Posts for Quietust


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Quietust
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Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 7/14/2004
Posts: 250
Interesting.. managed to play the movie back in my emulator without any desyncs (which has far better audio than Famtasia). Perhaps Nintendulator could make another minor cameo when this movie gets published :).
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Quietust
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Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 7/14/2004
Posts: 250
I didn't mind the pause blips. On the contrary, I thought they were pretty funny. They look like subliminal messages or something, I guess.
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Post subject: Re: Subject
Quietust
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Joined: 7/14/2004
Posts: 250
Ferret Warlord wrote:
It's just that there are those who take some things more seriously than they should
I agree, but if anyone is offended by the fact that you placed a timebomb at 666 seconds but is NOT offended by the fact that you're playing a game where you're killing tons of people, then that person has more serious problems than they realize. P.S. Pork chop sandwiches!
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Quietust
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Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 7/14/2004
Posts: 250
Ferret Warlord wrote:
I can see some Christians getting offended by this movie due to an accident in 4-2; trust me, I didn't intend to do that!
I seriously doubt anyone is going to be offended solely by the fact that you placed a timebomb at exactly 666 seconds, considering the kind of game this is in the first place. On the contrary, I think it's pretty funny.
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Quietust
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Joined: 7/14/2004
Posts: 250
In English, please?
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Quietust
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Joined: 7/14/2004
Posts: 250
Apparently, there are two types of .FDS files. One type is exactly 65000*N bytes long and has no special header on the front. The other type is 65000*N+16 bytes long and has a short header identifying the file and indicating how many disk sides it has. Famtasia likely only supports the latter format.
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Quietust
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Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 7/14/2004
Posts: 250
Bladegash wrote:
Booda wrote:
So, anything with tag 666 says, "when MancubusCount==0, go to lowest floor," or something?
Unfortunately, it only works in MAP07.
There is a full list of these 'events': 1. E1M8 - kill all Barons of Hell, sector 666 does FloorLowerToLowest 2. E2M8 - kill all Cyberdemons, level ends 3. E3M8 - kill all Spiderdemons, level ends 4. E4M6 - kill all Cyberdemons, sector 666 does DoorBlazeOpen 5. E4M8 - kill all Spiderdemons, sector 666 does FloorLowerToLowest 6. MAP07 - kill all Mancubus, sector 666 does FloorLowerToLowest; kill all Arachnotrons, sector 667 does FloorRaiseToTexture 7. Any level - kill all Commander Keens, sector 666 does DoorOpen
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Quietust
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Joined: 7/14/2004
Posts: 250
After watching it (mostly on Turbo for the later levels), I agree with Tombad - FAR too many shots are missed, and there is nowhere near the level of perfection I have come to expect here (a 15 minute movie should have had over 5000 rerecords, not just a measly 151). It may have been somewhat interesting (from never getting hit), but it wasn't entertaining. If you decide to do this game again, here are a few suggestions: 1. Don't destroy obstacles (trees, rocks, etc.) - fly around them. The closer you avoid colliding with them, the better. 2. If you're going to kill the enemies, try to kill ALL of them. If possible, don't leave a single one alive. 3. When you are attacking things, don't waste any shots - if you fire a shot, we expect it to hit an enemy. For this type of game, we expect no less than 100% accuracy.
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Quietust
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Joined: 7/14/2004
Posts: 250
I personally think it will be worth it, it only requires walking an extra screen or so, and it saves SO much time in the Moai stage (since you can use it to break 3 blocks in one shot). Also, I assume you will be fixing the mistake you made in this level in the previous run; namely, backtracking on the way in to get the cape rather than simply grabbing it on the way out (I don't recall you using the cape at all in that level).
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Quietust
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Joined: 7/14/2004
Posts: 250
You DID scan the ROM in an auditing tool (such as GoodNES), right? If so, what filename did it assign?
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Quietust
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Joined: 7/14/2004
Posts: 250
Super/Ultra jumps have a hardcoded maximum of 100 hits. If you manage to get this, the guy in Monstro Town will actually tell you this just before he gives you the Super Suit.
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Quietust
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Joined: 7/14/2004
Posts: 250
One extremely minor improvement I noticed when I played through the game myself - in the small areas only Mikey can get through, if you switch to another character it can push you out of the area IF you're close enough to the edge (if you aren't, you'll just get stuck temporarily). [edit] I'm not sure, but I believe this can also be done in normal-height passages by switching to Kong.
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Quietust
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Joined: 7/14/2004
Posts: 250
From what I understood, that was sort of a backwards secret area - i.e. once you get to Land's End, you go into that smoky cave and follow it back to a previously inaccessible area of Kero Sewers.
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Quietust
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Joined: 7/14/2004
Posts: 250
Sometimes I wonder if it even IS a parody - it seems more likely that they've been brainwashed into thinking their BS is true and are trying to corrupt more people. Next thing you know, they'll be talking about thetans...
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Quietust
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Joined: 7/14/2004
Posts: 250
Not without getting a new keyboard. The actual problem is in the way the keyboard is designed on the hardware level - keys are organized in a matrix, and pressing 2 keys in the same row and 2 in the same column renders it unable to determine which keys are really being pressed (since it will also see the '4th' key in the same rows/columns).
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Quietust
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Joined: 7/14/2004
Posts: 250
Locke wrote:
Team Arena as I recall was a standalone game that didn't need quake3 to run.
You recall incorrectly - Team Arena literally installs as a mod named 'missionpack'.
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Quietust
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Joined: 7/14/2004
Posts: 250
Nsm wrote:
awesome run! very very nice hehe but SprintGod didn't get the esmeralds, this game have a better ending with the esmeralds, isn't?
Such a run would give an entirely new meaning to "Hyper Sonic"...
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Quietust
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Joined: 7/14/2004
Posts: 250
Let's bring this thread back to the top, as this run is definitely being completed (at last count, 4 levels to go - Sky Sanctuary, Death Egg 1/2, and the final boss).
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Quietust
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Joined: 7/14/2004
Posts: 250
[removed]
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Quietust
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Joined: 7/14/2004
Posts: 250
Actually, that description is for the "Space-Time Beam", so-called because of its ability to perform the 'Reset-The-Game Glitch'. The Murder Beam is different. 1. Enable your beams in a 'normal' manner, then charge them up. 2. While holding the FIRE button, open the menu and use the trick to turn on both Spazer+Plasma but do NOT disable the Wave beam. Exit the menu while holding fire (so you can still choose where to drop it). 3. Make sure you are facing LEFT (if you are facing right, you will immediately crash the game); your charged-up beam should be pale green in color. 4. Move to where you want to drop the Murder Beam and release the Fire button. If you dropped the Murder Beam on a solid shootable object (like Mother Brain's head), there will be continuous 'explosion' sprites on that spot and the game will slow down considerably (and it will constantly attack her); otherwise, the effect will be invisible but you will still hear the 'charged up' sound in the background; anything that moves onto this spot (or an indeterminate amount of the surrounding area) will take damage until it moves away (assuming it survives).
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Quietust
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Alas, you cannot - you cannot even bring up the 'switch weapons' menu if there is a 'weapon object' on the screen (whether that be a bullet or a platform). This is evident both in Wily-2 (gets hit by the first ceiling crusher, then jumps up the gap with an Item-3, then scrolls it offscreen in order to switch to timestop) and Wily-4 (rides an Item-1 up next to one of the turrets, then a long wait for it to disappear before he can switch to crash bombs).
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Quietust
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That's because it isn't in that particular binary - I currently specify the filename at compile-time. I suppose I could add a proper option for it. [edit] Added an option to select an FMV from the user interface, but be warned! Most FMVs will desynch either within minutes, or even within seconds!
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Quietust
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Joined: 7/14/2004
Posts: 250
I should point out that my emulator does *not* have movie recording (or re-recording, using savestates) implemented, ONLY semi-working FMV playback which only works with SOME games [and AVI capture, which only works at 32-bit color and currently captures an upside-down image which I then have to flip when I encode it]. If you really want to use a different emu for movie recording, I'd recommend an emu that already supports it, like VirtuaNES or FCE Ultra; mine is slow enough as it is ^_^.
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Quietust
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Joined: 7/14/2004
Posts: 250
My emulator is called Nintendulator. In any event, I've finished recording and encoding that particular Gimmick run (24MB) as well as 2 other demos - a "good ending" Gimmick speed run I found here (35MB), and morimoto's Gradius "speed" run (37MB). All of them are 60fps and encoded using 2-pass XviD at 256kbps and have 44kHz/16bit MP3 audio encoded at 48kbps, so they look great and sound nice too. The main reason I re-recorded the Gradius run is that my emu was lucky enough to be able to play it - nearly every other .FMV I've thrown at it has desynched, either after a few seconds, a few minutes, or sometimes right at the end! [EDITED - Just realized that the Gradius AVI on the site is already 60fps; the only advantage my own recording has now is that the palette is a bit brighter]
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Post subject: Gimmick! AVI
Quietust
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Joined: 7/14/2004
Posts: 250
It's quite apparent that Famtasia has incomplete sound support; play the recently uploaded Gimmick! demo and you'll see why. On a hunch, I hacked my own emulator to play back .FMV recordings and it managed to play said Gimmick! movie through to the end without desynching. Adding AVI recording support to my emulator was also relatively painless. With that in mind, would anyone be interested in an improved AVI recording of the Gimmick! speed run? If so, I would appreciate any suggestions for codec settings and such so I can produce a high quality movie. If not, then I'll just make a copy for myself.
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
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