Posts for JXQ


JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Heh, hardly. This may end up being the longest run on the site.
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JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
The replay config is at the screen when you first start the movie - things like WIP1 Timing, Fake Mute etc. Usually they are just set for me by the movie file when I watch a run. Unless I'm misunderstanding 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
Pages I like: CommonTricks - specifically, a very good description of luck manipulation UsingEmulatorTools - how about inputdisplay? HexEditing - lots of good info here, especially about SMV files. Didn't realize FCMs were compressed until reading so here. MostActivePosters - Hehe I just like this page Pages I don't like so much: Guidelines - Looking at some published movies, I feel like these aren't always followed. It makes me wonder if some people did runs back in the day that were "good enough to get published" instead of attempting to be perfect. Rules - some strange wording. Example: "If your tool-assisted movie is slower than the non-toolassisted world record of the game you play, your movie will almost certainly be rejected." Seems obvious to me. Recommended movies - A good page, but I just have my own star list :P Funny, the pages I don't like are pages I still got a lot of info from!
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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Posts: 3132
That is great though. Out of all the luck manipulation you had to do, the Bombman stage looked much more delayed to me than the others did. Probably cuz it was done by some human. Hehe
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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Posts: 3132
For Snakeman's level I have two questions: 1) Could shooting the clouded bullets reduce some of the lag in that area? Or perhaps making them real bullets adds to lag... 2) Might it be possible to give snakeman the last shot earlier by jumping down during the previous shot landing to the right of the center platform, then shooting left through it?
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
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Posts: 3132
Checked maps, question 4 was retarded. My bad. Very nice lag solution on my first question! This also shows why you paused so much during the giant zip in Wily-3. It also shows that you have reverse engineered the hell out of this game :) Thanks for the answers!
<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 have a couple questions, since you like feedback :) 1) In Iceman's level, you pause a few times while zipping. Are you taking damage somehow during that zip, or is there another reason for pausing? 2) I noticed in Gustman's level that when moving down (and thus continually jumping over the top of the screen to do so), sometimes one beam is used and sometimes two are used. What causes this? Edit: more quesitons 3) What's the reason for using the Elecbeam a few times in Wily-1 after getting the large powerups for the magnet beam? Were there enemies we never saw? 4) If you could explain the screen glitches in Wily-2&3, that'd be cool :) it looks like you are somehow repeating the same screen multiple times in an attempt to get to the right spot. I'm going to check the maps and make sure this question isn't retarded.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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Posts: 3132
The king will call the prisoners in any order he pleases, and he can call each prisoner as many times as he wants. The only rule the king has to obey is that eventually he has to call every prisoner in an arbitrary number of times. So maybe he will call the first prisoner in a million times before ever calling in the second prisoner twice, we just don't know. But eventually we may be certain that each prisoner will be called in ten times, or twenty times, or any number you choose.
Making sure I understand this wording: 1) This "arbitrary number" N represents the total number (or lower bound?) of times each prisoner will be called to the main room. Thus, NI = (or >) N, for i = 1, ..., 10. OR 2) This "arbitrary number" N represents the total number of times the king will call any prisoner to the main room. Each prisoner is called N(1), N(2), ..., N(10) times, and N(1)+N(2)+...+N(10) = N, where all N(I) > 0. Essentially, this is case 1 with N = 1, I think.
<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
AVIs require a fast upload / download, a place to host large files, appropriate encoding/decoding codecs, and time to encode, which you are just assuming everyone else has. But I'm guessing you don't understand that other people in this world have to manage their time besides you, but it's true, we do! Amazing, isn't it?
<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
Wait...FD demands a video because he can't read and forgets what he reads, then Boco finally makes him a small one, which does help (he got the technique to work), and then he says "he can waste his own money?" If you want to learn about screen scrolling zelda glitches, then download the glitched Zelda 3 run (SMV) and watch it with controller input display turned on. You'll learn more about it, assuming you can at least read that. But if you just want to be a demanding asshole then get the hell out of here.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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Joined: 5/6/2005
Posts: 3132
What I remember was this: Sega had the idea between Sonic 2 and Sonic 3 to use "lock-on technology". Obviously Sonic 3 was coded with this idea in mind. Sonic 2 was worked around somehow to get it to work, and add little powerups to extra areas, like above walls and stuff, to make it seem like they were put there long ago - but they weren't. They also wanted to let Knuckles play in Sonic 1, but for whatever reason, they couldn't get it to work in time. I'm trying to find the article I read, if I do I'll post it here. Edit: http://www.emulationzone.org/projects/s&k/index.htm - not the easiest to read website, but it's got a lot of info.
<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
Bag of Magic Food wrote:
I've read you can get a ton of secret levels some secret way by linking Sonic and Knuckles to the first Sonic the Hedgehog, but I don't know about the second.
Blue Sphere was the name of the game. Sonic 1 + Sonic & Knuckles, you get the "No Way!" screen, then hitting A+B+C or something like that opens the game up. It's just a bunch of the Sonic 3 bonus levels with a password system. And when I say a bunch, I mean 134217728 (2 ^ 27) of them.
<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 wrote:
There are also some extra levels and the like.
This I don't remember. How did you get these extra levels?
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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Posts: 3132
Tailz wrote:
Does Knuckles jump higher when in Super Knuckles form?
I thought he might back in the day, so then I wanted to take Knuckles through the Sonic style levels, but to my disappointment, no, he doesn't.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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Joined: 5/6/2005
Posts: 3132
Bisqwit wrote:
I'll disqualify this result.
Writing a program to find the optimal solution to me isn't any less "cheap" than finding it yourself. That's why programs are written. Writing the program I'm sure wasn't easy. And what if someone else plays the level using the same route? Are they more justified because they discovered it in a different way?
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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Joined: 5/6/2005
Posts: 3132
Daniel, Lord Bahamut wrote:
That wouldn't be very conducive to a speedrun though, since you'd have to wait all that time twelve times.
I agree, I was just saying that it is possible to finish the game as Knuckles.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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flagitious wrote:
I would be happy if someone were to resume work and make this run.
Well if that's the case, I may try it soon between doing levels of Super Demo World :)
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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Joined: 5/6/2005
Posts: 3132
And in this particular game, unlike Sonic 2 alone, entering a bonus level does not take away your rings. So if planned well, you can enter several bonus levels in the first few acts without having to collect 50 more rings each time.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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Joined: 5/6/2005
Posts: 3132
When Robotnik flies into the air and crashes down, he bends over for a moment, and Knuckles can hit him / glide into him.
<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 guess not as many people are interested in this game as I thought might be. Bumping just in case someone who likes this game has missed the run.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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Posts: 3132
Oh my, them Reznor are a smart bunch. Stand there until time runs out and every fireball misses. Fabian, your email contains the hex-edit from the switch palace to the sixth room of the pyramid. Now you can try all these fun ideas! And it's good to be back! 11 hour drives are not fun.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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Joined: 5/6/2005
Posts: 3132
This run is very precisely played up to this point. Of course we would expect nothing less from the one who writes the rules here ;)
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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Posts: 3132
VIPer7 wrote:
Wouldn't it be faster if you move from the left to the right, so Mario already has some forward speed?
Gah! Good idea. Saved 15 more frames from the 45 yesterday from the 60 day before from the ... holy CRAP we have optimized the hell out of this level. New SMV = go. Also, not sure which run you watched, but your second idea was already implemented. I've done hexing that same basic way.. or in this level, looked for large blank spots around the frame number (signifying a pipe entrance) and adjusting the in-between frames until everything syncs. I honestly just don't feel like doing more hexing just to put out segmented runs, and then also have Fabian and I sending each other the full run back and forth to work on - we're already using DeHackEd's mini-uploader quite a lot. And frame count is in offset 16 through 19, which I usually just keep the old number in if I'm improving, so that's why the frame counts of some of my improvements are the same number of frames total. There just ends up being extra null time at the end of the run.
VIPer7 wrote:
Oh and btw, you're not going to remake the first 4 levels with flagitious' glitch, are you? (Don't say you didn't see this coming, I warned you about it!! ;))
Hehehe...well if Fabian wants to do them (or gives me permission to try) then I'll give it my all with hexediting. I personally am not too good with earlier levels because although I can find frames well, I seem to miss gigantic things like dragon coins. And my out of town-ness will be Saturday through Monday, so Fabian if you do the Yellow Switch today, then I'll try hexing the first 5 rooms of the pyramid into it after I get home from work tonight. No rush though, if not I'll try when I get back.
<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
Just the even numbers > 2 of this problem represent Goldbach's Conjecture, which is still unsolved, except this problem also allows 0 or 1 in the sums, while GC does not.
<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 always keep that stupid P-switch too long when I'm doing these runs. Anyway, 45 frames faster here. Room 10 - I got three frames by duck-flying. Room 11 - gained from flying on the way to the ceiling hole. I'm pretty sure I can hex-edit in the five rooms for the pyramid redo once the yellow switch palace is done - however I am going out of town (without internet, frown) either today or tomorrow and won't be back until Monday or Tuesday, so you may get impatient and just do them again, or give hex-editing a shot! (If you do try hex-editing, make many backups, advice which I grudgingly say frome experience. Also, when all done, pick the run you want to stick with, and then delete all your savestates and play the run from the beginning to make sure everything is good, and to re-save your savestates.) I also don't know a good way to make runs segmented without having to hex them into the main run later. I just use the TAB key which I recently accidentally discovered is fast-forward!!!!!1one
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)