Posts for MikeRS


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NekoMan wrote:
I'm just thinking back to Doom, and how Episode 1 was available as Shareware, but you had to buy the game to play Episodes 2 and 3..
Still have to buy the game to play Episodes 2 and 3 (and 4). Not that hard since the original Doom trilogy (not including Doom 3) costs only $20 these days.
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Chamale wrote:
IIRC, this is a hack of a Sonic game. I think it might be better to take the original Sonic game (If you can find it, of course...) and TAS that. Unless, of course, the appeal of this IS that it's a pokemon hack...
There aren't even official Sonic games on the Game Boy or Game Boy Color, so even if it's true, those themselves are either pirate games or hacks of other games.
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The NES.
<_Q> the "theoretical maximum speed" for reading controller status is 44,744 times per second
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Blublu wrote:
Even of you could, the Wii itself will only accept "one" input, so if you "pressed the button 60 times a second", the Wii would think the button was just being held down. (assuming the Wii accepts 60 inputs/s.)
Very few systems actually accept input that slow, so it'd just be a really-fast turbo :) Also I had an idea I just posted to IRC as well. If you were able to underclock the Wii to very slow speeds, and have a modchip (or similar for the purpose) that would save the entire system's state. You could essentially then play games extremely slowly and redo critical areas where you made a mistake. Such a method would probably be expensive, and not as precise as an emulator would make it.
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the only two ROMs I can find are: * Smurfs, The (E) (M4) (v1.0).gb * Smurfs, The (UE) (M3) (v1.1).gb so it was probably released in Europe first.
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This might not be related to the TAS patch, but I have problems compiling this version. (I haven't tried compiling plain DOSbox 0.70 yet.) This is on OpenBSD 4.1
if g++ -DHAVE_CONFIG_H -I. -I. -I../..   -I../../include -I/usr/local/include/SDL -D_REENTRANT  -g -O2 -MT sdlmain.o -MD -MP -MF ".deps/sdlmain.Tpo"  -c -o sdlmain.o `test -f 'sdlmain.cpp' || echo './'`sdlmain.cpp;  then mv -f ".deps/sdlmain.Tpo" ".deps/sdlmain.Po";  else rm -f ".deps/sdlmain.Tpo"; exit 1;  fi
sdlmain.cpp: In function `int main(int, char**)':
sdlmain.cpp:1514: error: `MovieLoad' undeclared (first use this function)
sdlmain.cpp:1514: error: (Each undeclared identifier is reported only once for 
   each function it appears in.)
*** Error code 1

Stop in /home/mike/source/dosbox-0.70/src/gui.
*** Error code 1

Stop in /home/mike/source/dosbox-0.70/src (line 294 of Makefile).
*** Error code 1

Stop in /home/mike/source/dosbox-0.70 (line 225 of Makefile).
*** Error code 1

Stop in /home/mike/source/dosbox-0.70 (line 164 of Makefile).
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Your post's quote is completely edited to sound different from your source. Specifically, the source notes that it's games with adult content that are illegal to sell to minors. This is very much the same as forbidding pornography sales to minors. I have no problems with it, really.
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Any hex-editor.
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The game itself is boring :/ Unfortunately, its NDS sequel is even more so. Donkey Kong '94 is a much more exciting game.
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Umm.... good for you? I've never even had a Game Genie, and I've beaten the game several times.
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Thanks, I'll have to play around a bit more. I'm still getting used to how this game works, in the sense of controlling it in a TAS (I've been playing it for years... <_<)
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http://www.sendspace.com/file/ins10p (Microstorage not working atm) Through 1-2, and copied nitsuja's 1-1 opening. I really don't like how 1-2 is played, especially the slow beginning. Some experimentation and I couldn't really see if I can apply the same opening 1-1 trick to 1-2, but it seems to work best on flat ground. I'm going to try re-doing World 1-1 with obtaining a mushroom, and that'll probably let me finish 1-2 much quicker. This is far too slow compared to Genisto's run to be acceptable.
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Ugh, is it possible to get a full P-meter after the first pipe in 1-2 as small Mario? He seems to lose speed faster than Super Mario when travelling up hill. :/ I figured it'd be faster to go through 1-1 the nitsuja way without power-ups, go through 1-2 without them either. Then I either run through 1-3 without powerups and get a mushroom in 1-4 (auto-scroller), or a mushroom in 1-3 then get raccoon Mario in 1-4 (I like the first option better since it'd probably be quicker). Or maybe it would be faster entirely to just get the power-up in 1-1 and avoid the whole mess :x
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I thought the phrase "Linux is more compatible with Windows software than Vista is" was a joke, until I actually saw Vista fail at most things... x_X
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All of those scenarios describe situations that will affect gameplay, which is simply unacceptable. How are you going to tell someone about TASes aiming to show what's possible on a real console, and then go "oh by the way, we exploit emulator bugs X, Y, and Z in order to be faster than a real console"?
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It's actually probably in the best interests of the site to enforce the usage of accuracy-focused emulators, where possible. It's really kind of unexcusable for older systems where average PCs of today can emulate them to the cycle-exact accuracy even at faster speeds than real hardware. Most of us aren't using 100MHz machines anymore, so we don't really need a hacky Game Boy (or NES, or others) emulator just to run games at full speed on those slow machines. How far this logic would be applied is a bit questionable. Cycle-exact SNES: Maybe; my machine can run Super Mario World in bsnes at about 80% real speed, not too bad I say. If we're going to reach into the realm of Nintendo 64, I don't even know if anyone's tried attempting an accurate emulator (how painfully slow it would be, but it wouldn't really be aimed at causal gaming). Speaking of which, I seriously doubt HLEs like Mupen 64 are anywhere near accurate; they're designed for casual gamers to run their Mario 64 and Zelda 64 on machines at full speed with seemingly little difference to a real console, they're not designed for people studying how the console works and certainly not for people performing TASes to see what the game actually can do. I know it might sound over-played, but this submission is proof of why we should try to aim for accurate emulators while performing TASes. Using emulators that were designed to run games full speed on machines where true emulation would be completely impractical for casual use, is pretty stupid. They might serve as an intermediate step, but we shouldn't settle. I'm not saying that switching to a new, cycle-exact emulator necessarily obsoletes old runs, much in the same sense old Famtasia runs still exist on this site. When you think about it, it makes sense -- if the goal of TASes is to show what is possible on real hardware, we should use emulators that try to behave like real hardware as best as possible. All that said, does anyone know of a cycle-exact Game Boy (Color) emulator with source code (and the right to modify it...)? I haven't really looked around, but it probably would have similar system requirements to a cycle-exact NES emulator (eg, Nestopia).
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The metroids screenshot would be nice, especially since you'd know what a PITA they are even individually if you've played the game :D
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Kyrsimys wrote:
You shouldn't reply to a thread unless you have read it. Even with the tricks he listed, nitsuja hasn't found a way to really improve Genisto's movie at all. How do you suggest we cut 34 seconds off?
Excuse me for not having read this thread since its first post, but I haven't seen anything in the past few pages to the extent of "Despite finding faster methods in the game, it still ends up being exactly as fast as Genisto's run". Besides, I didn't mean I thought that sub-10m was possible, but it would be pretty cool.
As for a 100% run, IMO all Hammer Bros. and Piranha Plant levels etc should be completed. Anything with monsters/pits/anything that can kill you should be considered a level. Toad houses, spades and memory games should of course be skipped.
Makes sense. That will probably be how it'll go -- World 1 should be fairly straight forward, but in most of the other worlds, an optimal map-route should probably be planned out. Maybe I should watch the warpless run for some ideas :)
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Well, I doubt many people take over 50 minutes to beat the game with warps, maybe they'd take around half and hour, but still... For a 100% run, we should probably discuss what we need to play. Obviously all the numbered levels are included, but after that it's unclear what should be done, especially since the game doesn't have a in-game percentage to base it on (does the SNES version have one? The GBA version has something almost like it..). I wouldn't do any of the mini-games that pop up based on your playing (treasure ship, N-Spade game, etc), and not any of the silly stuff like the three rows of spinning pictures; avoid things like hammer bros (on the map). Besides a 100% run, we can use nitsuja's trick to improve both runs on this site. Let's see if we can get a sub-10 min run :)
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Hey I just had a thought, and I couldn't find anything about it on the last few pages of this thread (actually it surprises me). Would anyone want a 100% SMB3 completion video? Though defining "100%" itself in this game would have to be thought about. We could take the New Super Mario Bros. way and count all warp pipes (on the map) for it, but that would be far too boring and imo pointless. Besides all the numbered levels, how much of the rest of the game should be done? Include the warp-whistle in World 2 or not, or even several optional non-numbered stages (the pihrana plant thing in World 7 comes to mind . . .).
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Yrr wrote:
How do you come along with 5.000 rerecords for 18.000 frames? [...]
I wouldn't write off a run so fast by that account. The current Super Mario Bros. movie was done in only 7 rerecords, and it doesn't make the movie any worse for that fact.
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Why not use FCEU in (Dar)wine?
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No-Intro's CRC32 is also FAE94C8B, so there's a good likelihood that's the correct one.
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Actually, they often do change the games' behavior (albeit unnoticeable most of the time during regular play).
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Sorry if bumping a topic this old is considered bad, but I wonder if there might be any interest in supporting Nestopia as of late. It currently has a Linux port (though does not seem to work on OpenBSD (didn't try other BSDs)), but the main problem is that movies do not seem to be recorded in any way acceptable for this site; so the whole movie process probably needs to be redone in the emulator. Is it just me, or would it be really good to use an emulator oriented to be as accurate as possible compared to the real NES? Not only does it enable a few games unplayable on FCEU to be played, but it also seems better towards making movies that show what is *possible* in a game, when the emulator itself doesn't (intentionally) change the behavior of a game. (but then, would we all start using bsnes as well, etc? :P)