Posts for TNSe


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How does it create the Primary Buffer? What options (Hint, try getting on irc, easier to communicate there :P)
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I believe what you want is DirectSound->SetCooperativeLevel(HWnd, DSSCL_EXCLUSIVE) (Before you create primary buffer, and set the format of it)
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Another request, change the Cooperative level on the direct sound buffer, so that even if I switch away to another window, the gameboy keeps making sound... Edit: For some reason, with the input, VBA always receives input, even when inactive, but with sound, it doesn't give sound when inactive, I'd like this reversed. Keep on playing sound when not active, and stop receiving input when inactive Also please add an always-on-top option (I cant seem to find this option atm). Both would be win32 specific additions.
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I suggest if you write it directly to the video surface, write it *after* screenshot code, and *after* giving it to AVI writer :P
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After 99 lives it starts using other non-numeric tiles for lives, like crowns and stuff... Ramzi wanted this: http://www.clanvikings.org/tnse/turtleup.zip
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Ok, your loss :P
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Mind to answer why you are so paranoid about giving out your ip address?
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if you only had a reason to be that paranoid :P
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BoltR wrote:
I HATE YOU AND THIS DAY. AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH Edit: I didn't even the post in April. ARG.
Yes you did.
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There is garbage in the header of this rom, incorrectly labelling it as mapper 161. The correct number is 1. Use an emu with a NES Header editor and set it to 1 and it will work. As for the game itself, it made me recheck what I had digested lately, as I'm not used to see such violent use of colors, and pink elephants, and blue dancing tapirs with parasols and flying whales and stars that come crashing down and a moon that .. and so on. It was like a weird dream gone bad :P The run seems nicely done, however I believe a kill here and there could have removed a lot of the slowdowns. I'm kinda holding my vote yet as I'm not entirely decided yet.
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No, its more of an issue about production costs I guess. If it is 1 byte too big to fit in 128kb of rom, they more or less have to double it (256kb next) that drastically increases cost of production. hackers however didn't suffer that limitation due to the fact they rely on harddisk space.
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Seriously, how low did the fighting games drop? :P Run seems nice, entertainment value (as with most fighting games) is low. Meh.
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Dunno, but I have a feeling if anyone can answer us that TSA, its you :P
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Those worms got pretty damn owned indeed. :P
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Already exited about this run :P (And yes, I did watch your prelim run)
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Hi Terimakasih, good to see you :) *Loads up Snes9x and starts watching*
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dat it iz v.gudz
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Weird game. Really!
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1: join us in IRC. #nesvideos irc.freenode.net 2: watch and give your opinion of runs. Both those in progress and those submitted. 3: Vote :P 4: Welcome!!! :D
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The speed of this run/game is insane. Good luck getting the codec to eat this bisqwit ;)
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I'd love to see the warp bug explored more. Very nicely done with the rocketladders :P
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It was indeed long :P Massive use of luck manipulation and well, since I've never played the game myself, I'll haev to trust that the route and item usage was efficient :)
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re slowdowns, Enemy Erasers are very helpful against slowdowns. Your run is quite nice so far, apart from the horrible areas with slowdown, I'd prefer to see you accurately blast everything to pieces like the intro level ;)
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Question 2 is related to Question 1 :P
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I found some maps and stuff on gamefaqs I think... I used them when I reverse engineered the password system on TGL. Atleast if you need help to experiment at what is best, you can use the password generator .P
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