there's no reason for someone else to not pick up the project. The published run is really outdated :(
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)