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
The SNES version of SMB1/Lost Levels is likely immune to most (if not all) of the existing glitches, except for possibly wall jumping. It does, however, have an additional glitch of its own - if you try to smash through a brick as Big Mario you will NOT bounce back down afterwards, but instead continue upward at a reduced velocity - enough to take you about 1/4-1/2 into the empty space and clip your head against the next block in front of you. In the NES version, this only happens if an enemy was walking on top of the block at the time you hit it.
* 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
The character for 'death' is SHI (死), not SHIN.
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Quietust
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Joined: 7/14/2004
Posts: 250
Maza wrote:
Here's my very short testrun of Mario 64.
That particular movie complained that it needed a rumble pack (even if I hooked one up in the controller config), though it seems to play okay anyways.
* 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 really - you'd output the AVI at 60fps (and output the current frame every time), but you'd just have a lot of frames which would encode down to nothing (due to there being no differences between them and the previous frames).
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Quietust
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Joined: 7/14/2004
Posts: 250
nitsuja wrote:
RT-55J wrote:
nitsuja wrote:
The N64 definitely could never handle 60 FPS (in case anyone thinks the emulation is skipping frames or something).
*Cough*F-Zero X*Cough*
Well, if F-Zero X really runs above 30 FPS on the N64 then the sources I read are wrong and the AVI code is also wrong. I was hoping that wasn't the case... EDIT: You're right. I don't see how this could possibly work then, the code clearly says something to the effect of: if(!PAL) framerate=30 else framerate=25;
There are also some NTSC games that don't run at 30fps or 60fps - Zelda OoT and MM (?) run at 24fps from what I recall.
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Quietust
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Joined: 7/14/2004
Posts: 250
Maybe it was just me, but the game seemed incredibly boring, and your speedrun didn't make it very much more enjoyable. Add in the fact that each level appears at LEAST 2 times (and that each boss shows up about a half dozen times) and perhaps one can see that there are some games which are just not suitable for speedrunning.
* 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
Incredible. I had no idea it was possible to glitch out Rockman THAT much...
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Quietust
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Posts: 250
Most definitely yes - several extremely creative uses of star boosting in there...
* 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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Posts: 250
They seem to work fine here.
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Quietust
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Joined: 7/14/2004
Posts: 250
Even with sound disabled it still desynchs. With your config file, though, it seems to work. Is there any particular reason why you recorded those movies with sound disabled? If it affects randomness, it would be best to have Gens itself fixed (or adding a "fake mute" option to movie playback) rather than forcing everyone to watch a silent movie...
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Quietust
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Joined: 7/14/2004
Posts: 250
I just tried playing both movies with Jurassic Park (U) [!].bin using Jyzero's Gens 9f and both desynch, causing the raptor to die on a stretch of spikes (right after the 2 spitters).
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Quietust
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Joined: 7/14/2004
Posts: 250
I can already see a rather large shortcut you missed on the first level - instead of going all the way to the right, then up and left to get the flower, simply do a star jump to get on the first platform (with the conveyor, then bounce another star up and jump straight to the secret. For a demonstration (and several other tricks), see the following Famtasia movie (completed in 11:37, found from some Japanese site): ([edit] no longer available) If you have Nintendulator 0.950 and a reasonably fast computer (1000MHz or faster), you can watch the movie with proper sound using the following movie file (converted directly from the above using nesmock): ([edit] no longer available) [edit: fixed FMV link]
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Quietust
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Joined: 7/14/2004
Posts: 250
Also, 51 = (4 + 4 + √4)? - 4, not + 4
* 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
52 = 4! + 4! + √4 + √4
* 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
What exactly is your reason for choosing the NES version? At least two major differences between the NES version and the 'proper' versions (Amiga, PC, SNES, Genesis, etc.) have been pointed out, as well as a few others that haven't been mentioned: 1. (already mentioned) You cannot alter the drop rate, which means some levels will require some rather long waits. 2. (already mentioned) 20 of the levels in the game have mysteriously vanished, most likely due to space constraints. 3. It only has 8 in-level songs (out of the original 17), and they don't sound that good. 4. Its graphics are of rather poor quality. 5. Many of the remaining levels have been physically altered. To name a few: * In the first level of 'Fun' difficulty (Just Dig), if you have one lemming dig down to the exit, all remaining lemmings who fall down that hole will crater; this does not happen in the proper versions. * In the first level of 'Tricky' difficulty (This should be a doddle!), 13 of 14 lemmings (at a fixed release rate of 50) must be saved within 2 minutes using exactly 1 blocker, 1 bomber, 3 builders, and 1 basher. In the proper versions, 50 of 100 lemmings (with a base release rate of 50) must be saved within 4 minutes with 10 of each job available. * In the first level of 'Mayhem' difficulty (Steel Works), the lemmings will safely fall from the gate and land on the steel platform. In the proper versions, they will not survive the fall from the trapdoor and will crater, requiring the player to use several floaters, blockers, and builders to make a small bridge to catch them. 6. Some elements of gameplay have been altered; namely, builders build upwards at a 45 degree angle instead of at a ~26.6 degree angle (across 2, up 1).
* 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 am well aware of that flaw in Oil Ocean 2 - my new route DOES take that shortcut, as well as a wall warp (only possible while using the speed glitch), for an overall time 6-7 seconds faster than before.
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Quietust
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Joined: 7/14/2004
Posts: 250
Just found a rather nasty bug in 9e: 1. Load a ROM for which you have a movie 2. Start playing a movie (but make a backup first!) 3. Save a savestate at some point 4. Stop playing the movie 5. Start playing the movie again, choosing "Play from savestate" (selecting the savestate in the Play Movie dialog) and checking 'Read only'. 6. Load a savestate (preferably the one you saved earlier) - the movie will RESUME RECORDING even though it was supposed to be read-only!
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Quietust
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Joined: 7/14/2004
Posts: 250
Paused wrote:
I presume you can manipulate what monitor appears after the sign post hits the ground.
That is incorrect - each stage has a pre-set number of monitors (pretty sure each stage has exactly two) hidden under the floor which you can knock loose using the signpost, always at the same positions and always the same types.
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Quietust
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Joined: 7/14/2004
Posts: 250
It would help to know exactly what this "weird script error" is...
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Quietust
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Posts: 250
Er, the "No image leeching, please..." message is directed toward OmnipotentEntity for his attempt to remote link an image from another site - it has nothing to do with the image you originally posted (though Omni's actual image is merely your original image cropped down and with a ".oO(Fsck!)" caption added).
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Quietust
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Posts: 250
Fastest ever was around 640KB/sec, completely saturating my downstream, while downloading FreeBSD 5.4. No other torrent has ever gotten close; second best I've ever seen is maybe 200KB/sec.
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Quietust
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Joined: 7/14/2004
Posts: 250
When playing maps like Big Game Hunters, the game randomly picks different AIs for each computer player. Sometimes I'd get Zerg AIs that would do nothing but create a few drones and then collect minerals for the entire round, while once I faced a Zerg AI that actually threw Defilers at me (with quite painful results). Actually getting the 'nasty' AI in gameplay seems to be based on luck...
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Post subject: Re: To Whom This May Concern
Quietust
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Joined: 7/14/2004
Posts: 250
GuanoBowl wrote:
I'm merely trying to send videos like Crash N' The Boys for entertainment purposes only. Im not trying to Time attack it or whatever.
If your goal is entertainment, you should probably know that one of the key factors for a movie being entertaining (especially to us) is if it's completed as quickly as possible - the rest is using crazy maneuvers and exploiting bugs in the game to make it even faster.
* 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
Finished Hill Top Zone 1. So far, every level except Chemical Plant 1 and Aquatic Ruin 2 has been improved by at least 1 time unit. The total level-time gained is currently 7.3 seconds, though the run itself is only 5.5 seconds ahead because I ended up getting a continue at the end of Chemical Plant 2 (though my goal is not the fastest possible overall start->end time, but the fastest possible time in each level). I managed to find an additional ~15 frame improvement in Hill Top 1, though doing so managed to mess up the randomness in Tails's catch-up behavior and eliminate a ~30 frame speedup near the end of the level.
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Quietust
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Joined: 7/14/2004
Posts: 250
A small suggestion: when you make submissions, do NOT directly copy/paste the submission questions, as it makes it look rather odd. A better summary for this submission might read as follows:
* FCE Ultra 0.98.12 * Aims for fastest possible time Yo! Noid is a fun Dominos game from back in the day (still wish they had this character as their mascot). The movie was pretty tough to make because of the Pizza Eating Contest after every other level, I had to get lucky and restart like 500 times just on the Contest's because I was trying to get the computer to pick 1-3 pizzas at a time. If he got a 5 or a 6, I would put Pepper or Sauce on his pizza to take away his points. Very lucky with the 1 pizza turns.
* 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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