Posts for OmegaFlareX

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Joined: 7/20/2004
Posts: 108
TheAxeMan wrote:
25K for a Falcon sword, so about 100 metal babbles!! Now if when fighting those metal babbles you can manipulate drops for Mysterious hats (15k each) or dragon potions (7.5K each), then you're in business.
Doh, you're right. No one would want to watch me kill 100 Metal Babbles, unless they were full parties of 7 or 8 and I slaughter them all with criticals without any running away (that would rock). I don't think they appear more than two or three per battle, anyway.
Without doing this you can only sell it once, and only for 19500 anyway.
I'm not sure if hard resets are allowed. Can the movie even record it? I think I will get the staff and sell it anyway. It's almost enough for a shield of strength (yay, free Healmore spell).
Also, one thing to consider is how you'll raise the 2000 for jailor's key.
Since I already plan to fight a bunch of Metal Slimes, I can try to get them to drop an Iron Helmet, which sells for 2363 gold. That way I won't have to bother fighting Lizard Flies for a Lottery Ticket. On the other hand, that Gold Card could come in handy if I wanted to buy a Shield of Strength or some other protective armor. I have a question... do you have to leave the name space blank in the beginning? Your allies get names no matter what, so I figured I could add a personal touch and name the hero. Would my movie become obsolete by someone who was only faster because they skipped the name?
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Somehow I doubt it. But I don't know for sure so I'll have to get (or hack up) a endgame savestate somewhere and check it out. All of the status ailments from Chance are unblockable. You can use it as an instant win for the first 3 bosses - it can summon something terrifying that makes all your allies pass out and makes the bosses run away. But yeah, it'll take forever to level up to get the spell, so the point is moot. As far as gold is concerned, Metal Babbles give 255 (the maximum possible for one enemy) so I'd be able to buy a Falcon Sword or two. I think I'm going to skip weapons and armor altogether for the first half of the run, unless I'm going to need some for beating Metal Slimes and the Gremlins, which remains to be seen right now.
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Is anyone interested in tackling this bad boy? I have no idea how the numbers crunch in this game yet, but I'll do some reasearch and report back what I find. As far as gameplan goes, it's pretty simple: - Get the Prince of Cannock - Lake Cave/Silver key? (I can't remember if you need it or not) - Get the Mirror & Princess - Tower of Wind/get Cloak of Wind - Lianport/get the Ship (requires you to fight two Gremlins) - Lighthouse/Star Crest (four Gremlins this time) - Osterfair/Moon Crest (fight a Saber Lion) - Fire Shrine/Sun Crest - Zahan/Golden Key - Wellgarth/Jailor's Key & Watergate Key - Hamlin/Water Crest (two Ozwargs) - Tuhn to unlock Watergate - Tower of the Moon/Moon Fragment - Sea Cave/Eye of Malroth (two Evil Clowns) - Beran to warp to Rhone Cave/Life Crest - Back outside to Island Monolith/Charm of Rubiss - Back through Rhone Cave/Thunder Sword & Erdrick's Armor? (dunno if you'll need them or not) - Rhone Plateau to Hargon's Castle (five bosses - Atlas, Pazuzu, Zarlox, Hargon, Malroth) EDIT: I did some tooling around with the luck manipulation, since it's the meat & potatoes of the run. Random encounters: can be manipulated the same way as in DW1 - just stop moving briefly right before you get to the tile with the enemy and you'll skip it. Enemy types If you're constantly moving on the maps, you'll enounter the same enemy group every time. Only by pausing then waiting for the next encounter could I get a different group. Critical Hits The damage calculator seems to be time-based, and refreshes every time the selection arrow flashes on and off. The damage wouldn't change during the frames in between. I haven't been able to get any criticals yet. Item Drops I have no idea. I refreshed a save state that was taken right as I landed the last blow of the last enemy about 100 times, but I didn't get anything. It's probably pre-determined when you encounter enemies if they actually drop an item or not. Any help with these issues would be greately appreciated. I'll update the information whenever I learn more.
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NecroVMX wrote:
dragon warrior 2? that game has a LOT of backtracking...it would be a long movie no matter what, it would take something REALLY special for the movie to be worth it.
Not a lot of backtracking, actually. Just a couple times to get the Water Crest and Rubiss Charm. The rest of the game is pretty straight-forward. If luck can be manipulated in dw2 as effectively as dw1, then that's definitely special. Avoiding as many battles as you want, always landing tremendous hits, putting enemies to sleep, enemies dropping items, that's all great stuff. Unlike dw1, there are more unavoidable battles which will require heavy luck manipulation to win at low levels. I'll start a new thread with the basic itenerary in case someone wants to pick up the project.
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Posts: 108
Great job! I thought you'd put the project on hiatus but I look in submissions yesterday and there it is, all finished. The only problem I have with the movie is that you don't kill as many enemies as you could. The one I was working on slices up all kinds of crap and looks great. Unfortunately, it's not as fast as yours (I assume most people here prefer pure speed, so I'd get voted down) and I don't know enough about some of the glitches, so I probably won't ever finish it. I voted yes, by the way. Good show.
Is it possible, software wise, to require a comment with each vote? Especially the "no" votes?
I'm not sure, but at some of the other forums I visit, polls keep a tally of which people vote for which option, so that could be a start. It would also require that only registered users can vote, but that might already be the case (and should be, IMO).
Post subject: Re: Real-timers take a step back to think
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-ziplock- wrote:
I've been pondering this and I think they're backing off a bit. There doesn't seem to be as much animosity as there used to be surrounding emulated movies and I think they're starting to be accepted as a valuable asset to the gaming community.
Probably because the opponents started watching the movies and saw how cool they are. You can bitch and flame and put down TASes all you want, but once you actually see them, it'll be hard to not find them entertaining, especially if it's a favorite game of yours. That's good that they're getting more respect now, but who really cares what people think about what we do here? It's the internet. It all goes away when you turn off your computer (or disconnect the modem, for us cavemen who are stuck with teh dial-up). Let them complain and get their panties in a bunch over it. It won't stop us from enjoying the movies.
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Joined: 7/20/2004
Posts: 108
I hope none of you are wasting your time with a MKII run. According to this thread, it's impossible to do one with snes9x. It will desync on you every time. I've tried a couple times myself, with no luck, but I've discovered some useful information about the game itself for future reference: - When selecting options or your character, it's faster just to hold down the direction on the D-pad rather than rapid-firing it. - To pull off any special or finishing move, there needs to be a minumum of 2 empty input frames between each button press. For instance, do do Reptile's Head Snack fatality, you need to input the following (assuming you're the correct distance away from your opponent): Back, frame advance x2, back, FAx2, Down, FAx2, LP. - To perform the ever-popular uppercut, you need to advance 5 empty frames between inputting down and HP. Both inputs (D, HP) only need 1 frame to themselves. - To perform the sweep or roundhouse kicks, you need to hold back for one extra frame after inputting the move or it will not work. (B+HK, B) - To jump diagonally, you need to hold the direction for two consecutive frames or it will not work. Jumping straight up only takes one frame of input, though. - Each round will begin to register input exactly 48 frames after the last colored row of pixels disappears in the "FIGHT" text. You'll see what I mean if you frame-advance it.
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Nice work, but the pauses killed it for me.
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Joined: 7/20/2004
Posts: 108
Incredible movie! These kinds of humanly-impossible runs are what this site is made for. I really like how you rapidly alternate between regular shots and missles when fighting Kraid, that's just wonderful. I do have a question, though... in the Multiviola room, you kill one of them but you shoot it slowly. Is this the only way to keep it from moving, or can you destroy it by frame-by-framing 8 shots into it before it hits you?
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Blechy wrote:
My best guess would be that it is more familiar
That would be my guess, too. If you remember, MMX1 was the first 16-bit Mega Man, so there was a huge amount of hype around its release. People were sick of the NES games, so Capcom made plenty of MMX carts to go around and it sold very very well. You can't say the same for X2, X3, Demon's Crest, and a few others - they had small print runs. Almost everyone I knew back then who had a SNES owned X1, but not a single person (including myself) had X2 or X3.
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Sorry, I'm voting no on all new NES submissions that use Famtasia. The 60fps patch helped a lot, but there's no monitor sync so it still looks twitchy and hurts my eyes. There's no reason to use it anymore now that FCEU runs are acceptable. If you've been working on this for a long time, I'm sorry, but I don't want to watch any more runs with Famtasia.
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Posts: 108
A top-speed, blazing-fast run of Dangun Feveron will destroy all others. Make sure you collect ALL the disco men. I'd also like to see DoDonpachi. Mahou Daisakusen and Battle Garegga would make great runs since Raizing's rank system is the most brutal in the genre, but who gives a fuck when you're playing at 6% and have re-recording? You can max it out early and play the whole game at a nigh-impossible difficulty.
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Posts: 108
b wrote:
As for the drum track, do you mean when I jump through the wall and end up on an invisible platform, then jump off the top of the screen instead of taking the ladder?
Uh... no, I have no idea what you just asked. What I meant was, in death valley (2-2), when you spin slash down that infamous ladder, you kill an enemy right as you enter the next area, which glitches and disables one of the sound channels (the one that the drums are on). It comes back when you kill the next enemy. Watch it, and listen to the music when you go down that ladder.
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b wrote:
I found an interesting glitch when falling down between screens. It seems that if you grab the ladder at the exact right time, it will move you down a screen, but also kill you. So when you arrive on the next screen you are dead.
Heh, yeah, that glitch is a pain. I spent tons of re-records on that ladder in death valley because of it. The first few times, I thought I hit the ladder properly, so I saved it in haste. 6 frames later, I was dead. Oops. Nice job wall-climbing. I didn't think it could be done faster. I was doing away/jump, toward x2 instead of away/jump, toward x3 like you did. At least, I think that's what you're doing, as I tested it and it looks the same. I'm quite happy with my run so far, but I would like to improve my wall climbs, so looks like I'll be doing it over. Hey, I like how you managed to glitch the drum track in death valley. That happens a lot in this game. I always thought it was funny when I played this game as a kid.
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b wrote:
Mine is faster than Omega's I beleive, but he managed to clumb up to the Jump & Slash faster than I did.
I "double-jumped" off of a wall to get up to that ledge that the club-wielding guy was on. If you time it just right, you'll grab onto that wall by merely jumping forward. There are several other places you can do this in the game, I'm trying to take advantage of it wherever I can.
b wrote:
I also slightly releived that it wasn't just me that couldn't jump and kill the first 3 enemies in the game. For some reason my sword just went through them, so I took damage to go through them.
Yeah, that sucked. It looks kinda sloppy. You might be able to kill the first and third (or hell, maybe all three) using the down+B slash glitch. I used that a lot in Death Valley, but I haven't tested it against the guys in level 1. Hahah, that would look awesome - crazily leaping into the first 3 enemies with a blazing fury of slashes. Maybe if it works I'll put it in version 2, I'm not re-doing this movie yet.
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Yeah, so I'm fucking around with this game right now. I've done the first two acts, check it out (right-click, save as): http://home.earthlink.net/~cellstage2/data/Ninja%20Gaiden%20(U)%20by%20OFX.fcm Keep in mind this run isn't meant to be as quick as possible - I do some interesting things that probably slow me down a few frames here and there, like "double-jumps" using hard-to-grab background walls, occasionally taking damage (although I really try not to), and getting power-ups. I just tried to make it interesting and fun to watch. I went nuts with some wobble moves after destroying the bosses. =D I love FCEU's advance-frame key. It makes scaling those walls (and just about everything else) really easy.
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Posts: 108
Great movie! It gets my vote.
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Joined: 7/20/2004
Posts: 108
I really want to see this one, so I say go for it. The other guy hasn't posted in over two months, so I think it's pretty safe to say we won't see his version.
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From a technical standpoint, DQ4 is extremely impressive. I can't imagine that AI of that sort on the NES was easy to program. They even made it so your allies "learn" the most effective methods of attack the more they engage in battle. However, I agree the actual performance of the AI system is complete horseshit compared to later games in the series. Uh, I'd skip this one for a time-attack, guys. It's waaaaay too fucking long, and I bet managing the AI would be frustrating. DQ2 or 3 would make a much better candidate.
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DukeNukem007 wrote:
I've beaten a Solo Cecil game and almost finished Solo Rydia and Solo Edge games.
How the hell? Game Genie codes, I'm guessing.
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Definitely take a different path than the other runs. I was really hoping the Alucard run would include the Sunken Temple. I love (and hate) that level, it'll be fun to watch.
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Bladegash wrote:
DSL/Cable modems aren't available in all areas.
Seriously. My new apartment is too far away from the nearest line relay to get DSL, and cable is $45 a month. Fuck that, I'd have to quit my job and be online 12 hours a day to justify paying that. Screw the AVIs, I watch the emulator replays. Those download in an instant and they look a million times better.
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127kb (131,016 bytes) 'Twas freshly downloaded from a major French rom site. EDIT: Ah-HA!!! The problem was with my bios file. It was the 40kb version. I got a 8kb version from that same site, and now all FDS files work. Whee!
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Gah! I can't seem to get any of my fds roms to work in Famtasia. I get all kinds of illegal opcodes, and even if I turn them off, I get no picture whatsoever. The bios seems to work okay (I dragged/dropped it into the program to test), and it's in the right place. These same roms work flawlessly in VirtuaNES, but I can't get them to run on FCEUltra, either. Do I have to hex-edit the roms to remove the "diskdude" thing? Edit: Nope, there's no "diskdude" string to remove. I have no idea what's wrong here.
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I'd love to see a full game run, for SMW. Hell, I'd do it myself, but I lack the PC power to record the input without it desyncing on playback.