Posts for JXQ


JXQ
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Joined: 5/6/2005
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Although I mentioned this before, any improvements on MF's run are impressive to me. Although after a little bit through the run, it won't be comparable, since his is getting 100% items and I don't think yours is. Also excited to hear you are back at it! *encouragement*
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JXQ
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Wow! I have never seen a movie get published this quickly. Awesome! Thanks everyone for the comments and votes!
<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
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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Joined: 5/6/2005
Posts: 3132
I just watched it, and although I've never played or heard of the game until now, it seems that the fist is used better in some areas than others. It seemed to get better as the run went on, but it looked like there were parts that could be done better. Again, I don't know, as I haven't played it, but that's what I thought watching it.
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JXQ
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[img_right]http://www.geocities.com/jxq2000/SoD2.png[/img_right] Thanks for the comments and votes everyone! This movie is actually approaching a number of votes to rank it publishable! Alright!
FODA wrote:
And i'm sure i've seen that face somewhere (the "hero", right after ariel shows up).
It used to be my avatar, perhaps that's where you saw it. My real reason for posting is because I forgot to include a description and screenshot suggestion. I would have edited the submission, but having my name changed from jxq2000 to JXQ took away my access to the movies I submitted under the old name. Not a big deal. Suggested description: "Yo dude! Skate Or Die 2 is quite an unpopular NES game, mostly due to the game sucking and the controls being unresponsive. Luckily, bad programming can work to one's advantage in a project like this. Luck manipulation is also a big part of getting through this game quickly. Skate straight!" The suggested screenshot to the right is frame 4033. EDIT: Whoops, I'm an idiot. I can still edit this submission - I just wasn't logged in. I'll add this info now.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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Kyrsimys wrote:
JXQ wrote:
I see no speed improvements
Perhaps not in the levels themselves, but I did skip one Hammer Brother and the "timebomb" level.
Hooray for me and my ambiguous text! I meant that I had no ideas to improve what you had already done.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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I see no speed improvements, but I have a couple questions: Level 2 - Whoa! Is this a variation of the duckjumping into a corner trick? Level 3 - I think I understand why you took the hit - the screen needed to be scrolled to start the battle. I know you can get hit 3 times with the Magic Wand - does that counter reset between levels or something like that? Level 4 - What caused the level to end? Level 6 - Curious - if you don't kill both Boom Booms at the end, will the other one cause damage or mess up the end-of-level counters, etc.? Overall, looks great. I don't know the engine of the game too well when it comes to jumping at the best time to keep superspeed, but I am really enjoying the optimization of switching powers during the level and rationing out your coins to buy the items that save the most time.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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There may be an emulator option - in SNES9x, I turned off transparency (the '9' key) to make a dark level light. But I don't think it needs a seperate AVI, myself. Edit: Might as well answer the forum topic question. To me, it's usually speed, but it depends on the goals of the run. The biggest example I've experienced is in the Super Demo World runs I've worked on - for the short, 15-exit run, speed was of primary importance, including reducing lag, etc. at the cost of some possible entertainment. Now in the 120-exit run (which is over 2 hours), I realized that entertainment can really make a long run, well, better. The same ideas were used for the Super Mario World warpful and 100% runs. As FODA said, just don't make it look slower.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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nitsuja wrote:
edit: But that's neat, I never realized that was MathML - I thought it was simply written as a very confusing plain text formula.
Yes, me too, as: 100.0 1.0 ( abs ( yes - no ) yes + no + meh ) + 0.7 ( min { 1 , ( yes + no + meh 12 ) 1.1 } ) 1.0 + 0.7 ! I tried to figure out what it meant for quite a while, but now I realize I never would have.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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I took the red key from mid-way through the door to the exit. Although this level is far from over at that point. And damn you Genisto for making a simple fun addicting game for me to play! ;-)
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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Holy crap a question in this forum that I can do! 25 = 5+5+5+5 26 = 7+7+7+5 27 = 7+5+5+5+5 28 = 7+7+7+7 29 = 7+7+5+5+5 30 = 5+5+5+5 Now for any integer x >= 25, we can say x = 5y + z, where y and z are integers, y >= 5, and 0 <= z <= 4. If z = 0, then x = 5y = 5 +...+ 5, y times. If z = 1, then x = 5y + 1 = 5 +...+ 5 + (5 + 5 + 5 + 5 + 1) = 5 +...+ 5 + 21 = 5 +...+ 5 + 7 + 7 + 7. If z = 2, then x = 5y + 2 = 5 +...+ 5 + (5 + 2) = 5 +...+ 5 + 7. If z = 3, then x = 5y + 3 = 5 +...+ 5 + (5 + 5 + 5 + 5 + 5 + 3) = 5 +...+ 5 + 28 = 5 +...+ 5 + 7 + 7 + 7 + 7. If z = 4, then x = 5y + 4 = 5 +...+ 5 + (5 + 5 + 4) = 5 +...+ 5 + 14 = 5 +...+ 5 + 7 + 7. All of these cases have less than four 7s, and these five sets together comprise the integers, by modular number definitions.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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The only part that I wondered was in the third level, when you duck-jump through the wall. It seems like it may be faster to just jump over the wall, keeping your running speed. But, I did no testing, so I'm probably wrong. Otherwise it looks awesome. Switching powers at any time just opens up so many possibilities.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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Well I hope he doesn't feel that way about the 120-exit run because there will be a lot of blocks to be placed!
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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nitsuja wrote:
it will effectively be back in from-factory condition.
I gotcha. There may be certain data that is not erasable that may affect luck in some strange way. An example I can think of (although not NES) is Tetris DX for GBC, as you can erase all the profiles, but the high scores that are obtained with those profiles will not be removed.
Phil wrote:
Not easy!? Press the power button a couple times and it will be erased. Pretty easy.
Oh man, how that brings back (frustrating) memories. One game notorious for this in a strange way was Kirby's Adventure. To get the highest ranking, you beat the "expert game" or whatever it's called, where you only have a max of three units of life, and you become "Super Star" and can access the sound test. I found that if I ever reset instead of power-off, it would change my save file back one ranking, i.e., as if I had never beat expert mode, but the rest of the file was still intact. This was annoying because I like sound tests. Thanks for the info everyone!
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JXQ
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I'm quite ignorant to this, but interested! Questions about this eeprom: What kind of data might be on it, and how does an emulator circumvent this problem? Does this mean that the emulation may not be true to the console in some way related to the eeprom?
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JXQ
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You may want to map the "emulator pause" hotkey to something easy to hit. That way, you can pause quickly when needed, and then take your time to decide whether or not to save and in what slot, or to load, or what to do in the game. There's more useful stuff on the Using Emulator Tools page, like how to use speed adjusting and frame advance. Those features may help you as well.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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Wow. mmx3crawfishowned.avi = very aptly named.
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JXQ
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Yeah I took it out, still bounced back. Hopefully Fusoya will find this place someday!
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JXQ
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What's the name of the ROM you're using? Are you using All Stars or All Stars + World? Edit: Got it to sync with All Stars + World. Is your aim for fastest time? You may want to check out the SMAS Lost Levels run on SDA for something to compare to. Edit2: The run actually desynced around 5-3.
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JXQ
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If you use warp zones in this version, I believe it skips world 9 and goes right from 8-4 to A-1. I don't know if you're using warps or not, but if you are planning on playing world 9 then you won't want to warp. Wasn't world 9 strange and buggy? I don't remember too well.
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JXQ
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Jeffrey wrote:
The default sample decoding method emulates this game pretty poorly. The other one does it much better. The wind effect is the biggest difference. You can notice it in FF6 too.
Yes, the wind! Aagh. This is probably noobish, but how do I switch to this other encoder you speak of? I'd be really excited to get my sound working better, as it's usually my favorite part of a game. Well, besides the play.
Bisqwit wrote:
Comparing to the video available at SDA, it doesn't sound as much different than I thought it would.
I watched it too, it is pretty close. The sound I hear screwed up the worst is Lavos's breathing when running up the passage toward him in his second form, but it has a wind element to it, so that's probably why.
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JXQ
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Did anyone else think that some of the sound on this game wasn't emulated correctly? I specifically remember Lavos's scream before the final fight sounding much different, for example. Although all the music seems to play fine, which is a good thing.
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JXQ
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Viewer wrote:
Just out of curiosity; has anybody thought to e-mail Fusoya and let him know of this toolrun? I had thought to do it, but I didn't want to drive the guy nuts if somebody else had (assuming, of course, that he isn't already here among us and/or posting).
I tried emailing him when my 15-exit run was published, but it bounced back. I got his email from this page.
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JXQ
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I gotta vote no on this. It starts without clearing SRAM, which I think is against the rules, but more importantly, this was boring to me. Complete domination doesn't work for entertainment in this genre for me. Like you said, the full run would be much longer and more involved to optimize...but it would be much better, too.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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Since it's being done on SMAS, timings may be slightly different. Hopefully they're still directly comparable, as you could benchmark yourself on the existing SMB2j runs for FDS, but it may not be. I have no idea myself, I haven't researched it in the least, but it seems like a legitimate possibility.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)