Posts for Spoony_Bard

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Experienced Forum User, Published Author, Former player
Joined: 8/17/2004
Posts: 377
In the JP SNES FF4 Tellah had the 'Recall' skill (like he does in the PSX and GBA remakes, but not the US FF2) which makes him randomly cast one of his 'forgotten' spells. With manipulation in the SNES FF4 you can make him use Thundaga on Octomammoth. So either Phil couldn't get him to use Thundaga, Thundaga's damage on Octomammoth was lowered to the point that Bio was more effective, or he didn't think to use Thundaga.
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Quietust wrote:
The "sm64glitches" run was amusing at the beginning, but quickly got extremely boring after about 10 minutes of invisible-bobomb-carrying.
Agreed. I understand it's for the sake of showing things off, but we didn't need to painstakingly see EVERY possible sprite Mario could wind up holding. But I really liked the first half of the video, though, and look forward to seeing what else can be discovered.
Experienced Forum User, Published Author, Former player
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Ok, cool cool. I had forgotten about the way encounters were set up in that cave. Keep up the good work.
Experienced Forum User, Published Author, Former player
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Well I've finally gotten to watch the whole thing through without desync, and it looks great! My only question is, and I dunno if you've answered this already, but was it necessary to walk for so long after getting the Flying Shoes with Ragnar before getting into that encounter? Other times I've seen you get into an encounter after just one step, or was there simply no other way to manipulate encounters in that room.
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Kitsune wrote:
Some of the Items have been revamped too. Tents restore full Hit Points and Magic Points now, instead of just SOME. I wonder how many other items got revamped in this version.
Are you sure of that? I distinctly remember using Tents and only getting a partial refill of HP and MP. Besides, that's the point of having two items for that, Tents and Cottages. It's the Cottages that restore full HP and MP.
Experienced Forum User, Published Author, Former player
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Phil wrote:
So, you are that kind of man that is trying to make me guilty because I think it's better when bugs are fixed? rofl
Nope. You can make your GBA run, I look forward to seeing it. I just didn't like the terminology 'stupid bug' because a large quantity of runs on this site use such glitches. But since we both agree that the SNES and GBA versions are different enough to warrent seperate runs there's no need to debate it much further. ;) Incidentally, I've been playing the FF4 GBA myself, and reached the end of the game yesterday. However, Zeromus leveled my party with two Big Bangs. Cecil and Cid were the only ones who survived the first, it did 2000+ to everyone, and yes, I stole the Dark Matter. My party was Lv45, and all had the best equipment, so I think I just need to level more. I guess I'm too used to the SNES easytype version. How well do you think you'll be able to manipulate Zeromus's actions? I haven't checked, yet, to see if Big Bang's damage was lowered by stealing the Dark Matter yet, I've only fought him once so far. It's possible that's another 'bug' that was fixed, though I always thought the Dark Matter theft was intentional. Anyway, food for thought for when you get to the end of the game.
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Posts: 377
Phil wrote:
That's better than using a stupid glitch like that.
Well, to be fair, many TAS videos use 'stupid' glitches like that. If you choose not to in your video, then that's fine, but saying it like that implies an insult to those who do choose to. It's exploiting a loophole in the game's engine, that's the purpose in many of these videos. At any rate, due to the differences, I still think a seperate run of the US FF2, or JP FF4 on the SNES should be attempted by someone, if only for exploiting the greater number of glitches left in it.
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Hrm, this new movie desynced for me during the battle with Zio... or rather, the desynch seemed to start during the conversation beforehand.
Experienced Forum User, Published Author, Former player
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The movie desynched for me during the battle with Linguar, though I was using Nitsuja's version of FCEU so that could have been the cause. I'll re-watch it later using the standard version and see if that helps matters.
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Hmm, well, missing the Cure spell in the beginning is a pretty obvious mistake. However, I concur with quietkane's comment that long RPG runs tend to never get finished due to constant revisions, and I'd much rather prefer to see a run with some known flaws get published first to make way for a second version later on, than to never have a run published at all due to constantly revising it. So yes vote from me.
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Palom and Porom change back automatically near the end of the game, after the Giant of Bab-Il is activated. If you recall the following cutscene, Edward, Yang, the Dwarves, the Sylphs, the Troians and the Mysidians (including Palom and Porom who were returned to normal, presumably by the Elder) all stall the Giant, while Cecil and co go inside. So I doubt there'll be any necessary subquest for the twins, they should just be switchable right away.
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I should note that according to my testing the Warp glitch in the Dwarves castle crystal room no longer works in the GBA version. This will force you to do the sealed cavern later on and will add quite a bit of time that could have been avoided otherwise.
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I think I noticed that glitch during Tellah's 'You Spoony Bard!' moment, in the SNES game he only acted, like, 3 times in that whole sequence. But in the GBA remake, he acted TEN before he even said anything. That might be the glitch, or that might just be how they changed that sequence.. Anyway, personally, my vote is to do the run on the SNES version, but that's just me.
Experienced Forum User, Published Author, Former player
Joined: 8/17/2004
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....wasn't this thread about the hack? >_>
Experienced Forum User, Published Author, Former player
Joined: 8/17/2004
Posts: 377
Whoa! That is SWEET! I can't wait to see the finished product of all this... ...but you do realize that this was SUCH a tease, yes? ;)
Experienced Forum User, Published Author, Former player
Joined: 8/17/2004
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I played this hack years ago, and it is quite good. I was impressed by it, but I wasn't as familiar with the original Zelda as most others are, however. I remember there being some clever puzzles, though, and it was certainly fun. I'd vote for it to be accepted, but we'll see what the general opinion is.
Experienced Forum User, Published Author, Former player
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I don't know Sonic games myself, however this movie looks well done, compared to the other Sonic runs on the site, so yes vote from me.
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No complaints from me. Good job on the run, Krysimys, I'm glad to see it in the queue. Now it's all up to the voters...
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Wow, this topic's been revived. I'd almost given up hope on the run. Glad to see someone working on this game again, good luck Frenom!
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Not to mention that once a game has started to be TASed a lot of new, interesting glitches tend to pop out of the woodwork. B-K will probably be the same way, even if we don't know of any NOW. So I think it's likely that a TASed run will wind up being quite a bit different than the current Speedrun.
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Hmm, using that same SRAM I used before I erased the save in the first slot, making all three empty again, then started a new game. And wouldn't you know it, it WOULDN'T let me skip the intro. So I guess the game will only let you skip it if at least one of the slots isn't empty.
Experienced Forum User, Published Author, Former player
Joined: 8/17/2004
Posts: 377
I'm not sure, but, I think it may be due to the fact your console version already has saved games in the RAM. Some games only allow you to skip cutscenes if it sees you've done them already, in the case of Banjo-Kazooie since opening the ROM with Mupen there is no predefined save, it probably won't let you skip the intro. We should test and make sure, though, by starting a new game up to the point where we can save, then restart a new game on one of the other slots to see if we can skip the opening. If it turns out this is the issue then, well, we'll just have to put up with watching the intro. I don't mind so much, I always found the way 'voices' are used in this game to be hilarious, especially Gruntilda's. EDIT: I just ran the test, turns out that is the problem. After watching through the intro on a clean SRAM I started a new game on the second slot, and sure enough I could skip the intro by pressing start.
Experienced Forum User, Published Author, Former player
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Posts: 377
Konami Heroes unite! I haven't played this game in a long time, it reminds me that one of the first FCEU movies to be submitted to this site was Wai Wai World. Your playstyle is great, you make great use of the two players to take an otherwise impossible route through the game. Why, I'd say this deserves a star. Since it is a 2 player run, it may not obsolete the old one, but perhaps the single-player run could also be improved? Anyway, great job on this one.
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Nice. It's good to see more work done on the run. Though.. uh, wasn't it me who showed you the ducking-block-breaking trick? JXQ showed you a few spots of improvement in World 4.. ;)
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Your rough route looks pretty good. I also think glitching through JRB door looks neat. It might be better to try and arrange it so you only have to enter each painting world once, ie: Wait until you have the Wing Cap before going to Bob-Omb battlefield. One question, though, why not wait until after you've compelted Big Boo's Haunted Mansion to stomp the pillars? That way you can do them and go outside to the Vanish Cap all at once? Plus, I think you only need 12 (?) Stars to open Big Boo's level, so maybe you can do that before going into the Basement? It's been awhile since I've played all the way through the game myself, though, so maybe some of my guesses are wrong...
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