Posts for Schnretzl


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Joined: 5/17/2007
Posts: 48
bkDJ wrote:
what is left+right max x-velocity?
66, which is reached regardless of whether you are holding Y. However, the P-meter only builds if you are holding Y.
bkDJ wrote:
how about P running?
56, if by P running you mean standard running to the side.
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gocha: What exactly is the lottery glitch you've mentioned? Also, can you explain the scroll abuse glitch? I find it very interesting.
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Ah, I had forgotten about the deaths you had just taken which would downgrade your weapon. For that particular boss, perhaps you should just stick to coins/throwing stars. Or maybe you could find a way to manipulate it such that you get cats from a playthrough of the entire movie, but not that particular savestate.
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girfanatic501 wrote:
It says SUPER MARIO ALL_STARS ??? but nothing else happens. I also can't seem to make snes9x smaller and run both at the same time.
Run the memory watcher, hit enter, copy/paste this at the bottom:
;================================
; >> Super Mario All-Stars (U) [!]
;================================
[SUPER MARIO ALL_STARS]

7E008B,1s,X Velocity
7E005E,1x,X Position
7E000D,1x,Y Position
;could also be at 7E0070?  this seemed more accurate
7E0413,1u,P-meter
Now save, and run the memory watcher again and you should be good to go. You may need to find some other important values (for a Mario game, probably so) but that should help you out a bit.
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The other movies I've seen of the game skip past all of the random upgrades in that passageway. Perhaps it's because you get a desync if you hit one of them? It probably also causes some unnecessary lag. Also, while I know there is a bug you can use to cancel part of the level 3 weapon animation, you may not be able to go as fast even if you do use it. Why exactly do you want to get a weapon levelup there anyway?
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girfanatic501 wrote:
Could someone help me, Memory Watcher isn't working with SNES9XW Improv 9.
I believe one common problem with it is having to rename the SNES9x executable. Mine is named snes9x+v9.exe and it works, so I suppose I would recommend trying that. Also, you have to find the hex values you need for yourself and configure the watcher for the game. If you run the memory watcher and hit enter, it opens up the text file you'll want to look at. It has a couple of examples in there to help get you started.
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One VERY unforgivable mistake in this last one is the hit you took on the flying ship. However, your runs do seem to be improving. Another thing you definitely should do when TASing is using the memory watcher. You'll want to keep track of values such as player X,Y, X velocity, and possibly several other values as well. Also, this video may prove helpful.
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Yes vote because an improvement over the already rather optimal old video is impressive. I found the ghost fight to be much less entertaining, but the new Bowser fight made up for it.
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Kyrsimys wrote:
Nightwish's new album was released in September and it's still number one in the Finnish album chart so I guess that tells you something. I was never a fan, but the new singer is just horrible, I can't believe how well they're doing.
SILENCE! I kill you!
Raiscan wrote:
I actually thought the new singer was better, mainly for her slightly harder voice yet still managing to be soft..
I find them difficult to compare because their styles are so different, which I think was the goal with their selection.
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Question: Is Nightwish really big over in Finland? Are you a fan?
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Titus Kwok wrote:
You've got to figure that playing a real guitar is a lot different than playing Guitar Hero. You can hold frets on multiple strings, then strum them all at once, instead of having to individually play each note like you do on Guitar Hero.
And also do hammer-ons/pull-offs.
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Video/sound quality was great. Looking forward to the next track!
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Merely beating that song on expert is a mighty fine achievement.
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I loved that game. Great TAS, too.
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After a quick look-through, there are few changes, most of them regional differences, i.e. a note on the ESRB rating (which does not apply outside the U.S.), the coloring of the buttons on controller pics, and game screenshots. I noticed a word changed here and there as well, once again minor. Probably the biggest change was the memo page. The U.S. version says "Oh yeah? So when was the last time you actually used a 'memo' section at the back of an instruction booklet? Are you going to start now? That's pretty doubtful, but just for tradition's sake, here's a memo section. (Albeit a small one, have fun!)" and then has the handwritten part I mentioned in my last post.
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I gotta say, my favorite part was the page where they talked about frozen pizzas and didn't actually end up talking about the game at all. XD If you can scan it all for me, I'd have no problem going through it and seeing what's different. I myself am somewhat interested to see.
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*whips out instruction manual* Here's the only references to hidden stunts I know of: "MEGA Not telling. It's supposed to be a secret. But since you'll be staring goggle-eyes at the Stunt Scores and see 'MEGA' emblazoned in glowing phosphor on your TV, a word might be in order. Mega is for the Stunts that may or may not be in the game, so you can get scores that you may or may not have earned on Stunts that may or may not actually exist. Cool, huh? Try pressing buttons at random and see what happens." Later, in handwriting is the following: "Psst! Hey guys; There's something I'm not supposed to tell you. Uniracers has another kind of stunt! It's something called a "tabletop" and you can do it by... erm.. heck, it's some buttons or other.... Whoops! I've been rumbled, gotta go! Yours, The Writer." By the way, Uniracers, without a doubt, has the best instruction manual of any video game ever.
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I've worked on a video for this on and off, I think it could be good.
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Dromiceius wrote:
-You might want to shoot at the earliest possible frame. Purely a style thing.
As far as the bosses are concerned, I thought I did. Towards the end I started to leave some enemies alive a bit longer so they had a chance to shoot at me and give me something to dodge.
Dromiceius wrote:
-Is sliding is faster than walking? I'm not sure if anyone ever tested that. It's not much of an issue because the screen is almost always autoscrolling, but it might save some time here and there.
After completing the run, I decided it might have been a good idea to test that. At the start of the run, I went on the assumption that since it starts slow, then goes fast, then slow again at the end that it averaged out to walking speed. This is actually why I slid several times in Wigwam's stage right by slope changes: I could get through the fast part of the slide, and a bug would cancel the slide before I went through the slow part at the end. Anyway, I performed a rather inaccurate test which seemed to show that walking is slower than jumping, which in turn is slower than sliding. But since your walking speed is already faster than the camera speed, sliding provides little optimization.
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Not to revive a dead topic, but... Several months ago I finished a run on this on hard. This is my first (and to date, only) TAS that I have seen through to completion. I didn't think it was quite good enough for submission for a few various reasons, such as the unoptimization of the Simon Greedwell fight (I went back and redid it about 260 frames faster, but couldn't splice that in because enemies started firing on different frames later on), not using 2 players, a couple of missed shots that I was too lazy to edit out, etc. A few notes regarding things which have been discussed in this thread:
    -Bullets do 1 damage each, regardless of player. I tested this with at least the first 3 characters, I can't remember if I tested it with Cormano. -Bosses and objects guarding bosses receive no more than 1 damage per frame, regardless of how many bullets hit on that frame. I haven't tested it too extensively, but it seems this may actually be capped at 1 damage every other frame (i.e. if bullets hit on 2 consecutive frames, only the first actually does damage). This indicates that a 2 player run would actually provide little room for optimization over a 1 player run, except perhaps against the twins. -I think there was something else but I can't remember it right now.
Anyway, I'd like to get some feedback on this, I've sorta been considering rerunning it recently using 2 players. I'd also like some tips on making a 2 player run, like if there's some way to record P1 for a short bit and then go back and record P2 separately. My keyboard really doesn't like me holding down enough keys simultaneously to do too much recording both at the same time. Anyway, here it is.
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1.43+ seems to work fine nitsuja. Thanks everyone!
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I am running 5.1. Would it be a better idea to run 1.43? Also, I did record from reset with no SRAM bound to either ROM. Is this favorable? I tried saving the SRAM data on both ROMs just in case it is, but got error messages on both. EDIT: I don't know if this helps any, but if I load a savestate taken right before the boss, it still works fine.
Post subject: Boss sequence changing
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I've tried making movies for both Mega Man X and Legend of the Mystical Ninja now, and in both the bosses use different attack patterns than they took when I was recording so my movie doesn't work. Can anybody help me out with this?