Posts for Kapow

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Joined: 9/17/2005
Posts: 47
I made a list of mighty coin locations. I could also add them to the map, if that would help. I've actually found all of the object data - chests, bombs, doors, and room init (palette, music, unknown byte) - but that seems like the only important thing that's not on the map. Haven't figured out how the layout data (walls, fire, etc.) is stored yet.
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Joined: 9/17/2005
Posts: 47
scubed wrote:
For the map, there is a 4-X marked with unknown access. To get in there, all you have to do is jump on the door.
Thanks, added.
Leon wrote:
The run will be much faster than if you collect the coins and the crystals.
Actually, the quickest path has 5 secret coins and 1 crystal ball along the way. You'd only have to collect more mighty coins to pick up the secret coins, and go through the maze for the other crystal ball.
Post subject: Re: Discouraged
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Joined: 9/17/2005
Posts: 47
Guybrush, you need to research, plan, and practice before attempting a TAS. Set the route, do a demo run, then play it through perfectly.
scubed wrote:
What is the rabbit room that you have marked? Is that that strange empty room? What is it for?
Just left of the entrance is an invisible chest with a rabbit face item that gives you a 1-up. It's the only object in that room and it doesn't appear anywhere else in the game. There's already a 1-up item, the E-coin, so I'm not sure if the rabbit does anything else or if it's just an easter egg.
Bag of Magic Food wrote:
So you're too mad to finish because you wasted your time because you failed to read this post?
It's also mentioned in the manual, which was linked a couple times in this thread.
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Joined: 9/17/2005
Posts: 47
You still haven't collected a single S-coin. You have to have full mighty power (green) to pick them up. You can get the sphinx in the round 12 maze quicker if you change to orange and jump up through the 3 visible chests. From there you should be able to land on the invisible chest above the sphinx and only open those two. When you power-up to green, see if there's any mighty coin chests nearby that you could walk through while green or orange, since it's much quicker than jumping to open them. Sometimes this glitches and you won't pick up the item, but you can probably avoid that by coming in from the right angle. Also, if you find 3 or more mighty coins near each other, it might be worth it to change to orange and get them all that way. If there's an orange chest you need to open, 2 nearby coins would be worth it.
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Joined: 9/17/2005
Posts: 47
Guybrush wrote:
But don't you think that's like warping? I makes the video less interesting, becuse several bomb rooms are skipped!
Well, you have to skip rounds 8 and 9 to get the first crystal. Unless there's a way through those hidden doors, that looks like the only shortcut anyway.
Guybrush wrote:
If someone could send me screenshot of coin 7-4 I'd be grateful!
P.S. I mentioned earlier you might need to be green to make certain blocks disappear - not true. Disappearing blocks only have a set number of times you have to jump off them. The highest used in the game is 5, but the setting goes up to 15. UPDATE: MAP COMPLETE! At least, until/unless someone figures out a way to open those hidden doors.
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Joined: 9/17/2005
Posts: 47
(click for fullsize) Red rooms are the bomb-collecting ones at the end of each round, light-blue are locked or hidden areas. Purple is sphinxes, blue S's are secret coins, orange C's are crystals. V-shaped doors are 1-way, yellow doors can only be opened with full mighty power (green), red doors are opened by jumping off them. Yellow striped doors are hidden and I can't figure out how to open them normally. They lead to the dark-purple rooms on the map. Going to the torture room from the room under 4-2 has the same effect as getting sent there from 4-2, including the "YOU ARE GREEDY" message.
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URGENT!!! you have to be green (use 3 mighty coins) to COLLECT the S-coins! From reading the manual and FAQ it seems you also have to be green to remove some of the secret disappearing blocks.
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Joined: 9/17/2005
Posts: 47
Where have you found S-coins so far? I'd watch the movie but dehacked seems to be down.
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Joined: 9/17/2005
Posts: 47
Most entertaining run since chip 'n dale 2-player. Awesome.
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Joined: 9/17/2005
Posts: 47
NesVideoAgent wrote:
Break the Targets and Board the Platforms-- skips so to save time.
This was a terrible decision. Break the Targets would be, by far, the most interesting part of the game to speedrun. Maybe someone's mentioned this already, but it would be great to have TAS's of just the bonus stages for each character, like the Super Smash Bros Melee BTT videos.
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Joined: 9/17/2005
Posts: 47
If anyone's having problems playing the movie, the current GoodSNES lists this as "Sky Blazer (Beta2)". The "(E)" version only has 2 bytes different from "(U) [!]" so I'm pretty sure these aren't named correctly.
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Joined: 9/17/2005
Posts: 47
I like how when you push on a wall she goes "pushu pushu pushu pushu" keep going, this is a fun game
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Joined: 9/17/2005
Posts: 47
xebra wrote:
Sweet, Mario's eyes and mustache are gone, too. Almost getting 19 FPS now! Wow, the goombas have 12 eyes and 6 mouths!
screenshots?
Experienced Forum User
Joined: 9/17/2005
Posts: 47
If you have a hex editor, you can fix the header easily. Just zero out the last 9 bytes. Bad header: 4E 45 53 1A 08 10 41 FF FF FF 4E 69 30 33 33 30 Good header: 4E 45 53 1A 08 10 41 00 00 00 00 00 00 00 00 00 Those bytes were (or are) reserved, and a few dumpers liked to give themselves credit there. This one says "Ni0330". Newer emulators use an updated version of the header specs, so this causes problems now. Only a single bit is wrong in both of the bad versions. [b2]'s is at the start of CHR (graphics), and [b1]'s appears to be in the script for one of the boss intros. Since intros are skipped, the movie should sync perfectly with all 3 versions.
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Posts: 47
Bag of Magic Food wrote:
It almost seems like the kind of hack that's meant to show off bugs with help from an emulator.
That's a definite possibility. Japan is insane.
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Joined: 9/17/2005
Posts: 47
You'd need a lot of good AI and/or a lot of manual decision-making to make this work in a reasonable amount of time. Bisqwit's approach is the only realistic one I can see.
Post subject: Re: #847: Deathray's SNES Castlevania Dracula X in 17:37
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Joined: 9/17/2005
Posts: 47
Dragon Stairs
bone pillars!
Post subject: Re: Violinist of Hamelin
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Joined: 9/17/2005
Posts: 47
Icecap M. Veiwin wrote:
sort of like Goemon
it's more like Lost Vikings, the focus is usually on figuring out how to get through the levels.
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Joined: 9/17/2005
Posts: 47
unlicensed: klax, impossible mission 2, spiritual warfare licensed: ikari warriors, deadly towers, home alone
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Joined: 9/17/2005
Posts: 47
Frenom wrote:
It was made with the "Alien Soldier (A) [h1]" rom.
For those of you having trouble finding this, the latest goodtools set has renamed it to "Alien Soldier (E) [f1]".
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fun to make and fun to watch. go for it.
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Joined: 9/17/2005
Posts: 47
Truncated wrote:
I remember one previous video skipped a few levels somehow. But I cannot remember a password being used.
Finishing off the stage 1 (ruins) sorcerer/demon boss with the mouse's weapon lets you skip ahead to stage 7 (bubble cave, with the invisible platforms). Only the final attack matters - the mouse must be selected when the boss dies. I used FCEUXD SP to watch for another one, but this seems to be the only character-specific branch in the game. I also found a bunch of hidden passwords.