What's funny is that I did talked with klmz and he is already working on a run. JXQ is in his week. Yesterday , he attacks AKA, 2 days ago, it was someone else. Not counting his full negativity towards new runs. Take some vacations Mr. JXQ. You need it :P
Edit:
No, it's my fault, I forgot to link it when I did submit it.
My theory about that bug is that, if you check with an editor or you already toy with the game, you know that the flagpole is anchored in the ground. By ground, I meant the lowest part of the screen( Maybe even below that) not the floor where Mario walk. So, Mario touches the flagpole in the ground.
My theory of why the flagpole doesn't fall is simple. From the top of the block, the one that graphically makes look the flagpole is on, is Y = 0. And top of flagpole is Y = 0 + a. But since Mario hits the flagpole under point zero, Y = 0 - b. Then, the flagpole doesn't drop because it's not programmed to activate something with these values but you still got 100 points as it is the minimum points set that the game gives you.
Well, I am currently working on SMB1 warpless, SMB1 FDS and those SMB2j runs as mentionned in my homepage 30 minutes after this get submitted. But if someone is already working on some runs, I would like to be informed so I and he won't lose free time for nothing. Also, Bionic Commado project is paused for that, don't worry, I'll continue working on it after those runs get done.
Imo, you should submit it now. If there are bad styles, nothing prevent you to redo it with people recommendations. Also, bacwkard jumps was liked by MANY people.
I did like it and I prefer that SNES version. Graphically, musically better. Even though there was repetetive parts, in overall, it was great and there was many unexpected things too.
Voting yes.
P.S. Check tes messages en haut, J-F.
I prefer GBArenamer. Today, it was mixed with some other tools, such as DSrenamer, and named differently. I don't remember its new name as I didn't need to use it recently.
Yes, it seems so and it's sad. I also wanted a user-friendly version of FCEU on Linux or at least, something that is configurable via a .cfg file or something.
What's your point? Anyway, I guess you want to provoke me. Cya in a better world, mmbossman.
I think his point is that adelikat could work on other SMB2u improvements without your assistance, and the way you chose to suggest collaboration doesn't give the impression you consider that a valid option.
You are paranoiac. Do you know that the word "if" is for condition?
So, if he is interested, he could work with me. But if if he is not interested, he, obviously, won't work with me.
Don't make me look I said things that I didn't. You make me like I think I rule the world.
Oh, weren't you supposed to ignore me? I guess it's for IRC only.
At 1600 cm/sec, the guy in T&F is the fastest really calculable character for NES that I know. Pixels per frame, what's that!!? Something in some people imagination... :P
As for Snes, probably some racing game. Let say Top Gear 3000.
No talking about non-TAS usage of emulators allowed, sorry.
No one said that.
Edit: Oh I see...:
Emulators
Questions and answers concerning each emulator supported on this site.
Also, it's rather ambiguous that the version of FCEU we use is named FCEU when it shouldn't. If I remember correctly, the license that project use, GPL or something, restrict people to call a derived project to be called the same name as the original, I remember reading it somewhere. Ex. FCEU XD, FCEU-mm etc... are named differently.
In fact, the project, FCEU+rerecord, that we use, is illegal or just morally bad. Anyway Xodnizel wrote: "Official development of FCE Ultra has been halted permanently. If you wish to create a derivative continuation of FCE Ultra, you must choose a different name, like "Uncle Bob's Grand Ol' NES Emulator", "FCE Ultra Super Duper Edition", or something *utterly silly* like "phamicom"(which, incidentally, is already taken)."
Zurreco wrote: